Files
Ez2Lazer/osu.Game.Rulesets.Mania.Tests/TestSceneLegacyReplayPlayback.cs

769 lines
37 KiB
C#

// 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 NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Mania.Tests
{
public partial class TestSceneLegacyReplayPlayback : LegacyReplayPlaybackTestScene
{
protected override Ruleset CreateRuleset() => new ManiaRuleset();
protected override string? ExportLocation => null;
private static readonly object[][] score_v2_test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// Note that mania hitwindows are heavily idiosyncratic,
// and if you *think* a number here is wrong, probably double check.
// Known issues / complexities:
// - There is a disparate set of hitwindow ranges for: score V1 non-converts, score V1 converts, and score V2 (regardless of convert)
// - It is NEVER POSSIBLE to get a MEH result when late; exceeding the OK hit windows will result in a MISS.
// Additionally, the OK hit window when late is EXCLUSIVE / OPEN rather than INCLUSIVE / CLOSED.
// Relevant stable source: https://github.com/peppy/osu-stable-reference/blob/996648fba06baf4e7d2e0b248959399444017895/osu!/GameplayElements/HitObjectManagerMania.cs#L737-L751
// - There is also a seemingly mania-specific issue wherein key inputs registered before time instant 0 get truncated to time 0,
// which is why the beatmaps used below make sure not to cross that boundary (the note starts at t=300ms).
// This is not an issue in osu! or taiko.
// The source of this behaviour has not been investigated in detail.
// OD = 5 test cases.
// PERFECT hit window is [ -19ms, 19ms]
// GREAT hit window is [ -49ms, 49ms]
// GOOD hit window is [ -82ms, 82ms]
// OK hit window is [-112ms, 112ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-136ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -18d, HitResult.Perfect },
new object[] { 5f, -19d, HitResult.Perfect },
new object[] { 5f, -20d, HitResult.Great },
new object[] { 5f, -21d, HitResult.Great },
new object[] { 5f, -48d, HitResult.Great },
new object[] { 5f, -49d, HitResult.Great },
new object[] { 5f, -50d, HitResult.Good },
new object[] { 5f, -51d, HitResult.Good },
new object[] { 5f, -81d, HitResult.Good },
new object[] { 5f, -82d, HitResult.Good },
new object[] { 5f, -83d, HitResult.Ok },
new object[] { 5f, -84d, HitResult.Ok },
new object[] { 5f, -111d, HitResult.Ok },
new object[] { 5f, -112d, HitResult.Ok },
new object[] { 5f, -113d, HitResult.Meh },
new object[] { 5f, -114d, HitResult.Meh },
new object[] { 5f, -135d, HitResult.Meh },
new object[] { 5f, -136d, HitResult.Meh },
new object[] { 5f, -137d, HitResult.Miss },
new object[] { 5f, -138d, HitResult.Miss },
new object[] { 5f, 111d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 112d, HitResult.Miss },
// new object[] { 5f, 113d, HitResult.Miss },
// new object[] { 5f, 114d, HitResult.Miss },
// new object[] { 5f, 135d, HitResult.Miss },
// new object[] { 5f, 136d, HitResult.Miss },
// new object[] { 5f, 137d, HitResult.Miss },
// new object[] { 5f, 138d, HitResult.Miss },
// OD = 9.3 test cases.
