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ytLlive/ytLive.Tests/GameAudioHysteresisTests.cs
T

83 lines
2.1 KiB
C#

using Xunit;
using ytLive.Services;
namespace ytLive.Tests;
/// <summary>
/// TASK 4 game audio bar: the pure show/hide state machine. Show = a full-screen
/// app holds sound for half a second; hide = the app leaves fullscreen for a
/// second. Silence never hides an active bar — only the game leaving the preview
/// does (per the creator's rule).
/// </summary>
public class GameAudioHysteresisTests
{
private static readonly DateTime T0 = new(2026, 8, 13, 12, 0, 0);
[Fact]
public void StaysInactive_WhileSilent()
{
var h = new GameAudioHysteresis();
for (var i = 0; i < 30; i++)
{
h.Update(true, false, T0.AddSeconds(i));
Assert.False(h.IsActive);
}
}
[Fact]
public void StaysInactive_UntilSoundHoldsHalfSecond()
{
var h = new GameAudioHysteresis();
h.Update(true, true, T0);
Assert.False(h.IsActive);
h.Update(true, true, T0.AddMilliseconds(400));
Assert.False(h.IsActive);
h.Update(true, true, T0.AddMilliseconds(600));
Assert.True(h.IsActive);
}
[Fact]
public void NeverHides_WhileGameStillFullScreen_EvenWhenSilent()
{
var h = new GameAudioHysteresis();
h.Update(true, true, T0);
h.Update(true, true, T0.AddSeconds(1));
Assert.True(h.IsActive);
for (var i = 2; i < 40; i++)
{
h.Update(true, false, T0.AddSeconds(i));
Assert.True(h.IsActive);
}
}
[Fact]
public void Hides_AfterAppLeavesFullScreen()
{
var h = new GameAudioHysteresis();
h.Update(true, true, T0);
h.Update(true, true, T0.AddSeconds(1));
Assert.True(h.IsActive);
h.Update(false, true, T0.AddSeconds(2));
Assert.True(h.IsActive);
h.Update(false, true, T0.AddSeconds(4));
Assert.False(h.IsActive);
}
[Fact]
public void StaysInactive_WhenNoFullScreen_EvenWithSound()
{
var h = new GameAudioHysteresis();
for (var i = 0; i < 30; i++)
{
h.Update(false, true, T0.AddSeconds(i));
Assert.False(h.IsActive);
}
}
}