Стабилизировать ботов при медленном рендеринге
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@@ -45,7 +45,9 @@ public final class EarlyLevelScenarios {
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EarlyLevelScenarios::respawnedAtStart)
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.step("Approach the completed bridge", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 470f)
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.step("Cross the corpse bridge", 3_000L, LevelPlaytestBot.Input.rightJump(),
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.step("Land on the far bridge body", 3_000L, LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerOnGround() && snapshot.playerX() >= 800f)
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.step("Jump from the bridge to safe floor", 3_000L, LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 900f)
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.step("Release jump before the final ledge", 2_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 1_030f)
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@@ -65,7 +67,7 @@ public final class EarlyLevelScenarios {
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.step("Wait for the next volunteer", 2_000L, LevelPlaytestBot.Input.none(),
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EarlyLevelScenarios::respawnedAtStart)
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.step("Approach the saw", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 390f)
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snapshot -> snapshot.playerX() >= 300f)
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.step("Jump over the saw and plate body", 3_000L, LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 700f)
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.step("Reach the relic through the open door", 5_000L, LevelPlaytestBot.Input.right(),
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@@ -76,7 +78,10 @@ public final class EarlyLevelScenarios {
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public static LevelPlaytestBot.Scenario levelFour() {
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return LevelPlaytestBot.Scenario.builder(4, "Level 4: toggle lift to gallery")
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.step("Cross the toggle once and activate the lift", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 800f)
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GameView.AutomationSnapshot::firstMovingPlatformPowered)
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.step("Approach the powered moving lift", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.firstMovingPlatformPowered()
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&& snapshot.playerX() >= 800f)
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.step("Jump onto the moving lift", 3_000L, LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 1_050f && snapshot.playerY() < 690f)
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.step("Ride the lift to its upper phase", 7_000L, LevelPlaytestBot.Input.none(),
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@@ -6,6 +6,9 @@ import java.util.List;
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/** Runs black-box acceptance scenarios through the same input and state boundary as touch play. */
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public final class LevelPlaytestBot {
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private static final long MIN_WALL_WATCHDOG_MILLIS = 120_000L;
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private static final long WALL_WATCHDOG_MULTIPLIER = 10L;
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public interface Driver {
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void startLevel(int oneBasedLevelNumber);
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void setInput(boolean moveLeft, boolean moveRight, boolean jump);
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@@ -123,22 +126,38 @@ public final class LevelPlaytestBot {
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public Result run(Driver driver, Scenario scenario, long timeoutMillis) {
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driver.startLevel(scenario.levelNumber);
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long scenarioStartedAt = driver.currentTimeMillis();
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long stepStartedAt = scenarioStartedAt;
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long scenarioStartedAtWall = driver.currentTimeMillis();
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long wallWatchdogMillis = wallWatchdogMillis(timeoutMillis);
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int stepIndex = 0;
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String lastStep = scenario.steps.isEmpty() ? null : scenario.steps.get(0).name;
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boolean doorOpened = false;
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GameView.AutomationSnapshot last = driver.snapshot();
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long scenarioStartedAtSimulation = last.elapsedMilliseconds();
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long stepStartedAtSimulation = scenarioStartedAtSimulation;
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while (driver.currentTimeMillis() - scenarioStartedAt < timeoutMillis) {
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while (true) {
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last = driver.snapshot();
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long wallElapsed = elapsed(driver.currentTimeMillis(), scenarioStartedAtWall);
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long simulationElapsed = elapsed(
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last.elapsedMilliseconds(), scenarioStartedAtSimulation);
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doorOpened |= last.allDoorsOpen();
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if (last.completed()) {
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driver.setInput(false, false, false);
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return new Result(true, doorOpened, last.deaths(), last.corpseCount(),
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scenario.name + " completed; step=" + lastStep + "; " + snapshotState(last),
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scenario.name + " completed; step=" + lastStep + "; "
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+ timingState(simulationElapsed, wallElapsed) + "; "
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+ snapshotState(last),
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lastStep);
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}
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if (wallElapsed >= wallWatchdogMillis) {
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driver.setInput(false, false, false);
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return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
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scenario.name + " stopped by wall-clock watchdog; step=" + lastStep
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+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
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+ snapshotState(last),
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lastStep);
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}
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if (simulationElapsed >= timeoutMillis) break;
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if (stepIndex >= scenario.steps.size()) break;
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Step step = scenario.steps.get(stepIndex);
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@@ -146,13 +165,16 @@ public final class LevelPlaytestBot {
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if (step.completion.reached(last)) {
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driver.setInput(false, false, false);
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stepIndex++;
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stepStartedAt = driver.currentTimeMillis();
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stepStartedAtSimulation = last.elapsedMilliseconds();
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continue;
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}
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if (driver.currentTimeMillis() - stepStartedAt >= step.timeoutMillis) {
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if (elapsed(last.elapsedMilliseconds(), stepStartedAtSimulation)
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>= step.timeoutMillis) {
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driver.setInput(false, false, false);
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return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
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scenario.name + " timed out; step=" + step.name + "; " + snapshotState(last),
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scenario.name + " timed out in simulation; step=" + step.name
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+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
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+ snapshotState(last),
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step.name);
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}
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@@ -161,11 +183,32 @@ public final class LevelPlaytestBot {
