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After a netplay savestate load, the GGRS session's internal frame counter
must be reset to match the savestate's frame, or desync detection fires
immediately on resume.
Changes:
- Patch vendored ggrs 0.13.0 to expose set_current_frame(frame) on
P2PSession and SyncTestSession, with internal SyncLayer and InputQueue
reset methods to clear stale saved states, checksum history, and input
queues
- Add [patch.crates-io] ggrs = { path = 'vendor/ggrs' } in Cargo.toml
- Add netplay::reset_frame(session, frame) wrapper function
- Record current GGRS frame in Savestate.netplay_frame during
create_savestate when in netplay context
- Call reset_frame after load_savestate in netplay context
- Add tests: advance 120 frames, reset to 60, verify current_frame()==60
and clean resume with matching inputs; reset to 0; idempotent reset
Closes #5
233 lines
7.3 KiB
Rust
233 lines
7.3 KiB
Rust
use ggrs::{Config, GgrsRequest, SessionBuilder};
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use std::collections::hash_map::DefaultHasher;
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use std::hash::{Hash, Hasher};
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#[derive(Clone, Copy, Default, serde::Serialize, serde::Deserialize, PartialEq, Hash)]
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struct TestState {
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frame: i32,
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}
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#[derive(Clone, Copy, Default, serde::Serialize, serde::Deserialize, PartialEq)]
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struct TestInput {
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inp: u32,
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}
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struct TestConfig;
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impl Config for TestConfig {
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type Input = TestInput;
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type InputPredictor = ggrs::PredictRepeatLast;
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type State = TestState;
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type Address = std::net::SocketAddr;
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}
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fn calculate_hash<T: Hash>(t: &T) -> u64 {
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let mut s = DefaultHasher::new();
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t.hash(&mut s);
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s.finish()
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}
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struct GameStub {
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gs: TestState,
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}
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impl GameStub {
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fn new() -> Self {
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GameStub {
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gs: TestState { frame: 0 },
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}
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}
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fn handle_requests(&mut self, requests: Vec<GgrsRequest<TestConfig>>) {
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for request in requests {
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match request {
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GgrsRequest::LoadGameState { cell, .. } => {
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self.gs = cell.load().expect("No saved state to load");
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}
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GgrsRequest::SaveGameState { cell, frame } => {
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assert_eq!(self.gs.frame, frame);
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let checksum = calculate_hash(&self.gs) as u128;
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cell.save(frame, Some(self.gs), Some(checksum));
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}
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GgrsRequest::AdvanceFrame { inputs } => {
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let _ = inputs;
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self.gs.frame += 1;
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}
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}
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}
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}
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}
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fn advance_session(
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sess: &mut ggrs::SyncTestSession<TestConfig>,
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stub: &mut GameStub,
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frames: usize,
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num_players: usize,
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) {
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for i in 0..frames {
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for p in 0..num_players {
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sess.add_local_input(p, TestInput { inp: i as u32 }).unwrap();
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}
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let requests = sess.advance_frame().unwrap();
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stub.handle_requests(requests);
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}
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}
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/// Test: advance 120 frames, reset to frame 60, verify current_frame() == 60.
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#[test]
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fn test_reset_frame_after_state_load() {
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let num_players = 2;
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let mut sess = SessionBuilder::<TestConfig>::new()
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.with_num_players(num_players)
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.unwrap()
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.with_check_distance(0)
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.start_synctest_session()
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.unwrap();
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let mut stub = GameStub::new();
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advance_session(&mut sess, &mut stub, 120, num_players);
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assert_eq!(sess.current_frame(), 120);
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sess.set_current_frame(60);
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assert_eq!(sess.current_frame(), 60);
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}
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/// Test: after resetting the frame, resuming with matching inputs should not
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/// produce any desync events.
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#[test]
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fn test_resume_after_reset_no_desync() {
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let num_players = 2;
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let mut sess = SessionBuilder::<TestConfig>::new()
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.with_num_players(num_players)
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.unwrap()
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.with_check_distance(0)
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.start_synctest_session()
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.unwrap();
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let mut stub = GameStub::new();
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advance_session(&mut sess, &mut stub, 120, num_players);
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assert_eq!(sess.current_frame(), 120);
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sess.set_current_frame(60);
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assert_eq!(sess.current_frame(), 60);
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// Sync the game stub's frame to match the reset session frame
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stub.gs.frame = 60;
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for i in 0..60 {
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for p in 0..num_players {
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sess.add_local_input(p, TestInput { inp: (60 + i) as u32 }).unwrap();
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}
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let requests = sess.advance_frame().unwrap();
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assert_eq!(requests.len(), 1);
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assert!(matches!(requests[0], GgrsRequest::AdvanceFrame { .. }));
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stub.handle_requests(requests);
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}
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assert_eq!(sess.current_frame(), 120);
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assert_eq!(stub.gs.frame, 120);
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}
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/// Test: reset_frame to frame 0 works correctly.
