mirror of
https://github.com/ppy/osu
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351 lines
13 KiB
C#
351 lines
13 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public partial class TestSceneSpinnerInput : RateAdjustedBeatmapTestScene
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{
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private const int centre_x = 256;
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private const int centre_y = 192;
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private const double time_spinner_start = 1500;
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private const double time_spinner_end = 8000;
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private readonly List<JudgementResult> judgementResults = new List<JudgementResult>();
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private ScoreAccessibleReplayPlayer currentPlayer = null!;
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private ManualClock? manualClock;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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{
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return manualClock == null
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? base.CreateWorkingBeatmap(beatmap, storyboard)
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: new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(manualClock), Audio);
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}
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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manualClock = null;
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SelectedMods.Value = Array.Empty<Mod>();
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});
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/// <summary>
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/// While off-centre, vibrates backwards and forwards on the x-axis, from centre-50 to centre+50, every 50ms.
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/// </summary>
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[Test]
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public void TestVibrateWithoutSpinningOffCentre()
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{
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List<ReplayFrame> frames = new List<ReplayFrame>();
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const int vibrate_time = 50;
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const float y_pos = centre_y - 50;
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int direction = -1;
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for (double i = time_spinner_start; i <= time_spinner_end; i += vibrate_time)
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{
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frames.Add(new OsuReplayFrame(i, new Vector2(centre_x + direction * 50, y_pos), OsuAction.LeftButton));
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frames.Add(new OsuReplayFrame(i + vibrate_time, new Vector2(centre_x - direction * 50, y_pos), OsuAction.LeftButton));
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direction *= -1;
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}
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performTest(frames);
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assertTicksHit(0);
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assertSpinnerHit(false);
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}
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/// <summary>
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/// While centred on the slider, vibrates backwards and forwards on the x-axis, from centre-50 to centre+50, every 50ms.
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/// </summary>
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[Test]
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public void TestVibrateWithoutSpinningOnCentre()
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{
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List<ReplayFrame> frames = new List<ReplayFrame>();
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const int vibrate_time = 50;
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int direction = -1;
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for (double i = time_spinner_start; i <= time_spinner_end; i += vibrate_time)
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{
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frames.Add(new OsuReplayFrame(i, new Vector2(centre_x + direction * 50, centre_y), OsuAction.LeftButton));
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frames.Add(new OsuReplayFrame(i + vibrate_time, new Vector2(centre_x - direction * 50, centre_y), OsuAction.LeftButton));
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direction *= -1;
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}
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performTest(frames);
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assertTicksHit(0);
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assertSpinnerHit(false);
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}
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[Test]
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public void TestVibrateWithoutSpinningOnCentreWithDoubleTime()
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{
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List<ReplayFrame> frames = new List<ReplayFrame>();
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const int rate = 2;
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// the track clock is going to be playing twice as fast,
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// so the vibration time in clock time needs to be twice as long
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// to keep constant speed in real time.
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const int vibrate_time = 50 * rate;
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int direction = -1;
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for (double i = time_spinner_start; i <= time_spinner_end; i += vibrate_time)
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{
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frames.Add(new OsuReplayFrame(i, new Vector2(centre_x + direction * 50, centre_y), OsuAction.LeftButton));
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frames.Add(new OsuReplayFrame(i + vibrate_time, new Vector2(centre_x - direction * 50, centre_y), OsuAction.LeftButton));
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direction *= -1;
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}
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AddStep("set DT", () => SelectedMods.Value = new[] { new OsuModDoubleTime { SpeedChange = { Value = rate } } });
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performTest(frames);
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assertSpinnerHit(false);
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}
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/// <summary>
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/// Spins in a single direction.
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/// </summary>
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[TestCase(180, 0)]
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[TestCase(-180, 0)]
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[TestCase(360, 1)]
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[TestCase(-360, 1)]
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[TestCase(540, 1)]
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[TestCase(-540, 1)]
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[TestCase(720, 2)]
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[TestCase(-720, 2)]
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public void TestSpinSingleDirection(float amount, int expectedTicks)
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{
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performTest(new SpinFramesGenerator(time_spinner_start)
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.Spin(amount, 500)
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.Build());
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assertTicksHit(expectedTicks);
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assertSpinnerHit(false);
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}
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/// <summary>
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/// Spin half-way clockwise then perform one full spin counter-clockwise.
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/// No ticks should be hit since the total rotation is -0.5 (0.5 CW + 1 CCW = 0.5 CCW).
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/// </summary>
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[Test]
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public void TestSpinHalfBothDirections()
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{
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performTest(new SpinFramesGenerator(time_spinner_start)
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.Spin(180, 500) // Rotate to +0.5.
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.Spin(-360, 500) // Rotate to -0.5
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.Build());
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assertTicksHit(0);
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assertSpinnerHit(false);
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}
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/// <summary>
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/// Spin in one direction then spin in the other.