// PERFECT hit window is [ -14ms, 14ms]
// GREAT hit window is [ -36ms, 36ms]
// GOOD hit window is [ -69ms, 69ms]
// OK hit window is [ -99ms, 99ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-123ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 9.3f, 13d, HitResult.Perfect },
new object[] { 9.3f, 14d, HitResult.Perfect },
new object[] { 9.3f, 15d, HitResult.Great },
new object[] { 9.3f, 16d, HitResult.Great },
new object[] { 9.3f, 35d, HitResult.Great },
new object[] { 9.3f, 36d, HitResult.Great },
new object[] { 9.3f, 37d, HitResult.Good },
new object[] { 9.3f, 38d, HitResult.Good },
new object[] { 9.3f, 68d, HitResult.Good },
new object[] { 9.3f, 69d, HitResult.Good },
new object[] { 9.3f, 70d, HitResult.Ok },
new object[] { 9.3f, 71d, HitResult.Ok },
new object[] { 9.3f, 98d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 9.3f, 99d, HitResult.Miss },
// new object[] { 9.3f, 100d, HitResult.Miss },
// new object[] { 9.3f, 101d, HitResult.Miss },
// new object[] { 9.3f, 122d, HitResult.Miss },
// new object[] { 9.3f, 123d, HitResult.Miss },
// new object[] { 9.3f, 124d, HitResult.Miss },
// new object[] { 9.3f, 125d, HitResult.Miss },
new object[] { 9.3f, -98d, HitResult.Ok },
new object[] { 9.3f, -99d, HitResult.Ok },
new object[] { 9.3f, -100d, HitResult.Meh },
new object[] { 9.3f, -101d, HitResult.Meh },
new object[] { 9.3f, -122d, HitResult.Meh },
new object[] { 9.3f, -123d, HitResult.Meh },
new object[] { 9.3f, -124d, HitResult.Miss },
new object[] { 9.3f, -125d, HitResult.Miss },
};
private static readonly object[][] score_v1_non_convert_test_cases =
{
// OD = 5 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -49ms, 49ms]
// GOOD hit window is [ -82ms, 82ms]
// OK hit window is [-112ms, 112ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-136ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -15d, HitResult.Perfect },
new object[] { 5f, -16d, HitResult.Perfect },
new object[] { 5f, -17d, HitResult.Great },
new object[] { 5f, -18d, HitResult.Great },
new object[] { 5f, -48d, HitResult.Great },
new object[] { 5f, -49d, HitResult.Great },
new object[] { 5f, -50d, HitResult.Good },
new object[] { 5f, -51d, HitResult.Good },
new object[] { 5f, -81d, HitResult.Good },
new object[] { 5f, -82d, HitResult.Good },
new object[] { 5f, -83d, HitResult.Ok },
new object[] { 5f, -84d, HitResult.Ok },
new object[] { 5f, -111d, HitResult.Ok },
new object[] { 5f, -112d, HitResult.Ok },
new object[] { 5f, -113d, HitResult.Meh },
new object[] { 5f, -114d, HitResult.Meh },
new object[] { 5f, -135d, HitResult.Meh },
new object[] { 5f, -136d, HitResult.Meh },
new object[] { 5f, -137d, HitResult.Miss },
new object[] { 5f, -138d, HitResult.Miss },
new object[] { 5f, 111d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 112d, HitResult.Miss },
// new object[] { 5f, 113d, HitResult.Miss },
// new object[] { 5f, 114d, HitResult.Miss },
// new object[] { 5f, 135d, HitResult.Miss },
// new object[] { 5f, 136d, HitResult.Miss },
// new object[] { 5f, 137d, HitResult.Miss },
// new object[] { 5f, 138d, HitResult.Miss },
// OD = 9.3 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -36ms, 36ms]
// GOOD hit window is [ -69ms, 69ms]
// OK hit window is [ -99ms, 99ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-123ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 9.3f, 15d, HitResult.Perfect },
new object[] { 9.3f, 16d, HitResult.Perfect },
new object[] { 9.3f, 17d, HitResult.Great },
new object[] { 9.3f, 18d, HitResult.Great },
new object[] { 9.3f, 35d, HitResult.Great },
new object[] { 9.3f, 36d, HitResult.Great },
