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Merge branch 'update-framework' into beatmap-track-rework
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@ -7,6 +7,7 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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@ -62,11 +63,11 @@ namespace osu.Game.Rulesets.Osu.Tests
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trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
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});
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AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
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AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, 0, 100));
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AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
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addSeekStep(0);
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AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
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AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, 0, 100));
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AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
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}
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[Test]
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@ -87,7 +88,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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finalSpinnerSymbolRotation = spinnerSymbol.Rotation;
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spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f);
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});
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AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.CumulativeRotation);
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AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.RateAdjustedRotation);
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addSeekStep(2500);
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AddAssert("disc rotation rewound",
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@ -99,7 +100,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation rewound",
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// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, finalCumulativeTrackerRotation / 2, 100));
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
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addSeekStep(5000);
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AddAssert("is disc rotation almost same",
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@ -107,26 +108,14 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddAssert("is symbol rotation almost same",
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation almost same",
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, finalCumulativeTrackerRotation, 100));
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
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}
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[Test]
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public void TestRotationDirection([Values(true, false)] bool clockwise)
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{
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if (clockwise)
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{
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AddStep("flip replay", () =>
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{
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var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
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var score = drawableRuleset.ReplayScore;
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var scoreWithFlippedReplay = new Score
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{
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ScoreInfo = score.ScoreInfo,
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Replay = flipReplay(score.Replay)
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};
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drawableRuleset.SetReplayScore(scoreWithFlippedReplay);
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});
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}
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transformReplay(flip);
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addSeekStep(5000);
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@ -134,7 +123,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
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}
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private Replay flipReplay(Replay scoreReplay) => new Replay
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private Replay flip(Replay scoreReplay) => new Replay
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{
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Frames = scoreReplay
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.Frames
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@ -157,7 +146,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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// multipled by 2 to nullify the score multiplier. (autoplay mod selected)
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var totalScore = ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value * 2;
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return totalScore == (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360) * SpinnerTick.SCORE_PER_TICK;
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return totalScore == (int)(drawableSpinner.RotationTracker.RateAdjustedRotation / 360) * SpinnerTick.SCORE_PER_TICK;
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});
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addSeekStep(0);
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@ -189,6 +178,49 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpmCounter.SpinsPerMinute, estimatedSpm, 1.0));
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}
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[TestCase(0.5)]
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[TestCase(2.0)]
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public void TestSpinUnaffectedByClockRate(double rate)
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{
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double expectedProgress = 0;
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double expectedSpm = 0;
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addSeekStep(1000);
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AddStep("retrieve spinner state", () =>
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{
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expectedProgress = drawableSpinner.Progress;
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expectedSpm = drawableSpinner.SpmCounter.SpinsPerMinute;
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});
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addSeekStep(0);
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AddStep("adjust track rate", () => track.AddAdjustment(AdjustableProperty.Tempo, new BindableDouble(rate)));
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// autoplay replay frames use track time;
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// if a spin takes 1000ms in track time and we're playing with a 2x rate adjustment, the spin will take 500ms of *real* time.
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// therefore we need to apply the rate adjustment to the replay itself to change from track time to real time,
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// as real time is what we care about for spinners
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// (so we're making the spin take 1000ms in real time *always*, regardless of the track clock's rate).
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transformReplay(replay => applyRateAdjustment(replay, rate));
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addSeekStep(1000);
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AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
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AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpmCounter.SpinsPerMinute, 2.0));
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}
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private Replay applyRateAdjustment(Replay scoreReplay, double rate) => new Replay
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{
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Frames = scoreReplay
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.Frames
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.Cast<OsuReplayFrame>()
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.Select(replayFrame =>
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{
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var adjustedTime = replayFrame.Time * rate;
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return new OsuReplayFrame(adjustedTime, replayFrame.Position, replayFrame.Actions.ToArray());
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})
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.Cast<ReplayFrame>()
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.ToList()
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};
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => MusicController.SeekTo(time));
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@ -196,6 +228,18 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
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{
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var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
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var score = drawableRuleset.ReplayScore;
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var transformedScore = new Score
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{
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ScoreInfo = score.ScoreInfo,
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Replay = replayTransformation.Invoke(score.Replay)
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};
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drawableRuleset.SetReplayScore(transformedScore);
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});
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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{
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HitObjects = new List<HitObject>
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