mirror of https://github.com/ppy/osu
400 lines
12 KiB
C#
400 lines
12 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.Game.Replays;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Tests.NonVisual
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{
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[TestFixture]
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public class FramedReplayInputHandlerTest
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{
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private Replay replay;
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private TestInputHandler handler;
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[SetUp]
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public void SetUp()
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{
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handler = new TestInputHandler(replay = new Replay
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{
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HasReceivedAllFrames = false
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});
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}
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[Test]
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public void TestNormalPlayback()
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{
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setReplayFrames();
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setTime(0, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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// if we hit the first frame perfectly, time should progress to it.
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setTime(1000, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(2);
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// in between non-important frames should progress based on input.
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setTime(1200, 1200);
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confirmCurrentFrame(1);
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setTime(1400, 1400);
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confirmCurrentFrame(1);
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// progressing beyond the next frame should force time to that frame once.
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setTime(2200, 2000);
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confirmCurrentFrame(2);
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// second attempt should progress to input time
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setTime(2200, 2200);
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confirmCurrentFrame(2);
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// entering important section
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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// cannot progress within
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setTime(3500, null);
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confirmCurrentFrame(3);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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// still cannot progress
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setTime(4500, null);
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confirmCurrentFrame(4);
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setTime(5200, 5000);
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confirmCurrentFrame(5);
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// important section AllowedImportantTimeSpan allowance
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setTime(5200, 5200);
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confirmCurrentFrame(5);
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setTime(7200, 7000);
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confirmCurrentFrame(6);
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setTime(7200, null);
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confirmCurrentFrame(6);
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// exited important section
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setTime(8200, 8000);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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setTime(8200, 8200);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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}
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[Test]
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public void TestIntroTime()
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{
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setReplayFrames();
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setTime(-1000, -1000);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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setTime(-500, -500);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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setTime(0, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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}
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[Test]
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public void TestBasicRewind()
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{
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setReplayFrames();
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setTime(2800, 0);
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setTime(2800, 1000);
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setTime(2800, 2000);
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setTime(2800, 2800);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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// pivot without crossing a frame boundary
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setTime(2700, 2700);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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// cross current frame boundary
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setTime(1980, 2000);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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setTime(1200, 1200);
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confirmCurrentFrame(1);
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confirmNextFrame(2);
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// ensure each frame plays out until start
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setTime(-500, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(2);
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setTime(-500, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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setTime(-500, -500);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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}
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[Test]
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public void TestRewindInsideImportantSection()
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{
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setReplayFrames();
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fastForwardToPoint(3000);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3500, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(4500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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}
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[Test]
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public void TestRewindOutOfImportantSection()
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{
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setReplayFrames();
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fastForwardToPoint(3500);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3200, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(2800, 2800);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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}
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[Test]
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public void TestReplayStreaming()
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{
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// no frames are arrived yet
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setTime(0, null);
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setTime(1000, null);
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Assert.IsTrue(handler.WaitingForFrame, "Should be waiting for the first frame");
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replay.Frames.Add(new TestReplayFrame(0));
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replay.Frames.Add(new TestReplayFrame(1000));
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// should always play from beginning
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setTime(1000, 0);
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confirmCurrentFrame(0);
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Assert.IsFalse(handler.WaitingForFrame, "Should not be waiting yet");
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setTime(1000, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(null);
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Assert.IsTrue(handler.WaitingForFrame, "Should be waiting");
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// cannot seek beyond the last frame
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setTime(1500, null);
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confirmCurrentFrame(1);
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setTime(-100, 0);
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confirmCurrentFrame(0);
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// can seek to the point before the first frame, however
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setTime(-100, -100);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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fastForwardToPoint(1000);
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setTime(3000, null);
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replay.Frames.Add(new TestReplayFrame(2000));
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confirmCurrentFrame(1);
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setTime(1000, 1000);
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setTime(3000, 2000);
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}
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[Test]
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public void TestMultipleFramesSameTime()
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{
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replay.Frames.Add(new TestReplayFrame(0));
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replay.Frames.Add(new TestReplayFrame(0));
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replay.Frames.Add(new TestReplayFrame(1000));
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replay.Frames.Add(new TestReplayFrame(1000));
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replay.Frames.Add(new TestReplayFrame(2000));
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// forward direction is prioritized when multiple frames have the same time.
