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Implement dynamic previous hitobject retention for Skill class
There is no reason we should be limiting skills to knowing only the previous 2 objects. This originally existed as an angle implementation detail of the original pp+ codebase which made its way here, but didn't get used in the same way.
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143
osu.Game.Tests/NonVisual/ReverseQueueTest.cs
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143
osu.Game.Tests/NonVisual/ReverseQueueTest.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;
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using NUnit.Framework;
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using osu.Game.Rulesets.Difficulty.Utils;
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namespace osu.Game.Tests.NonVisual
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{
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[TestFixture]
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public class ReverseQueueTest
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{
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private ReverseQueue<char> queue;
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[SetUp]
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public void Setup()
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{
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queue = new ReverseQueue<char>(4);
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}
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[Test]
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public void TestEmptyQueue()
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{
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Assert.AreEqual(0, queue.Count);
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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{
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char unused = queue[0];
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});
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int count = 0;
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foreach (var unused in queue)
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count++;
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Assert.AreEqual(0, count);
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}
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[Test]
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public void TestEnqueue()
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{
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// Assert correct values and reverse index after enqueueing
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queue.Enqueue('a');
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queue.Enqueue('b');
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queue.Enqueue('c');
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Assert.AreEqual('c', queue[0]);
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Assert.AreEqual('b', queue[1]);
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Assert.AreEqual('a', queue[2]);
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// Assert correct values and reverse index after enqueueing beyond initial capacity of 4
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queue.Enqueue('d');
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queue.Enqueue('e');
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queue.Enqueue('f');
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Assert.AreEqual('f', queue[0]);
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Assert.AreEqual('e', queue[1]);
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Assert.AreEqual('d', queue[2]);
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Assert.AreEqual('c', queue[3]);
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Assert.AreEqual('b', queue[4]);
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Assert.AreEqual('a', queue[5]);
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}
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[Test]
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public void TestDequeue()
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{
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queue.Enqueue('a');
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queue.Enqueue('b');
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queue.Enqueue('c');
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queue.Enqueue('d');
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queue.Enqueue('e');
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queue.Enqueue('f');
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// Assert correct item return and no longer in queue after dequeueing
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Assert.AreEqual('a', queue[5]);
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var dequeuedItem = queue.Dequeue();
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Assert.AreEqual('a', dequeuedItem);
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Assert.AreEqual(5, queue.Count);
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Assert.AreEqual('f', queue[0]);
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Assert.AreEqual('b', queue[4]);
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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{
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char unused = queue[5];
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});
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// Assert correct state after enough enqueues and dequeues to wrap around array (queue.start = 0 again)
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queue.Enqueue('g');
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queue.Enqueue('h');
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queue.Enqueue('i');
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queue.Dequeue();
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queue.Dequeue();
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queue.Dequeue();
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queue.Dequeue();
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queue.Dequeue();
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queue.Dequeue();
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queue.Dequeue();
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Assert.AreEqual(1, queue.Count);
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Assert.AreEqual('i', queue[0]);
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}
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[Test]
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public void TestClear()
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{
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queue.Enqueue('a');
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queue.Enqueue('b');
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queue.Enqueue('c');
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queue.Enqueue('d');
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queue.Enqueue('e');
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queue.Enqueue('f');
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// Assert queue is empty after clearing
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queue.Clear();
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Assert.AreEqual(0, queue.Count);
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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{
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char unused = queue[0];
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});
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}
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[Test]
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public void TestEnumerator()
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{
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queue.Enqueue('a');
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queue.Enqueue('b');
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queue.Enqueue('c');
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queue.Enqueue('d');
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queue.Enqueue('e');
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queue.Enqueue('f');
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char[] expectedValues = { 'f', 'e', 'd', 'c', 'b', 'a' };
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int expectedValueIndex = 0;
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// Assert items are enumerated in correct order
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foreach (var item in queue)
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{
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Assert.AreEqual(expectedValues[expectedValueIndex], item);
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expectedValueIndex++;
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}
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}
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}
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}
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