Files
tvbox-Swift/tvbox-Tests/PlayerGestureLayerTests.swift
2026-05-14 17:50:06 +08:00

169 lines
5.9 KiB
Swift

import Testing
import Foundation
@testable import TVBox
/// Property-based tests for PlayerGestureLayer.computeSeekTarget.
/// These tests validate that seek target computation is correctly clamped.
///
/// **Validates: Requirements 1.2, 1.3, 1.5, 1.6**
// MARK: - Property 1: Seek target computation is correctly clamped
/// For any currentTime t ∈ [0, duration], any offset (positive or negative, large or small),
/// and duration d > 0, computeSeekTarget returns a value in [0, d].
@Suite("Property 1: Seek target computation is correctly clamped")
struct SeekTargetClampingTests {
@Test("Seek target is always within [0, duration] for randomized inputs")
func seekTargetAlwaysClamped() {
for _ in 0..<200 {
let duration = Double.random(in: 0.001...36000.0)
let currentTime = Double.random(in: 0...duration)
let offset = Double.random(in: -100000...100000)
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: currentTime,
offset: offset,
duration: duration
)
#expect(
result >= 0,
"Seek target \(result) should be >= 0 (currentTime=\(currentTime), offset=\(offset), duration=\(duration))"
)
#expect(
result <= duration,
"Seek target \(result) should be <= duration \(duration) (currentTime=\(currentTime), offset=\(offset))"
)
}
}
@Test("Seek target clamps to 0 when offset is very negative")
func seekTargetClampsToZero() {
for _ in 0..<100 {
let duration = Double.random(in: 1.0...10000.0)
let currentTime = Double.random(in: 0...duration)
// Offset guaranteed to pull below zero
let offset = -(currentTime + Double.random(in: 1.0...100000.0))
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: currentTime,
offset: offset,
duration: duration
)
#expect(result == 0, "Expected 0 when offset pulls below zero, got \(result)")
}
}
@Test("Seek target clamps to duration when offset is very positive")
func seekTargetClampsToDuration() {
for _ in 0..<100 {
let duration = Double.random(in: 1.0...10000.0)
let currentTime = Double.random(in: 0...duration)
// Offset guaranteed to exceed duration
let offset = (duration - currentTime) + Double.random(in: 1.0...100000.0)
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: currentTime,
offset: offset,
duration: duration
)
#expect(result == duration, "Expected duration \(duration) when offset exceeds bounds, got \(result)")
}
}
@Test("Seek target equals currentTime + offset when within bounds")
func seekTargetExactWhenInBounds() {
for _ in 0..<100 {
let duration = Double.random(in: 10.0...10000.0)
let currentTime = Double.random(in: 1.0...(duration - 1.0))
// Ensure offset keeps result within [0, duration]
let maxPositiveOffset = duration - currentTime - 0.001
let maxNegativeOffset = -(currentTime - 0.001)
let offset = Double.random(in: maxNegativeOffset...maxPositiveOffset)
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: currentTime,
offset: offset,
duration: duration
)
let expected = currentTime + offset
#expect(
abs(result - expected) < 1e-10,
"Expected \(expected), got \(result) (currentTime=\(currentTime), offset=\(offset), duration=\(duration))"
)
}
}
@Test("Seek target handles very small duration")
func seekTargetSmallDuration() {
let duration = 0.001
let currentTime = 0.0005
let offsets: [Double] = [-100, -1, -0.001, 0, 0.001, 1, 100]
for offset in offsets {
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: currentTime,
offset: offset,
duration: duration
)
#expect(result >= 0)
#expect(result <= duration)
}
}
@Test("Seek target with zero offset returns currentTime")
func seekTargetZeroOffset() {
for _ in 0..<100 {
let duration = Double.random(in: 0.001...36000.0)
let currentTime = Double.random(in: 0...duration)
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: currentTime,
offset: 0,
duration: duration
)
#expect(
abs(result - currentTime) < 1e-10,
"With zero offset, result should equal currentTime"
)
}
}
@Test("Seek target at zero boundary with negative offset stays at 0")
func seekTargetAtZeroBoundary() {
for _ in 0..<100 {
let duration = Double.random(in: 1.0...10000.0)
let offset = -Double.random(in: 0.001...100000.0)
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: 0,
offset: offset,
duration: duration
)
#expect(result == 0)
}
}
@Test("Seek target at duration boundary with positive offset stays at duration")
func seekTargetAtDurationBoundary() {
for _ in 0..<100 {
let duration = Double.random(in: 1.0...10000.0)
let offset = Double.random(in: 0.001...100000.0)
let result = PlayerGestureLayer.computeSeekTarget(
currentTime: duration,
offset: offset,
duration: duration
)
#expect(result == duration)
}
}
}