new object[] { 9.3f, 37d, HitResult.Good },
new object[] { 9.3f, 38d, HitResult.Good },
new object[] { 9.3f, 68d, HitResult.Good },
new object[] { 9.3f, 69d, HitResult.Good },
new object[] { 9.3f, 70d, HitResult.Ok },
new object[] { 9.3f, 71d, HitResult.Ok },
new object[] { 9.3f, 98d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 9.3f, 99d, HitResult.Miss },
// new object[] { 9.3f, 100d, HitResult.Miss },
// new object[] { 9.3f, 101d, HitResult.Miss },
// new object[] { 9.3f, 122d, HitResult.Miss },
// new object[] { 9.3f, 123d, HitResult.Miss },
// new object[] { 9.3f, 124d, HitResult.Miss },
// new object[] { 9.3f, 125d, HitResult.Miss },
new object[] { 9.3f, -98d, HitResult.Ok },
new object[] { 9.3f, -99d, HitResult.Ok },
new object[] { 9.3f, -100d, HitResult.Meh },
new object[] { 9.3f, -101d, HitResult.Meh },
new object[] { 9.3f, -122d, HitResult.Meh },
new object[] { 9.3f, -123d, HitResult.Meh },
new object[] { 9.3f, -124d, HitResult.Miss },
new object[] { 9.3f, -125d, HitResult.Miss },
// OD = 3.1 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -54ms, 54ms]
// GOOD hit window is [ -87ms, 87ms]
// OK hit window is [-117ms, 117ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-141ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 3.1f, 15d, HitResult.Perfect },
new object[] { 3.1f, 16d, HitResult.Perfect },
new object[] { 3.1f, 17d, HitResult.Great },
new object[] { 3.1f, 18d, HitResult.Great },
new object[] { 3.1f, 53d, HitResult.Great },
new object[] { 3.1f, 54d, HitResult.Great },
new object[] { 3.1f, 55d, HitResult.Good },
new object[] { 3.1f, 56d, HitResult.Good },
new object[] { 3.1f, 86d, HitResult.Good },
new object[] { 3.1f, 87d, HitResult.Good },
new object[] { 3.1f, 88d, HitResult.Ok },
new object[] { 3.1f, 89d, HitResult.Ok },
new object[] { 3.1f, 116d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 3.1f, 117d, HitResult.Miss },
// new object[] { 3.1f, 118d, HitResult.Miss },
// new object[] { 3.1f, 119d, HitResult.Miss },
// new object[] { 3.1f, 140d, HitResult.Miss },
// new object[] { 3.1f, 141d, HitResult.Miss },
// new object[] { 3.1f, 142d, HitResult.Miss },
// new object[] { 3.1f, 143d, HitResult.Miss },
new object[] { 3.1f, -116d, HitResult.Ok },
new object[] { 3.1f, -117d, HitResult.Ok },
new object[] { 3.1f, -118d, HitResult.Meh },
new object[] { 3.1f, -119d, HitResult.Meh },
new object[] { 3.1f, -140d, HitResult.Meh },
new object[] { 3.1f, -141d, HitResult.Meh },
new object[] { 3.1f, -142d, HitResult.Miss },
new object[] { 3.1f, -143d, HitResult.Miss },
};
private static readonly object[][] score_v1_convert_test_cases =
{
// OD = 5 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -34ms, 34ms]
// GOOD hit window is [ -67ms, 67ms]
// OK hit window is [ -97ms, 97ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-121ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -15d, HitResult.Perfect },
new object[] { 5f, -16d, HitResult.Perfect },
new object[] { 5f, -17d, HitResult.Great },
new object[] { 5f, -18d, HitResult.Great },
new object[] { 5f, -33d, HitResult.Great },
new object[] { 5f, -34d, HitResult.Great },
new object[] { 5f, -35d, HitResult.Good },
new object[] { 5f, -36d, HitResult.Good },
new object[] { 5f, -66d, HitResult.Good },
new object[] { 5f, -67d, HitResult.Good },
new object[] { 5f, -68d, HitResult.Ok },
new object[] { 5f, -69d, HitResult.Ok },
new object[] { 5f, -96d, HitResult.Ok },
new object[] { 5f, -97d, HitResult.Ok },
new object[] { 5f, -98d, HitResult.Meh },
new object[] { 5f, -99d, HitResult.Meh },
new object[] { 5f, -120d, HitResult.Meh },
new object[] { 5f, -121d, HitResult.Meh },
