Optimized UR Counter and removed redundant code

This commit is contained in:
Chinmay Patil
2021-11-05 12:16:58 -06:00
parent 8bfcb89221
commit 77e853ce25
2 changed files with 79 additions and 94 deletions

View File

@ -1,21 +1,14 @@
// 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;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osuTK;
@ -26,23 +19,12 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached(typeof(ScoreProcessor))]
private TestScoreProcessor scoreProcessor = new TestScoreProcessor();
[Cached(typeof(GameplayState))]
private GameplayState gameplayState;
private readonly OsuHitWindows hitWindows = new OsuHitWindows();
private OsuHitWindows hitWindows = new OsuHitWindows();
private UnstableRateCounter counter;
private double prev;
public TestSceneUnstableRateCounter()
{
Score score = new Score
{
ScoreInfo = new ScoreInfo(),
};
gameplayState = new GameplayState(null, null, null, score);
scoreProcessor.NewJudgement += result => scoreProcessor.PopulateScore(score.ScoreInfo);
}
[SetUpSteps]
public void SetUp()
{
@ -52,41 +34,38 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestBasic()
{
AddStep("Create Display", () => recreateDisplay());
AddStep("Create Display", recreateDisplay);
AddRepeatStep("Set UR to 250", () => setUR(25), 20);
// Needs multiples 2 by the nature of UR, and went for 4 to be safe.
// Creates a 250 UR by placing a +25ms then a -25ms judgement, which then results in a 250 UR
AddRepeatStep("Set UR to 250", () => applyJudgement(25, true), 4);
AddStep("Reset UR", () =>
AddUntilStep("UR = 250", () => counter.Current.Value == 250.0);
AddRepeatStep("Revert UR", () =>
{
scoreProcessor.Reset();
recreateDisplay();
});
scoreProcessor.RevertResult(
new JudgementResult(new HitCircle { HitWindows = hitWindows }, new Judgement())
{
TimeOffset = 25,
Type = HitResult.Perfect,
});
}, 4);
AddRepeatStep("Set UR to 100", () => setUR(10), 20);
AddUntilStep("UR is 0", () => counter.Current.Value == 0.0);
AddUntilStep("Counter is invalid", () => counter.Child.Alpha == 0.3f);
AddStep("Reset UR", () =>
{
scoreProcessor.Reset();
recreateDisplay();
});
AddRepeatStep("Set UR to 0 (+50ms offset)", () => newJudgement(50), 10);
AddStep("Reset UR", () =>
{
scoreProcessor.Reset();
recreateDisplay();
});
AddRepeatStep("Set UR to 0 (-50 offset)", () => newJudgement(-50), 10);
AddRepeatStep("Random Judgements", () => newJudgement(), 20);
//Sets a UR of 0 by creating 10 10ms offset judgements. Since average = offset, UR = 0
AddRepeatStep("Set UR to 0", () => applyJudgement(10, false), 10);
//Applies a UR of 100 by creating 10 -10ms offset judgements. At the 10th judgement, offset should be 100.
AddRepeatStep("Bring UR to 100", () => applyJudgement(-10, false), 10);
}
private void recreateDisplay()
{
Clear();
Add(new UnstableRateCounter
Add(counter = new UnstableRateCounter
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -94,24 +73,21 @@ namespace osu.Game.Tests.Visual.Gameplay
});
}
private void newJudgement(double offset = 0, HitResult result = HitResult.Perfect)
private void applyJudgement(double offsetMs, bool alt)
{
scoreProcessor.ApplyResult(new JudgementResult(new HitCircle { HitWindows = hitWindows }, new Judgement())
{
TimeOffset = offset == 0 ? RNG.Next(-150, 150) : offset,
Type = result,
});
}
double placement = offsetMs;
if (alt)
{
placement = prev > 0 ? -offsetMs : offsetMs;
prev = placement;
}
private void setUR(double UR = 0, HitResult result = HitResult.Perfect)
{
double placement = prev > 0 ? -UR : UR;
scoreProcessor.ApplyResult(new JudgementResult(new HitCircle { HitWindows = hitWindows }, new Judgement())
{
TimeOffset = placement,
Type = result,
Type = HitResult.Perfect,
});
prev = placement;
}
private class TestScoreProcessor : ScoreProcessor