mirror of https://github.com/ppy/osu
Extract replay-transforming helper test method
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@ -121,19 +121,7 @@ public void TestSpinnerMiddleRewindingRotation()
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public void TestRotationDirection([Values(true, false)] bool clockwise)
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public void TestRotationDirection([Values(true, false)] bool clockwise)
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{
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{
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if (clockwise)
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if (clockwise)
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{
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transformReplay(flip);
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AddStep("flip replay", () =>
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{
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var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
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var score = drawableRuleset.ReplayScore;
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var scoreWithFlippedReplay = new Score
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{
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ScoreInfo = score.ScoreInfo,
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Replay = flipReplay(score.Replay)
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};
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drawableRuleset.SetReplayScore(scoreWithFlippedReplay);
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});
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}
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addSeekStep(5000);
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addSeekStep(5000);
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@ -141,7 +129,7 @@ public void TestRotationDirection([Values(true, false)] bool clockwise)
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AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
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AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
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}
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}
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private Replay flipReplay(Replay scoreReplay) => new Replay
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private Replay flip(Replay scoreReplay) => new Replay
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{
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{
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Frames = scoreReplay
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Frames = scoreReplay
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.Frames
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.Frames
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@ -203,6 +191,18 @@ private void addSeekStep(double time)
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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}
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private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
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{
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var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
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var score = drawableRuleset.ReplayScore;
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var transformedScore = new Score
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{
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ScoreInfo = score.ScoreInfo,
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Replay = replayTransformation.Invoke(score.Replay)
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};
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drawableRuleset.SetReplayScore(transformedScore);
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});
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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{
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{
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HitObjects = new List<HitObject>
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HitObjects = new List<HitObject>
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