mirror of https://github.com/ppy/osu
Add test coverage of `SpectatorPlayer` failing to seek on inopportune frame arrival time
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@ -70,6 +70,56 @@ public void SetupSteps()
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});
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}
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[Test]
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public void TestSeekToGameplayStartFramesArriveAfterPlayerLoad()
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{
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const double gameplay_start = 10000;
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loadSpectatingScreen();
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start();
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waitForPlayer();
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sendFrames(startTime: gameplay_start);
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AddAssert("time is greater than seek target", () => currentFrameStableTime > gameplay_start);
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}
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/// <summary>
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/// Tests the same as <see cref="TestSeekToGameplayStartFramesArriveAfterPlayerLoad"/> but with the frames arriving just as <see cref="Player"/> is transitioning into existence.
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/// </summary>
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[Test]
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public void TestSeekToGameplayStartFramesArriveAsPlayerLoaded()
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{
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const double gameplay_start = 10000;
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loadSpectatingScreen();
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start();
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AddUntilStep("wait for player loader", () => (Stack.CurrentScreen as PlayerLoader)?.IsLoaded == true);
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AddUntilStep("queue send frames on player load", () =>
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{
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var loadingPlayer = (Stack.CurrentScreen as PlayerLoader)?.CurrentPlayer;
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if (loadingPlayer == null)
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return false;
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loadingPlayer.OnLoadComplete += _ =>
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{
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spectatorClient.SendFramesFromUser(streamingUser.Id, 10, gameplay_start);
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};
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return true;
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});
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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AddAssert("time is greater than seek target", () => currentFrameStableTime > gameplay_start);
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}
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[Test]
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public void TestFrameStarvationAndResume()
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{
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@ -319,9 +369,9 @@ private double currentFrameStableTime
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private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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private void sendFrames(int count = 10)
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private void sendFrames(int count = 10, double startTime = 0)
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{
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AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count));
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AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count, startTime));
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}
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private void loadSpectatingScreen()
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@ -88,7 +88,8 @@ public void SendEndPlay(int userId, SpectatedUserState state = SpectatedUserStat
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/// </summary>
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/// <param name="userId">The user to send frames for.</param>
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/// <param name="count">The total number of frames to send.</param>
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public void SendFramesFromUser(int userId, int count)
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/// <param name="startTime">The time to start gameplay frames from.</param>
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public void SendFramesFromUser(int userId, int count, double startTime = 0)
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{
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var frames = new List<LegacyReplayFrame>();
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@ -102,7 +103,7 @@ public void SendFramesFromUser(int userId, int count)
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flush();
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var buttonState = currentFrameIndex == lastFrameIndex ? ReplayButtonState.None : ReplayButtonState.Left1;
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frames.Add(new LegacyReplayFrame(currentFrameIndex * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
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frames.Add(new LegacyReplayFrame(currentFrameIndex * 100 + startTime, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
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}
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flush();
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