new object[] { 5f, -122d, HitResult.Miss },
new object[] { 5f, -123d, HitResult.Miss },
new object[] { 5f, 96d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 97d, HitResult.Miss },
// new object[] { 5f, 98d, HitResult.Miss },
// new object[] { 5f, 99d, HitResult.Miss },
// new object[] { 5f, 120d, HitResult.Miss },
// new object[] { 5f, 121d, HitResult.Miss },
// new object[] { 5f, 122d, HitResult.Miss },
// new object[] { 5f, 123d, HitResult.Miss },
// OD = 3.1 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -47ms, 47ms]
// GOOD hit window is [ -77ms, 77ms]
// OK hit window is [ -97ms, 97ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-121ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 3.1f, 15d, HitResult.Perfect },
new object[] { 3.1f, 16d, HitResult.Perfect },
new object[] { 3.1f, 17d, HitResult.Great },
new object[] { 3.1f, 18d, HitResult.Great },
new object[] { 3.1f, 46d, HitResult.Great },
new object[] { 3.1f, 47d, HitResult.Great },
new object[] { 3.1f, 48d, HitResult.Good },
new object[] { 3.1f, 49d, HitResult.Good },
new object[] { 3.1f, 76d, HitResult.Good },
new object[] { 3.1f, 77d, HitResult.Good },
new object[] { 3.1f, 78d, HitResult.Ok },
new object[] { 3.1f, 79d, HitResult.Ok },
new object[] { 3.1f, 96d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 3.1f, 97d, HitResult.Miss },
// new object[] { 3.1f, 98d, HitResult.Miss },
// new object[] { 3.1f, 99d, HitResult.Miss },
// new object[] { 3.1f, 120d, HitResult.Miss },
// new object[] { 3.1f, 121d, HitResult.Miss },
// new object[] { 3.1f, 122d, HitResult.Miss },
// new object[] { 3.1f, 123d, HitResult.Miss },
new object[] { 3.1f, -96d, HitResult.Ok },
new object[] { 3.1f, -97d, HitResult.Ok },
new object[] { 3.1f, -98d, HitResult.Meh },
new object[] { 3.1f, -99d, HitResult.Meh },
new object[] { 3.1f, -120d, HitResult.Meh },
new object[] { 3.1f, -121d, HitResult.Meh },
new object[] { 3.1f, -122d, HitResult.Miss },
new object[] { 3.1f, -123d, HitResult.Miss },
};
private static readonly object[][] score_v1_non_convert_hard_rock_test_cases =
{
// OD = 5 test cases.
// This leads to "effective" OD of 7.
// PERFECT hit window is [-11ms, 11ms]
// GREAT hit window is [-35ms, 35ms]
// GOOD hit window is [-58ms, 58ms]
// OK hit window is [-80ms, 80ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-97ms, ----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -10d, HitResult.Perfect },
new object[] { 5f, -11d, HitResult.Perfect },
new object[] { 5f, -12d, HitResult.Great },
new object[] { 5f, -13d, HitResult.Great },
new object[] { 5f, -34d, HitResult.Great },
new object[] { 5f, -35d, HitResult.Great },
new object[] { 5f, -36d, HitResult.Good },
new object[] { 5f, -37d, HitResult.Good },
new object[] { 5f, -57d, HitResult.Good },
new object[] { 5f, -58d, HitResult.Good },
new object[] { 5f, -59d, HitResult.Ok },
new object[] { 5f, -60d, HitResult.Ok },
new object[] { 5f, -79d, HitResult.Ok },
new object[] { 5f, -80d, HitResult.Ok },
new object[] { 5f, -81d, HitResult.Meh },
new object[] { 5f, -82d, HitResult.Meh },
new object[] { 5f, -96d, HitResult.Meh },
new object[] { 5f, -97d, HitResult.Meh },
new object[] { 5f, -98d, HitResult.Miss },
new object[] { 5f, -99d, HitResult.Miss },
new object[] { 5f, 79d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 80d, HitResult.Miss },
// new object[] { 5f, 81d, HitResult.Miss },
// new object[] { 5f, 82d, HitResult.Miss },
// new object[] { 5f, 96d, HitResult.Miss },
// new object[] { 5f, 97d, HitResult.Miss },
// new object[] { 5f, 98d, HitResult.Miss },
// new object[] { 5f, 99d, HitResult.Miss },
// OD = 9.3 test cases.
