344 lines
14 KiB
Python
344 lines
14 KiB
Python
import unittest
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import pygame
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import time
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Clock = pygame.time.Clock
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class ClockTypeTest(unittest.TestCase):
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__tags__ = ['timing']
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def test_construction(self):
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"""Ensure a Clock object can be created"""
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c = Clock()
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self.assertTrue(c, "Clock cannot be constructed")
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def test_get_fps(self):
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""" test_get_fps tests pygame.time.get_fps() """
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# Initialization check, first call should return 0 fps
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c = Clock()
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self.assertEqual(c.get_fps(), 0)
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# Type check get_fps should return float
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self.assertTrue(type(c.get_fps()) == float)
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# Allowable margin of error in percentage
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delta = 0.30
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# Test fps correctness for 100, 60 and 30 fps
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self._fps_test(c, 100, delta)
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self._fps_test(c, 60, delta)
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self._fps_test(c, 30, delta)
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def _fps_test(self, clock, fps, delta):
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"""ticks fps times each second, hence get_fps() should return fps"""
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delay_per_frame = 1.0/fps
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for f in range(fps): # For one second tick and sleep
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clock.tick()
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time.sleep(delay_per_frame)
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# We should get around fps (+- fps*delta -- delta % of fps)
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self.assertAlmostEqual(clock.get_fps(), fps, delta=fps*delta)
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def test_get_rawtime(self):
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iterations = 10
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delay = 0.1
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delay_miliseconds = delay*(10**3) #actual time difference between ticks
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framerate_limit = 5
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delta = 50 #allowable error in milliseconds
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#Testing Clock Initialization
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c = Clock()
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self.assertEqual(c.get_rawtime(), 0)
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#Testing Raw Time with Frame Delay
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for f in range(iterations):
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time.sleep(delay)
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c.tick(framerate_limit)
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c1 = c.get_rawtime()
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self.assertAlmostEqual(delay_miliseconds, c1, delta=delta)
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#Testing get_rawtime() = get_time()
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for f in range(iterations):
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time.sleep(delay)
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c.tick()
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c1 = c.get_rawtime()
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c2 = c.get_time()
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self.assertAlmostEqual(c1, c2, delta=delta)
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def test_get_time(self):
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#Testing parameters
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delay = 0.1 #seconds
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delay_miliseconds = delay*(10**3)
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iterations = 10
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delta = 50 #milliseconds
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#Testing Clock Initialization
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c = Clock()
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self.assertEqual(c.get_time(), 0)
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#Testing within delay parameter range
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for i in range(iterations):
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time.sleep(delay)
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c.tick()
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c1 = c.get_time()
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self.assertAlmostEqual(delay_miliseconds, c1, delta=delta)
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#Comparing get_time() results with the 'time' module
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for i in range(iterations):
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t0 = time.time()
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time.sleep(delay)
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c.tick()
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t1 = time.time()
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c1 = c.get_time() #elapsed time in milliseconds
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d0 = (t1-t0)*(10**3) #'time' module elapsed time converted to milliseconds
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self.assertAlmostEqual(d0, c1, delta=delta)
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def test_tick(self):
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"""Tests time.Clock.tick()"""
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"""
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Loops with a set delay a few times then checks what tick reports to
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verify its accuracy. Then calls tick with a desired frame-rate and
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verifies it is not faster than the desired frame-rate nor is it taking
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a dramatically long time to complete
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"""
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# Adjust this value to increase the acceptable sleep jitter
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epsilon = 1.5
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# Adjust this value to increase the acceptable locked frame-rate jitter
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epsilon2 = 0.3
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# adjust this value to increase the acceptable frame-rate margin
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epsilon3 = 20
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testing_framerate = 60
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milliseconds = 5.0
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collection = []
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c = Clock()
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# verify time.Clock.tick() will measure the time correctly
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c.tick()
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for i in range(100):
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time.sleep(milliseconds / 1000) # convert to seconds
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collection.append(c.tick())
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# removes the first highest and lowest value
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for outlier in [min(collection), max(collection)]:
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if outlier != milliseconds:
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collection.remove(outlier)
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average_time = float(sum(collection)) / len(collection)
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# assert the deviation from the intended frame-rate is within the
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# acceptable amount (the delay is not taking a dramatically long time)
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self.assertAlmostEqual(average_time, milliseconds, delta=epsilon)
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# verify tick will control the frame-rate
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c = Clock()
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collection = []
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start = time.time()
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for i in range(testing_framerate):
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collection.append(c.tick(testing_framerate))
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# remove the highest and lowest outliers
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for outlier in [min(collection), max(collection)]:
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if outlier != round(1000/testing_framerate):
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collection.remove(outlier)
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end = time.time()
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# Since calling tick with a desired fps will prevent the program from
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# running at greater than the given fps, 100 iterations at 100 fps
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# should last no less than 1 second
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self.assertAlmostEqual(end - start, 1, delta=epsilon2)
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average_tick_time = float(sum(collection)) / len(collection)
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self.assertAlmostEqual(1000/average_tick_time,
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testing_framerate, delta=epsilon3)
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def test_tick_busy_loop(self):
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"""Test tick_busy_loop"""
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c = Clock()
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# Test whether the return value of tick_busy_loop is equal to
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# (FPS is accurate) or greater than (slower than the set FPS)
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# with a small margin for error based on differences in how this
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# test runs in practise - it either sometimes runs slightly fast
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# or seems to based on a rounding error.
