Purge final spectator frames before ending play

This commit is contained in:
Dan Balasescu
2022-01-28 22:26:05 +09:00
parent 397971c631
commit 3037a3a769
3 changed files with 37 additions and 2 deletions

View File

@ -15,11 +15,14 @@ using osu.Game.Online.Spectator;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Tests.Visual.Multiplayer;
using osu.Game.Tests.Visual.Spectator;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
@ -200,6 +203,21 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectator);
}
[Test]
public void TestFinalFramesPurgedBeforeEndingPlay()
{
AddStep("begin playing", () => spectatorClient.BeginPlaying(new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset()), new Score()));
AddStep("send frames and finish play", () =>
{
spectatorClient.HandleFrame(new OsuReplayFrame(1000, Vector2.Zero));
spectatorClient.EndPlaying();
});
// We can't access API because we're an "online" test.
AddAssert("last received frame has time = 1000", () => spectatorClient.LastReceivedFrame.First().Value.Time == 1000);
}
private OsuFramedReplayInputHandler replayHandler =>
(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;