// This leads to "effective" OD of 13.02.
// Note that contrary to other rulesets this does NOT cap out to OD 10!
// PERFECT hit window is [-11ms, 11ms]
// GREAT hit window is [-25ms, 25ms]
// GOOD hit window is [-49ms, 49ms]
// OK hit window is [-70ms, 70ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-87ms, ----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 9.3f, 10d, HitResult.Perfect },
new object[] { 9.3f, 11d, HitResult.Perfect },
new object[] { 9.3f, 12d, HitResult.Great },
new object[] { 9.3f, 13d, HitResult.Great },
new object[] { 9.3f, 24d, HitResult.Great },
new object[] { 9.3f, 25d, HitResult.Great },
new object[] { 9.3f, 26d, HitResult.Good },
new object[] { 9.3f, 27d, HitResult.Good },
new object[] { 9.3f, 48d, HitResult.Good },
new object[] { 9.3f, 49d, HitResult.Good },
new object[] { 9.3f, 50d, HitResult.Ok },
new object[] { 9.3f, 51d, HitResult.Ok },
new object[] { 9.3f, 69d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 9.3f, 70d, HitResult.Miss },
// new object[] { 9.3f, 71d, HitResult.Miss },
// new object[] { 9.3f, 72d, HitResult.Miss },
// new object[] { 9.3f, 86d, HitResult.Miss },
// new object[] { 9.3f, 87d, HitResult.Miss },
// new object[] { 9.3f, 88d, HitResult.Miss },
// new object[] { 9.3f, 89d, HitResult.Miss },
new object[] { 9.3f, -69d, HitResult.Ok },
new object[] { 9.3f, -70d, HitResult.Ok },
new object[] { 9.3f, -71d, HitResult.Meh },
new object[] { 9.3f, -72d, HitResult.Meh },
new object[] { 9.3f, -86d, HitResult.Meh },
new object[] { 9.3f, -87d, HitResult.Meh },
new object[] { 9.3f, -88d, HitResult.Miss },
new object[] { 9.3f, -89d, HitResult.Miss },
};
private static readonly object[][] score_v1_non_convert_easy_test_cases =
{
// Assume OD = 5 (other values are not tested, even OD 5 is enough to exercise the flooring logic).
// PERFECT hit window is [ -22ms, 22ms]
// GREAT hit window is [ -68ms, 68ms]
// GOOD hit window is [-114ms, 114ms]
// OK hit window is [-156ms, 156ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-190ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -21d, HitResult.Perfect },
new object[] { 5f, -22d, HitResult.Perfect },
new object[] { 5f, -23d, HitResult.Great },
new object[] { 5f, -24d, HitResult.Great },
new object[] { 5f, -67d, HitResult.Great },
new object[] { 5f, -68d, HitResult.Great },
new object[] { 5f, -69d, HitResult.Good },
new object[] { 5f, -70d, HitResult.Good },
new object[] { 5f, -113d, HitResult.Good },
new object[] { 5f, -114d, HitResult.Good },
new object[] { 5f, -115d, HitResult.Ok },
new object[] { 5f, -116d, HitResult.Ok },
new object[] { 5f, -155d, HitResult.Ok },
new object[] { 5f, -156d, HitResult.Ok },
new object[] { 5f, -157d, HitResult.Meh },
new object[] { 5f, -158d, HitResult.Meh },
new object[] { 5f, -189d, HitResult.Meh },
new object[] { 5f, -190d, HitResult.Meh },
new object[] { 5f, -191d, HitResult.Miss },
new object[] { 5f, -192d, HitResult.Miss },
new object[] { 5f, 155d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 156d, HitResult.Miss },
// new object[] { 5f, 157d, HitResult.Miss },
// new object[] { 5f, 158d, HitResult.Miss },
// new object[] { 5f, 189d, HitResult.Miss },
// new object[] { 5f, 190d, HitResult.Miss },
// new object[] { 5f, 191d, HitResult.Miss },
// new object[] { 5f, 192d, HitResult.Miss },
};
private static readonly object[][] score_v1_non_convert_double_time_test_cases =
{
// Assume OD = 5 (other values are not tested, even OD 5 is enough to exercise the flooring logic).