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}
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driver.setInput(false, false, false);
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long wallElapsed = elapsed(driver.currentTimeMillis(), scenarioStartedAtWall);
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long simulationElapsed = elapsed(
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last.elapsedMilliseconds(), scenarioStartedAtSimulation);
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return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
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scenario.name + " did not complete; step=" + lastStep + "; " + snapshotState(last),
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scenario.name + " exhausted its simulation budget; step=" + lastStep
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+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
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+ snapshotState(last),
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lastStep);
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}
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private static long wallWatchdogMillis(long simulationBudgetMillis) {
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if (simulationBudgetMillis > Long.MAX_VALUE / WALL_WATCHDOG_MULTIPLIER) {
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return Long.MAX_VALUE;
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}
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return Math.max(MIN_WALL_WATCHDOG_MILLIS,
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simulationBudgetMillis * WALL_WATCHDOG_MULTIPLIER);
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}
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private static long elapsed(long current, long startedAt) {
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return Math.max(0L, current - startedAt);
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}
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private static String timingState(long simulationElapsed, long wallElapsed) {
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return "simulationElapsed=" + simulationElapsed + ", wallElapsed=" + wallElapsed;
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}
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private static String snapshotState(GameView.AutomationSnapshot snapshot) {
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return "x=" + snapshot.playerX()
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+ ", y=" + snapshot.playerY()
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@@ -68,6 +68,41 @@ public final class LevelPlaytestBotTest {
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assertTrue(result.diagnostic(), result.diagnostic().contains("allDoorsOpen=false"));
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}
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@Test
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public void slowRenderingUsesSimulationElapsedBudgetsInsteadOfHostTime() {
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SlowRenderingDriver driver = new SlowRenderingDriver(true);
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LevelPlaytestBot.Scenario scenario = LevelPlaytestBot.Scenario
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.builder(1, "Slow rendering")
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.step("Reach simulated checkpoint", 200L, LevelPlaytestBot.Input.right(),
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GameView.AutomationSnapshot::completed)
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.build();
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LevelPlaytestBot.Result result = new LevelPlaytestBot().run(driver, scenario, 500L);
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assertTrue(result.diagnostic(), result.completed());
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assertTrue("The host clock must be allowed to outrun simulated gameplay",
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driver.wallMillis > 500L);
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assertEquals(96L, driver.simulationMillis);
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}
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@Test
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public void frozenSimulationStopsAtWallClockWatchdogWithDiagnostic() {
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SlowRenderingDriver driver = new SlowRenderingDriver(false);
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LevelPlaytestBot.Scenario scenario = LevelPlaytestBot.Scenario
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.builder(1, "Frozen rendering")
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.step("Wait for simulation", 1_000L, LevelPlaytestBot.Input.right(),
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GameView.AutomationSnapshot::completed)
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.build();
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LevelPlaytestBot.Result result = new LevelPlaytestBot().run(driver, scenario, 5_000L);
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assertFalse(result.completed());
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assertEquals("Wait for simulation", result.lastStep());
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assertTrue(result.diagnostic(), result.diagnostic().contains("wall-clock watchdog"));
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assertTrue(result.diagnostic(), result.diagnostic().contains("simulationElapsed=0"));
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assertTrue(result.diagnostic(), result.diagnostic().contains("wallElapsed=120000"));
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}
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@Test
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public void levelFiveUsesTheGenericNamedScenario() {
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LevelFiveDriver driver = new LevelFiveDriver();
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@@ -160,6 +195,50 @@ public final class LevelPlaytestBotTest {
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}
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}
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private static final class SlowRenderingDriver implements LevelPlaytestBot.Driver {
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private final boolean advancesSimulation;
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private long wallMillis;
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private long simulationMillis;
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private boolean movingRight;
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private boolean completed;
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SlowRenderingDriver(boolean advancesSimulation) {
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this.advancesSimulation = advancesSimulation;
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}
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@Override
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public void startLevel(int oneBasedLevelNumber) {
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wallMillis = 0L;
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simulationMillis = 0L;
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movingRight = false;
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completed = false;
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}
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@Override
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public void setInput(boolean moveLeft, boolean moveRight, boolean jump) {
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movingRight = moveRight;
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}
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@Override
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public GameView.AutomationSnapshot snapshot() {
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return new GameView.AutomationSnapshot(
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completed, true, false, false, movingRight,
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1, simulationMillis, 130f, 760f, 0, 0);
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}
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@Override
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public void waitForNextDecision(long millis) {
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wallMillis += advancesSimulation ? 1_000L : 60_000L;
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if (advancesSimulation) simulationMillis += millis;
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if (movingRight && simulationMillis >= 96L) completed = true;
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}
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@Override
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public long currentTimeMillis() {
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return wallMillis;
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}
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}
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private static final class LevelFiveDriver implements LevelPlaytestBot.Driver {
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private int startedLevel;
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private long nowMillis;
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