mirror of
https://github.com/osukey/osukey.git
synced 2025-08-03 22:56:36 +09:00
Rewrite FramedReplayInputHandler for robustness
This commit changes the semantics of `CurrentFrame` and `NextFrame` of the class. The ordering of `NextFrame.Time` and `CurrentFrame.Time` was dependent on the current direction. Now, it should always satisfy `CurrentFrame.Time <= CurrentTime <= NextFrame.Time` except at the start/end. This change, however, doesn't break existing deriving classes if the template code pattern usage of interpolation is used. The deriving class code can be simplified due to the elimination of nullable types. I didn't include those changes in this commit. I removed `StreamingFramedReplayInputHandlerTest` for now, as it is almost-duplicate of `FramedReplayInputHandlerTest`. I'll include more tests in later commits. This commit fixes #6150.
This commit is contained in:
@ -37,11 +37,6 @@ namespace osu.Game.Tests.NonVisual
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[Test]
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public void TestNormalPlayback()
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{
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Assert.IsNull(handler.CurrentFrame);
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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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@ -97,22 +92,22 @@ namespace osu.Game.Tests.NonVisual
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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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confirmNextFrame(7);
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setTime(8200, 8200);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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confirmNextFrame(7);
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}
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[Test]
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public void TestIntroTime()
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{
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setTime(-1000, -1000);
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confirmCurrentFrame(null);
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confirmCurrentFrame(0);
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confirmNextFrame(0);
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setTime(-500, -500);
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confirmCurrentFrame(null);
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confirmCurrentFrame(0);
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confirmNextFrame(0);
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setTime(0, 0);
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@ -133,29 +128,29 @@ namespace osu.Game.Tests.NonVisual
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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(1);
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confirmNextFrame(3);
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// cross current frame boundary; should not yet update frame
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setTime(1980, 1980);
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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(1);
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confirmNextFrame(3);
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setTime(1200, 1200);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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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(0);
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confirmNextFrame(2);
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setTime(-500, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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confirmNextFrame(1);
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setTime(-500, -500);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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confirmNextFrame(0);
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}
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[Test]
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@ -168,12 +163,12 @@ namespace osu.Game.Tests.NonVisual
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(3);
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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(2);
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confirmNextFrame(4);
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setTime(3500, null);
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confirmCurrentFrame(3);
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@ -187,17 +182,17 @@ namespace osu.Game.Tests.NonVisual
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(4000, null);
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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(4);
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confirmNextFrame(3);
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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(2);
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confirmNextFrame(4);
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}
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[Test]
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@ -209,24 +204,24 @@ namespace osu.Game.Tests.NonVisual
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confirmNextFrame(4);
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setTime(3200, null);
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// next frame doesn't change even though direction reversed, because of important section.
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, null);
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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(3);
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confirmNextFrame(2);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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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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if (handler.SetFrameFromTime(destination) == null)
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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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@ -235,33 +230,17 @@ namespace osu.Game.Tests.NonVisual
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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));
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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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private void confirmCurrentFrame(int frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.CurrentFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.CurrentFrame);
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}
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Assert.AreEqual(replay.Frames[frame].Time, handler.CurrentFrame.Time, "Unexpected current frame");
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}
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private void confirmNextFrame(int? frame)
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private void confirmNextFrame(int frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.NextFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.NextFrame);
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}
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Assert.AreEqual(replay.Frames[frame].Time, handler.NextFrame.Time, "Unexpected next frame");
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}
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private class TestReplayFrame : ReplayFrame
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@ -1,296 +0,0 @@
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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;
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using System.Collections.Generic;
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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 StreamingFramedReplayInputHandlerTest
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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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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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});
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}
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[Test]
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public void TestNormalPlayback()
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{
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Assert.IsNull(handler.CurrentFrame);
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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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// 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, null);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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setTime(8400, null);
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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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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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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(1);
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// cross current frame boundary; should not yet update frame
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setTime(1980, 1980);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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setTime(1200, 1200);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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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(0);
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setTime(-500, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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setTime(-500, -500);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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}
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[Test]
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public void TestRewindInsideImportantSection()
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{
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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(4);
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confirmNextFrame(3);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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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, null);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(3);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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}
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[Test]
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public void TestRewindOutOfImportantSection()
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{
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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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// next frame doesn't change even though direction reversed, because of important section.
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(2800, 2800);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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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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if (handler.SetFrameFromTime(destination) == null)
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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));
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}
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private void confirmCurrentFrame(int? frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.CurrentFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.CurrentFrame);
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}
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}
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private void confirmNextFrame(int? frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.NextFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.NextFrame);
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}
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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 TestReplayFrame(double time, bool isImportant = false)
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: base(time)
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{
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IsImportant = isImportant;
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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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Block a user