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setTime(0, 0);
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setTime(0, 0);
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setTime(2000, 1000);
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setTime(2000, 1000);
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setTime(1000, 1000);
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setTime(1000, 1000);
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setTime(-100, 1000);
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setTime(-100, 0);
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setTime(-100, 0);
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setTime(-100, -100);
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}
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[Test]
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public void TestReplayFramesSortStability()
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{
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const double repeating_time = 5000;
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// add a collection of frames in shuffled order time-wise; each frame also stores its original index to check stability later.
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// data is hand-picked and breaks if the unstable List<T>.Sort() is used.
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// in theory this can still return a false-positive with another unstable algorithm if extremely unlucky,
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// but there is no conceivable fool-proof way to prevent that anyways.
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replay.Frames.AddRange(new[]
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{
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repeating_time,
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0,
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3000,
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repeating_time,
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repeating_time,
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6000,
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9000,
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repeating_time,
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repeating_time,
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1000,
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11000,
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21000,
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4000,
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repeating_time,
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repeating_time,
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8000,
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2000,
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7000,
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repeating_time,
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repeating_time,
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10000
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}.Select((time, index) => new TestReplayFrame(time, true, index)));
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replay.HasReceivedAllFrames = true;
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// create a new handler with the replay for the sort to be performed.
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handler = new TestInputHandler(replay);
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// ensure sort stability by checking that the frames with time == repeating_time are sorted in ascending frame index order themselves.
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var repeatingTimeFramesData = replay.Frames
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.Cast<TestReplayFrame>()
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.Where(f => f.Time == repeating_time)
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.Select(f => f.FrameIndex);
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Assert.That(repeatingTimeFramesData, Is.Ordered.Ascending);
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}
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private void setReplayFrames()
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{
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replay.Frames = new List<ReplayFrame>
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{
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new TestReplayFrame(0),
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new TestReplayFrame(1000),
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new TestReplayFrame(2000),
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new TestReplayFrame(3000, true),
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new TestReplayFrame(4000, true),
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new TestReplayFrame(5000, true),
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new TestReplayFrame(7000, true),
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new TestReplayFrame(8000),
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};
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replay.HasReceivedAllFrames = true;
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}
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private void fastForwardToPoint(double destination)
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{
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for (int i = 0; i < 1000; i++)
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{
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var time = handler.SetFrameFromTime(destination);
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if (time == null || time == destination)
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return;
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}
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throw new TimeoutException("Seek was never fulfilled");
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}
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private void setTime(double set, double? expect)
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{
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Assert.AreEqual(expect, handler.SetFrameFromTime(set), "Unexpected return value");
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}
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private void confirmCurrentFrame(int? frame)
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{
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Assert.AreEqual(frame is int x ? replay.Frames[x].Time : (double?)null, handler.CurrentFrame?.Time, "Unexpected current frame");
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}
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private void confirmNextFrame(int? frame)
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{
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Assert.AreEqual(frame is int x ? replay.Frames[x].Time : (double?)null, handler.NextFrame?.Time, "Unexpected next frame");
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}
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private class TestReplayFrame : ReplayFrame
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{
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public readonly bool IsImportant;
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public readonly int FrameIndex;
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public TestReplayFrame(double time, bool isImportant = false, int frameIndex = 0)
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: base(time)
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{
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IsImportant = isImportant;
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FrameIndex = frameIndex;
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}
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}
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private class TestInputHandler : FramedReplayInputHandler<TestReplayFrame>
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{
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public TestInputHandler(Replay replay)
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: base(replay)
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{
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FrameAccuratePlayback = true;
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}
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protected override double AllowedImportantTimeSpan => 1000;
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protected override bool IsImportant(TestReplayFrame frame) => frame.IsImportant;
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}
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}
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}
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