// PERFECT hit window is [ -24ms, 24ms]
// GREAT hit window is [ -73ms, 73ms]
// GOOD hit window is [-123ms, 123ms]
// OK hit window is [-168ms, 168ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-204ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -23d, HitResult.Perfect },
new object[] { 5f, -24d, HitResult.Perfect },
new object[] { 5f, -25d, HitResult.Great },
new object[] { 5f, -26d, HitResult.Great },
new object[] { 5f, -72d, HitResult.Great },
new object[] { 5f, -73d, HitResult.Great },
new object[] { 5f, -74d, HitResult.Good },
new object[] { 5f, -75d, HitResult.Good },
new object[] { 5f, -122d, HitResult.Good },
new object[] { 5f, -123d, HitResult.Good },
new object[] { 5f, -124d, HitResult.Ok },
new object[] { 5f, -125d, HitResult.Ok },
new object[] { 5f, -167d, HitResult.Ok },
new object[] { 5f, -168d, HitResult.Ok },
new object[] { 5f, -169d, HitResult.Meh },
new object[] { 5f, -170d, HitResult.Meh },
new object[] { 5f, -203d, HitResult.Meh },
new object[] { 5f, -204d, HitResult.Meh },
new object[] { 5f, -205d, HitResult.Miss },
new object[] { 5f, -206d, HitResult.Miss },
new object[] { 5f, 167d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 168d, HitResult.Miss },
// new object[] { 5f, 169d, HitResult.Miss },
// new object[] { 5f, 170d, HitResult.Miss },
// new object[] { 5f, 203d, HitResult.Miss },
// new object[] { 5f, 204d, HitResult.Miss },
// new object[] { 5f, 205d, HitResult.Miss },
// new object[] { 5f, 206d, HitResult.Miss },
};
private static readonly object[][] score_v1_non_convert_half_time_test_cases =
{
// Assume OD = 5 (other values are not tested, even OD 5 is enough to exercise the flooring logic).