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/// </summary>
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[TestCase(180, -540, 1)]
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[TestCase(-180, 540, 1)]
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[TestCase(180, -900, 2)]
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[TestCase(-180, 900, 2)]
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public void TestSpinOneDirectionThenChangeDirection(float direction1, float direction2, int expectedTicks)
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{
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performTest(new SpinFramesGenerator(time_spinner_start)
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.Spin(direction1, 500)
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.Spin(direction2, 500)
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.Build());
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assertTicksHit(expectedTicks);
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assertSpinnerHit(false);
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}
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[Test]
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public void TestRewind()
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{
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AddStep("set manual clock", () => manualClock = new ManualClock
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{
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// Avoids interpolation trying to run ahead during testing.
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Rate = 0
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});
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List<ReplayFrame> frames =
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new SpinFramesGenerator(time_spinner_start)
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// 1500ms start
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.Spin(360, 500)
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// 2000ms -> 1 full CW spin
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.Spin(-180, 500)
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// 2500ms -> 1 full CW spin + 0.5 CCW spins
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.Spin(90, 500)
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// 3000ms -> 1 full CW spin + 0.25 CCW spins
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.Spin(450, 500)
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// 3500ms -> 2 full CW spins
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.Spin(180, 500)
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// 4000ms -> 2 full CW spins + 0.5 CW spins
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.Build();
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loadPlayer(frames);
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GameplayClockContainer clock = null!;
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DrawableRuleset drawableRuleset = null!;
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AddStep("get gameplay objects", () =>
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{
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clock = currentPlayer.ChildrenOfType<GameplayClockContainer>().Single();
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drawableRuleset = currentPlayer.ChildrenOfType<DrawableRuleset>().Single();
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});
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addSeekStep(frames.Last().Time);
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DrawableSpinner drawableSpinner = null!;
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AddUntilStep("get spinner", () => (drawableSpinner = currentPlayer.ChildrenOfType<DrawableSpinner>().Single()) != null);
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assertFinalRotationCorrect();
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assertTotalRotation(3750, 810);
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assertTotalRotation(3500, 720);
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assertTotalRotation(3250, 530);
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assertTotalRotation(3000, 450);
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assertTotalRotation(2750, 540);
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assertTotalRotation(2500, 540);
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assertTotalRotation(2250, 450);
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assertTotalRotation(2000, 360);
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assertTotalRotation(1500, 0);
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// same thing but always returning to final time to check.
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assertFinalRotationCorrect();
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assertTotalRotation(3750, 810);
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assertFinalRotationCorrect();
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assertTotalRotation(3500, 720);
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assertFinalRotationCorrect();
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assertTotalRotation(3250, 530);
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assertFinalRotationCorrect();
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assertTotalRotation(3000, 450);
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assertFinalRotationCorrect();
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assertTotalRotation(2750, 540);
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assertFinalRotationCorrect();
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assertTotalRotation(2500, 540);
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assertFinalRotationCorrect();
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assertTotalRotation(2250, 450);
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assertFinalRotationCorrect();
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assertTotalRotation(2000, 360);
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assertFinalRotationCorrect();
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assertTotalRotation(1500, 0);
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void assertTotalRotation(double time, float expected)
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{
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addSeekStep(time);
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AddAssert($"total rotation @ {time} is {expected}", () => drawableSpinner.Result.TotalRotation,
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() => Is.EqualTo(expected).Within(MathHelper.RadiansToDegrees(SpinFramesGenerator.SPIN_ERROR * 2)));
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}
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void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => clock.Seek(time));
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// Lenience is required due to interpolation running slightly ahead on a stalled clock.
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AddUntilStep("wait for seek to finish", () => drawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time));
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}
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void assertFinalRotationCorrect() => assertTotalRotation(4000, 900);
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}
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private void assertTicksHit(int count)
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{
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AddAssert($"{count} ticks hit", () => judgementResults.Where(r => r.HitObject is SpinnerTick).Count(r => r.IsHit), () => Is.EqualTo(count));
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}
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private void assertSpinnerHit(bool shouldBeHit)
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{
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AddAssert($"spinner is {(shouldBeHit ? "hit" : "missed")}", () => judgementResults.Single(r => r.HitObject is Spinner).IsHit, () => Is.EqualTo(shouldBeHit));
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}
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private void loadPlayer(List<ReplayFrame> frames)
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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{
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new Spinner
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{
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StartTime = time_spinner_start,
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EndTime = time_spinner_end,
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Position = new Vector2(centre_x, centre_y)
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}
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},
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BeatmapInfo =
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{
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Difficulty = new BeatmapDifficulty(),
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Ruleset = new OsuRuleset().RulesetInfo
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},
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});
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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p.OnLoadComplete += _ =>
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{
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p.ScoreProcessor.NewJudgement += result =>
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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};
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LoadScreen(currentPlayer = p);
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judgementResults.Clear();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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}
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private void performTest(List<ReplayFrame> frames)
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{
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loadPlayer(frames);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score, new PlayerConfiguration
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{
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AllowPause = false,
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ShowResults = false,
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})
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{
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}
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}
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}
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}
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