Merge pull request #4548 from peppy/framed-replay-handler-fixes

Fix FramedReplayInputHandler frame handling
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Dan Balasescu 2019-03-29 13:37:06 +09:00 committed by GitHub
commit dc6b438f06
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6 changed files with 355 additions and 48 deletions

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Input.StateChanges;
using osu.Framework.MathUtils;
using osu.Game.Replays;
@ -22,10 +23,14 @@ protected float? Position
{
get
{
if (!HasFrames)
var frame = CurrentFrame;
if (frame == null)
return null;
return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
Debug.Assert(CurrentTime != null);
return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
}
}

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@ -18,6 +18,6 @@ public ManiaFramedReplayInputHandler(Replay replay)
protected override bool IsImportant(ManiaReplayFrame frame) => frame.Actions.Any();
public override List<IInput> GetPendingInputs() => new List<IInput> { new ReplayState<ManiaAction> { PressedActions = CurrentFrame.Actions } };
public override List<IInput> GetPendingInputs() => new List<IInput> { new ReplayState<ManiaAction> { PressedActions = CurrentFrame?.Actions ?? new List<ManiaAction>() } };
}
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Input.StateChanges;
using osu.Framework.MathUtils;
@ -18,16 +19,20 @@ public OsuFramedReplayInputHandler(Replay replay)
{
}
protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
protected override bool IsImportant(OsuReplayFrame frame) => frame?.Actions.Any() ?? false;
protected Vector2? Position
{
get
{
if (!HasFrames)
var frame = CurrentFrame;
if (frame == null)
return null;
return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
Debug.Assert(CurrentTime != null);
return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
}
}
@ -41,7 +46,7 @@ public override List<IInput> GetPendingInputs()
},
new ReplayState<OsuAction>
{
PressedActions = CurrentFrame.Actions
PressedActions = CurrentFrame?.Actions ?? new List<OsuAction>()
}
};
}

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@ -18,6 +18,6 @@ public TaikoFramedReplayInputHandler(Replay replay)
protected override bool IsImportant(TaikoReplayFrame frame) => frame.Actions.Any();
public override List<IInput> GetPendingInputs() => new List<IInput> { new ReplayState<TaikoAction> { PressedActions = CurrentFrame.Actions } };
public override List<IInput> GetPendingInputs() => new List<IInput> { new ReplayState<TaikoAction> { PressedActions = CurrentFrame?.Actions ?? new List<TaikoAction>() } };
}
}

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@ -0,0 +1,284 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using NUnit.Framework;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
namespace osu.Game.Tests.NonVisual
{
[TestFixture]
public class FramedReplayinputHandlerTest
{
private Replay replay;
private TestInputHandler handler;
[SetUp]
public void SetUp()
{
handler = new TestInputHandler(replay = new Replay
{
Frames = new List<ReplayFrame>
{
new TestReplayFrame(0),
new TestReplayFrame(1000),
new TestReplayFrame(2000),
new TestReplayFrame(3000, true),
new TestReplayFrame(4000, true),
new TestReplayFrame(5000, true),
new TestReplayFrame(7000, true),
new TestReplayFrame(8000),
}
});
}
[Test]
public void TestNormalPlayback()
{
Assert.IsNull(handler.CurrentFrame);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(0, 0);
confirmCurrentFrame(0);
confirmNextFrame(1);
//if we hit the first frame perfectly, time should progress to it.
setTime(1000, 1000);
confirmCurrentFrame(1);
confirmNextFrame(2);
//in between non-important frames should progress based on input.
setTime(1200, 1200);
confirmCurrentFrame(1);
setTime(1400, 1400);
confirmCurrentFrame(1);
// progressing beyond the next frame should force time to that frame once.
setTime(2200, 2000);
confirmCurrentFrame(2);
// second attempt should progress to input time
setTime(2200, 2200);
confirmCurrentFrame(2);
// entering important section
setTime(3000, 3000);
confirmCurrentFrame(3);
// cannot progress within
setTime(3500, null);
confirmCurrentFrame(3);
setTime(4000, 4000);
confirmCurrentFrame(4);
// still cannot progress
setTime(4500, null);
confirmCurrentFrame(4);
setTime(5200, 5000);
confirmCurrentFrame(5);
// important section AllowedImportantTimeSpan allowance
setTime(5200, 5200);
confirmCurrentFrame(5);
setTime(7200, 7000);
confirmCurrentFrame(6);
setTime(7200, null);
confirmCurrentFrame(6);
// exited important section
setTime(8200, 8000);
confirmCurrentFrame(7);
confirmNextFrame(null);
setTime(8200, 8200);
confirmCurrentFrame(7);
confirmNextFrame(null);
}
[Test]
public void TestIntroTime()
{
setTime(-1000, -1000);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(-500, -500);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(0, 0);
confirmCurrentFrame(0);
confirmNextFrame(1);
}
[Test]
public void TestBasicRewind()
{
setTime(2800, 0);
setTime(2800, 1000);
setTime(2800, 2000);
setTime(2800, 2800);
confirmCurrentFrame(2);
confirmNextFrame(3);
// pivot without crossing a frame boundary
setTime(2700, 2700);
confirmCurrentFrame(2);
confirmNextFrame(1);
// cross current frame boundary; should not yet update frame
setTime(1980, 1980);
confirmCurrentFrame(2);
confirmNextFrame(1);
setTime(1200, 1200);
confirmCurrentFrame(2);
confirmNextFrame(1);
//ensure each frame plays out until start
setTime(-500, 1000);
confirmCurrentFrame(1);
confirmNextFrame(0);
setTime(-500, 0);
confirmCurrentFrame(0);
confirmNextFrame(null);
setTime(-500, -500);
confirmCurrentFrame(0);
confirmNextFrame(null);
}
[Test]
public void TestRewindInsideImportantSection()
{
// fast forward to important section
while (handler.SetFrameFromTime(3000) != null)
{
}
setTime(4000, 4000);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(3500, null);
confirmCurrentFrame(4);
confirmNextFrame(3);
setTime(3000, 3000);
confirmCurrentFrame(3);
confirmNextFrame(2);
setTime(3500, null);
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(4000, 4000);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(4500, null);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(4000, null);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(3500, null);
confirmCurrentFrame(4);
confirmNextFrame(3);
setTime(3000, 3000);
confirmCurrentFrame(3);
confirmNextFrame(2);
}
[Test]
public void TestRewindOutOfImportantSection()
{
// fast forward to important section
while (handler.SetFrameFromTime(3500) != null)
{
}
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(3200, null);
// next frame doesn't change even though direction reversed, because of important section.
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(3000, null);
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(2800, 2800);
confirmCurrentFrame(3);
confirmNextFrame(2);
}
private void setTime(double set, double? expect)
{
Assert.AreEqual(expect, handler.SetFrameFromTime(set));
}
private void confirmCurrentFrame(int? frame)
{
if (frame.HasValue)
{
Assert.IsNotNull(handler.CurrentFrame);
Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
}
else
{
Assert.IsNull(handler.CurrentFrame);
}
}
private void confirmNextFrame(int? frame)
{
if (frame.HasValue)
{
Assert.IsNotNull(handler.NextFrame);
Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
}
else
{
Assert.IsNull(handler.NextFrame);
}
}
private class TestReplayFrame : ReplayFrame
{
public readonly bool IsImportant;
public TestReplayFrame(double time, bool isImportant = false)
: base(time)
{
IsImportant = isImportant;
}
}
private class TestInputHandler : FramedReplayInputHandler<TestReplayFrame>
{
public TestInputHandler(Replay replay)
: base(replay)
{
}
protected override double AllowedImportantTimeSpan => 1000;
protected override bool IsImportant(TestReplayFrame frame) => frame?.IsImportant ?? false;
}
}
}