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second_length = 1000
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shortfall_tolerance = 1 # (ms) The amount of time a tick is allowed to run short of, to account for underlying rounding errors
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sample_fps = 40
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self.assertGreaterEqual(c.tick_busy_loop(sample_fps), (second_length/sample_fps) - shortfall_tolerance)
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pygame.time.wait(10) # incur delay between ticks that's faster than sample_fps
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self.assertGreaterEqual(c.tick_busy_loop(sample_fps), (second_length/sample_fps) - shortfall_tolerance)
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pygame.time.wait(200) # incur delay between ticks that's slower than sample_fps
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self.assertGreaterEqual(c.tick_busy_loop(sample_fps), (second_length/sample_fps) - shortfall_tolerance)
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high_fps = 500
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self.assertGreaterEqual(c.tick_busy_loop(high_fps), (second_length/high_fps) - shortfall_tolerance)
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low_fps = 1
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self.assertGreaterEqual(c.tick_busy_loop(low_fps), (second_length/low_fps) - shortfall_tolerance)
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low_non_factor_fps = 35 # 1000/35 makes 28.5714285714
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frame_length_without_decimal_places = int(second_length/low_non_factor_fps) # Same result as math.floor
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self.assertGreaterEqual(c.tick_busy_loop(low_non_factor_fps), frame_length_without_decimal_places - shortfall_tolerance)
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high_non_factor_fps = 750 # 1000/750 makes 1.3333...
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frame_length_without_decimal_places_2 = int(second_length/high_non_factor_fps) # Same result as math.floor
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self.assertGreaterEqual(c.tick_busy_loop(high_non_factor_fps), frame_length_without_decimal_places_2 - shortfall_tolerance)
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zero_fps = 0
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self.assertEqual(c.tick_busy_loop(zero_fps), 0)
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# Check behaviour of unexpected values
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negative_fps = -1
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self.assertEqual(c.tick_busy_loop(negative_fps), 0)
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fractional_fps = 32.75
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frame_length_without_decimal_places_3 = int(second_length/fractional_fps)
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self.assertGreaterEqual(c.tick_busy_loop(fractional_fps), frame_length_without_decimal_places_3 - shortfall_tolerance)
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bool_fps = True
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self.assertGreaterEqual(c.tick_busy_loop(bool_fps), (second_length/bool_fps) - shortfall_tolerance)
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class TimeModuleTest(unittest.TestCase):
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__tags__ = ['timing']
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def test_delay(self):
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"""Tests time.delay() function."""
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millis = 50 # millisecond to wait on each iteration
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iterations = 20 # number of iterations
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delta = 150 # Represents acceptable margin of error for wait in ms
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# Call checking function
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self._wait_delay_check(pygame.time.delay, millis, iterations, delta)
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# After timing behaviour, check argument type exceptions
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self._type_error_checks(pygame.time.delay)
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def test_get_ticks(self):
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"""Tests time.get_ticks()"""
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"""
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Iterates and delays for arbitrary amount of time for each iteration,
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check get_ticks to equal correct gap time
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"""
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iterations = 20
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millis = 50
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delta = 15 # Acceptable margin of error in ms
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# Assert return type to be int
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self.assertTrue(type(pygame.time.get_ticks()) == int)
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for i in range(iterations):
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curr_ticks = pygame.time.get_ticks() # Save current tick count
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curr_time = time.time() # Save current time
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pygame.time.delay(millis) # Delay for millis
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# Time and Ticks difference from start of the iteration
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time_diff = round((time.time() - curr_time)*1000)
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ticks_diff = pygame.time.get_ticks() - curr_ticks
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# Assert almost equality of the ticking time and time difference
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self.assertAlmostEqual(ticks_diff, time_diff, delta=delta)
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def test_set_timer(self):
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"""Tests time.set_timer()"""
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"""
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Tests if a timer will post the correct amount of eventid events in
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the specified delay. Test is posting event objects work.