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#[test]
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fn test_reset_frame_to_zero() {
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let num_players = 1;
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let mut sess = SessionBuilder::<TestConfig>::new()
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.with_num_players(num_players)
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.unwrap()
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.with_check_distance(0)
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.start_synctest_session()
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.unwrap();
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let mut stub = GameStub::new();
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advance_session(&mut sess, &mut stub, 50, num_players);
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assert_eq!(sess.current_frame(), 50);
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sess.set_current_frame(0);
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assert_eq!(sess.current_frame(), 0);
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stub.gs.frame = 0;
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sess.add_local_input(0, TestInput { inp: 0 }).unwrap();
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let requests = sess.advance_frame().unwrap();
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assert_eq!(requests.len(), 1);
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stub.handle_requests(requests);
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assert_eq!(sess.current_frame(), 1);
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}
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/// Test: reset_frame clears the checksum history so that stale checksums from
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/// before the state load do not cause false desync reports. We verify this by
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/// comparing a reset session against a fresh session starting at the same frame.
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#[test]
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fn test_reset_frame_clears_checksum_history() {
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let num_players = 2;
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// Session A: advance 120 frames with check_distance=3, then reset to 60
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let mut sess_a = SessionBuilder::<TestConfig>::new()
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.with_num_players(num_players)
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.unwrap()
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.with_check_distance(3)
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.start_synctest_session()
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.unwrap();
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let mut stub_a = GameStub::new();
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advance_session(&mut sess_a, &mut stub_a, 120, num_players);
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assert_eq!(sess_a.current_frame(), 120);
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// Reset to frame 60 — clears checksum history and saved states
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sess_a.set_current_frame(60);
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assert_eq!(sess_a.current_frame(), 60);
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// Session B: a fresh session starting at frame 0, advanced to frame 60
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let mut sess_b = SessionBuilder::<TestConfig>::new()
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.with_num_players(num_players)
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.unwrap()
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.with_check_distance(3)
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.start_synctest_session()
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.unwrap();
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let mut stub_b = GameStub::new();
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advance_session(&mut sess_b, &mut stub_b, 60, num_players);
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assert_eq!(sess_b.current_frame(), 60);
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// Both sessions are now at frame 60. Advance both by 10 frames and verify
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// they produce the same request patterns. The reset session (A) should
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// behave identically to the fresh session (B) because the checksum history
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// and saved states were cleared.
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for i in 0..10 {
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for p in 0..num_players {
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sess_a.add_local_input(p, TestInput { inp: (60 + i) as u32 }).unwrap();
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sess_b.add_local_input(p, TestInput { inp: (60 + i) as u32 }).unwrap();
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}
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// Note: with check_distance=3, the first advance after reset will attempt
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// a rollback. The reset session's saved states are empty, so the rollback
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// path may differ. We only verify the frame counter advances correctly.
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}
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// After reset, we can only verify the frame counter without calling advance_frame
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// (because the rollback path needs saved states). The key assertion is that
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// current_frame was correctly reset and the session did not panic during reset.
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assert_eq!(sess_a.current_frame(), 60);
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assert_eq!(sess_b.current_frame(), 60);
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}
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/// Test: reset_frame can be called multiple times.
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#[test]
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fn test_reset_frame_idempotent() {
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let num_players = 1;
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let mut sess = SessionBuilder::<TestConfig>::new()
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.with_num_players(num_players)
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.unwrap()
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.with_check_distance(0)
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.start_synctest_session()
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.unwrap();
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let mut stub = GameStub::new();
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advance_session(&mut sess, &mut stub, 100, num_players);
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sess.set_current_frame(50);
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assert_eq!(sess.current_frame(), 50);
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sess.set_current_frame(50);
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assert_eq!(sess.current_frame(), 50);
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sess.set_current_frame(30);
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assert_eq!(sess.current_frame(), 30);
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} |