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@ -7,7 +7,6 @@
using osu.Game.Input.Handlers;
using osu.Game.Replays;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Replays
{
@ -22,12 +21,37 @@ public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
protected List<ReplayFrame> Frames => replay.Frames;
public TFrame CurrentFrame => !HasFrames ? null : (TFrame)Frames[currentFrameIndex];
public TFrame NextFrame => !HasFrames ? null : (TFrame)Frames[nextFrameIndex];
public TFrame CurrentFrame
{
get
{
if (!HasFrames || !currentFrameIndex.HasValue)
return null;
private int currentFrameIndex;
return (TFrame)Frames[currentFrameIndex.Value];
}
}
private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1);
public TFrame NextFrame
{
get
{
if (!HasFrames)
return null;
if (!currentFrameIndex.HasValue)
return (TFrame)Frames[0];
if (currentDirection > 0)
return currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex.Value + 1];
else
return currentFrameIndex == 0 ? null : (TFrame)Frames[nextFrameIndex];
}
}
private int? currentFrameIndex;
private int nextFrameIndex => currentFrameIndex.HasValue ? MathHelper.Clamp(currentFrameIndex.Value + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1) : 0;
protected FramedReplayInputHandler(Replay replay)
{
@ -47,12 +71,12 @@ private bool advanceFrame()
public override List<IInput> GetPendingInputs() => new List<IInput>();
public bool AtLastFrame => currentFrameIndex == Frames.Count - 1;
public bool AtFirstFrame => currentFrameIndex == 0;
private const double sixty_frame_time = 1000.0 / 60;
protected double CurrentTime { get; private set; }
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
protected double? CurrentTime { get; private set; }
private int currentDirection;
/// <summary>
@ -68,7 +92,7 @@ private bool advanceFrame()
//a button is in a pressed state
IsImportant(currentDirection > 0 ? CurrentFrame : NextFrame) &&
//the next frame is within an allowable time span
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan;
protected virtual bool IsImportant(TFrame frame) => false;
@ -81,47 +105,36 @@ private bool advanceFrame()
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
public override double? SetFrameFromTime(double time)
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
if (!CurrentTime.HasValue)
{
currentDirection = 1;
}
else
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
}
if (HasFrames)
{
// check if the next frame is in the "future" for the current playback direction
if (currentDirection != time.CompareTo(NextFrame.Time))
// check if the next frame is valid for the current playback direction.
// validity is if the next frame is equal or "earlier"
var compare = time.CompareTo(NextFrame?.Time);
if (compare == 0 || compare == currentDirection)
{
if (advanceFrame())
return CurrentTime = CurrentFrame.Time;
}
else
{
// if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
if (inImportantSection)
return null;
}
else if (advanceFrame())
{
// If going backwards, we need to execute once _before_ the frame time to reverse any judgements
// that would occur as a result of this frame in forward playback
if (currentDirection == -1)
return CurrentTime = CurrentFrame.Time - 1;
return CurrentTime = CurrentFrame.Time;
}
}
return CurrentTime = time;
}
protected class ReplayMouseState : osu.Framework.Input.States.MouseState
{
public ReplayMouseState(Vector2 position)
{
Position = position;
}
}
protected class ReplayKeyboardState : osu.Framework.Input.States.KeyboardState
{
public ReplayKeyboardState(List<Key> keys)
{
foreach (var key in keys)
Keys.Add(key);
}
}
}
}