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Also tests if setting milliseconds to 0 stops the timer and if
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the once argument and repeat arguments work.
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"""
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pygame.init()
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TIMER_EVENT_TYPE = pygame.event.custom_type()
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timer_event = pygame.event.Event(TIMER_EVENT_TYPE)
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delta = 50
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timer_delay = 100
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test_number = 8 # Number of events to read for the test
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events = 0 # Events read
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pygame.event.clear()
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pygame.time.set_timer(TIMER_EVENT_TYPE, timer_delay)
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# Test that 'test_number' events are posted in the right amount of time
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t1 = pygame.time.get_ticks()
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max_test_time = t1 + timer_delay * test_number + delta
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while events < test_number:
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for event in pygame.event.get():
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if event == timer_event:
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events += 1
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# The test takes too much time
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if pygame.time.get_ticks() > max_test_time:
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break
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pygame.time.set_timer(TIMER_EVENT_TYPE, 0)
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t2 = pygame.time.get_ticks()
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# Is the number ef events and the timing right?
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self.assertEqual(events, test_number)
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self.assertAlmostEqual(timer_delay * test_number, t2-t1, delta=delta)
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# Test that the timer stopped when set with 0ms delay.
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pygame.time.delay(200)
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self.assertNotIn(timer_event, pygame.event.get())
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# Test that the loops=True works
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pygame.time.set_timer(TIMER_EVENT_TYPE, 10, True)
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pygame.time.delay(40)
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self.assertEqual(pygame.event.get().count(timer_event), 1)
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# Test a variety of event objects, test loops argument
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events_to_test = [
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pygame.event.Event(TIMER_EVENT_TYPE),
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pygame.event.Event(TIMER_EVENT_TYPE, foo="9gwz5", baz=12,
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lol=[124, (34, "")]),
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pygame.event.Event(pygame.KEYDOWN, key=pygame.K_a, unicode="a")
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]
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repeat = 3
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millis = 50
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for e in events_to_test:
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pygame.time.set_timer(e, millis, loops=repeat)
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pygame.time.delay(2 * millis * repeat)
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self.assertEqual(pygame.event.get().count(e), repeat)
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pygame.quit()
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def test_wait(self):
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"""Tests time.wait() function."""
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millis = 100 # millisecond to wait on each iteration
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iterations = 10 # number of iterations
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delta = 50 # Represents acceptable margin of error for wait in ms
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# Call checking function
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self._wait_delay_check(pygame.time.wait, millis, iterations, delta)
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# After timing behaviour, check argument type exceptions
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self._type_error_checks(pygame.time.wait)
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def _wait_delay_check(self, func_to_check, millis, iterations, delta):
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""""
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call func_to_check(millis) "iterations" times and check each time if
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function "waited" for given millisecond (+- delta). At the end, take
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average time for each call (whole_duration/iterations), which should
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be equal to millis (+- delta - acceptable margin of error).
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*Created to avoid code duplication during delay and wait tests
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"""
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# take starting time for duration calculation
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start_time = time.time()
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for i in range(iterations):
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wait_time = func_to_check(millis)
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# Check equality of wait_time and millis with margin of error delta
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self.assertAlmostEqual(wait_time, millis, delta=delta)
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stop_time = time.time()
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# Cycle duration in millisecond
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duration = round((stop_time-start_time)*1000)
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# Duration/Iterations should be (almost) equal to predefined millis
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self.assertAlmostEqual(duration/iterations, millis, delta=delta)
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def _type_error_checks(self, func_to_check):
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"""Checks 3 TypeError (float, tuple, string) for the func_to_check"""
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"""Intended for time.delay and time.wait functions"""
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# Those methods throw no exceptions on negative integers
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self.assertRaises(TypeError, func_to_check, 0.1) # check float
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self.assertRaises(TypeError, pygame.time.delay, (0, 1)) # check tuple
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self.assertRaises(TypeError, pygame.time.delay, "10") # check string
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###############################################################################
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if __name__ == "__main__":
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unittest.main()
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