// PERFECT hit window is [ -12ms, 12ms]
// GREAT hit window is [ -36ms, 36ms]
// GOOD hit window is [ -61ms, 61ms]
// OK hit window is [ -84ms, 84ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-102ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -11d, HitResult.Perfect },
new object[] { 5f, -12d, HitResult.Perfect },
new object[] { 5f, -13d, HitResult.Great },
new object[] { 5f, -14d, HitResult.Great },
new object[] { 5f, -35d, HitResult.Great },
new object[] { 5f, -36d, HitResult.Great },
new object[] { 5f, -37d, HitResult.Good },
new object[] { 5f, -38d, HitResult.Good },
new object[] { 5f, -60d, HitResult.Good },
new object[] { 5f, -61d, HitResult.Good },
new object[] { 5f, -62d, HitResult.Ok },
new object[] { 5f, -63d, HitResult.Ok },
new object[] { 5f, -83d, HitResult.Ok },
new object[] { 5f, -84d, HitResult.Ok },
new object[] { 5f, -85d, HitResult.Meh },
new object[] { 5f, -86d, HitResult.Meh },
new object[] { 5f, -101d, HitResult.Meh },
new object[] { 5f, -102d, HitResult.Meh },
new object[] { 5f, -103d, HitResult.Miss },
new object[] { 5f, -104d, HitResult.Miss },
new object[] { 5f, 83d, HitResult.Ok },
// coverage of broken "can't hit meh late" behaviour, which is intentionally not being reproduced
// new object[] { 5f, 84d, HitResult.Miss },
// new object[] { 5f, 85d, HitResult.Miss },
// new object[] { 5f, 86d, HitResult.Miss },
// new object[] { 5f, 101d, HitResult.Miss },
// new object[] { 5f, 102d, HitResult.Miss },
// new object[] { 5f, 103d, HitResult.Miss },
// new object[] { 5f, 104d, HitResult.Miss },
};
private const double note_time = 300;
[TestCaseSource(nameof(score_v2_test_cases))]
public void TestHitWindowTreatmentWithScoreV2(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createNonConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModScoreV2()]
}
};
RunTest($@"SV2 single note @ OD{overallDifficulty}", beatmap, $@"SV2 {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_non_convert_test_cases))]
public void TestHitWindowTreatmentWithScoreV1NonConvert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createNonConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
}
};
RunTest($@"SV1 single note @ OD{overallDifficulty}", beatmap, $@"SV1 {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_convert_test_cases))]
public void TestHitWindowTreatmentWithScoreV1Convert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModKey1()],
}
};
RunTest($@"SV1 convert single note @ OD{overallDifficulty}", beatmap, $@"SV1 convert {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_non_convert_hard_rock_test_cases))]
public void TestHitWindowTreatmentWithScoreV1AndHardRockNonConvert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createNonConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModHardRock()],
}
};
RunTest($@"SV1+HR single note @ OD{overallDifficulty}", beatmap, $@"SV1+HR {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_non_convert_easy_test_cases))]
public void TestHitWindowTreatmentWithScoreV1AndEasyNonConvert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createNonConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModEasy()],
}
};
RunTest($@"SV1+EZ single note @ OD{overallDifficulty}", beatmap, $@"SV1+EZ {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_non_convert_double_time_test_cases))]
public void TestHitWindowTreatmentWithScoreV1AndDoubleTimeNonConvert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createNonConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModDoubleTime()],
}
};
RunTest($@"SV1+DT single note @ OD{overallDifficulty}", beatmap, $@"SV1+DT {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_non_convert_half_time_test_cases))]
public void TestHitWindowTreatmentWithScoreV1AndHalfTimeNonConvert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
var beatmap = createNonConvertBeatmap(overallDifficulty);
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModHalfTime()],
}
};
RunTest($@"SV1+HT single note @ OD{overallDifficulty}", beatmap, $@"SV1+HT {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
private static ManiaBeatmap createNonConvertBeatmap(float overallDifficulty)
{
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new ManiaBeatmap(new StageDefinition(1))
{
HitObjects =
{
new Note
{
StartTime = note_time,
Column = 0,
}
},
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = overallDifficulty,
CircleSize = 1,
},
BeatmapInfo =
{
Ruleset = new ManiaRuleset().RulesetInfo,
},
ControlPointInfo = cpi,
};
return beatmap;
}
private static Beatmap createConvertBeatmap(float overallDifficulty)
{
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new Beatmap
{
HitObjects =
{
new FakeCircle
{
StartTime = note_time,
}
},
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = overallDifficulty,
},
BeatmapInfo =
{
Ruleset = new RulesetInfo { OnlineID = 0 }
},
ControlPointInfo = cpi,
};
return beatmap;
}
private class FakeCircle : HitObject, IHasPosition
{
public float X
{
get => Position.X;
set => Position = new Vector2(value, Position.Y);
}
public float Y
{
get => Position.Y;
set => Position = new Vector2(Position.X, value);
}
public Vector2 Position { get; set; }
}
}
}