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Merge branch 'master' into realm-key-binding-store
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91
osu.Game.Tests/NonVisual/ClosestBeatDivisorTest.cs
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91
osu.Game.Tests/NonVisual/ClosestBeatDivisorTest.cs
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// 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.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Tests.NonVisual
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{
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public class ClosestBeatDivisorTest
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{
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[Test]
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public void TestExactDivisors()
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{
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var cpi = new ControlPointInfo();
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cpi.Add(-1000, new TimingControlPoint { BeatLength = 1000 });
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double[] divisors = { 3, 1, 16, 12, 8, 6, 4, 3, 2, 1 };
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assertClosestDivisors(divisors, divisors, cpi);
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}
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[Test]
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public void TestExactDivisorWithTempoChanges()
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{
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int offset = 0;
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int[] beatLengths = { 1000, 200, 100, 50 };
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var cpi = new ControlPointInfo();
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foreach (int beatLength in beatLengths)
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{
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cpi.Add(offset, new TimingControlPoint { BeatLength = beatLength });
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offset += beatLength * 2;
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}
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double[] divisors = { 3, 1, 16, 12, 8, 6, 4, 3 };
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assertClosestDivisors(divisors, divisors, cpi);
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}
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[Test]
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public void TestExactDivisorsHighBPMStream()
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{
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var cpi = new ControlPointInfo();
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cpi.Add(-50, new TimingControlPoint { BeatLength = 50 }); // 1200 BPM 1/4 (limit testing)
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// A 1/4 stream should land on 1/1, 1/2 and 1/4 divisors.
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double[] divisors = { 4, 4, 4, 4, 4, 4, 4, 4 };
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double[] closestDivisors = { 4, 2, 4, 1, 4, 2, 4, 1 };
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assertClosestDivisors(divisors, closestDivisors, cpi, step: 1 / 4d);
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}
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[Test]
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public void TestApproximateDivisors()
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{
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var cpi = new ControlPointInfo();
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cpi.Add(-1000, new TimingControlPoint { BeatLength = 1000 });
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double[] divisors = { 3.03d, 0.97d, 14, 13, 7.94d, 6.08d, 3.93d, 2.96d, 2.02d, 64 };
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double[] closestDivisors = { 3, 1, 16, 12, 8, 6, 4, 3, 2, 1 };
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assertClosestDivisors(divisors, closestDivisors, cpi);
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}
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private void assertClosestDivisors(IReadOnlyList<double> divisors, IReadOnlyList<double> closestDivisors, ControlPointInfo cpi, double step = 1)
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{
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List<HitObject> hitobjects = new List<HitObject>();
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double offset = cpi.TimingPoints[0].Time;
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for (int i = 0; i < divisors.Count; ++i)
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{
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double beatLength = cpi.TimingPointAt(offset).BeatLength;
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hitobjects.Add(new HitObject { StartTime = offset + beatLength / divisors[i] });
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offset += beatLength * step;
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}
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var beatmap = new Beatmap
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{
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HitObjects = hitobjects,
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ControlPointInfo = cpi
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};
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for (int i = 0; i < divisors.Count; ++i)
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Assert.AreEqual(closestDivisors[i], beatmap.ControlPointInfo.GetClosestBeatDivisor(beatmap.HitObjects[i].StartTime), $"at index {i}");
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}
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}
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}
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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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@ -278,6 +279,54 @@ namespace osu.Game.Tests.NonVisual
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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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@ -324,11 +373,13 @@ namespace osu.Game.Tests.NonVisual
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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)
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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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using System.Linq;
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using Humanizer;
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using NUnit.Framework;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Tests.Visual.Multiplayer;
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@ -34,7 +35,7 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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changeState(6, MultiplayerUserState.WaitingForLoad);
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checkPlayingUserCount(6);
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AddStep("another user left", () => Client.RemoveUser(Client.Room?.Users.Last().User));
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AddStep("another user left", () => Client.RemoveUser((Client.Room?.Users.Last().User).AsNonNull()));
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checkPlayingUserCount(5);
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AddStep("leave room", () => Client.LeaveRoom());
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@ -53,9 +54,9 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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Client.RoomSetupAction = room =>
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{
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room.State = MultiplayerRoomState.Playing;
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room.Users.Add(new MultiplayerRoomUser(55)
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room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID)
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{
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User = new User { Id = 55 },
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User = new User { Id = PLAYER_1_ID },
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State = MultiplayerUserState.Playing
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});
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};
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