using System;
using System.Collections.Generic;
using System.Globalization;
using NUnit.Framework;
using UnityEngine;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Utils.Tests;
namespace Unity.MLAgents.Tests
{
[TestFixture]
public class SensorUtilTests
{
internal class TempCulture : IDisposable
{
private CultureInfo m_OriginalCulture;
internal TempCulture(CultureInfo newCulture)
{
m_OriginalCulture = CultureInfo.CurrentCulture;
CultureInfo.CurrentCulture = newCulture;
}
public void Dispose()
{
CultureInfo.CurrentCulture = m_OriginalCulture;
}
}
///
/// Test that sensors sort by name consistently across culture settings.
/// Example strings and cultures taken from
/// https://docs.microsoft.com/en-us/globalization/locale/sorting-and-string-comparison
///
///
[TestCase("da-DK")]
[TestCase("en-US")]
public void TestSortCulture(string culture)
{
List sensors = new List();
var sensor0 = new TestSensor("Apple");
var sensor1 = new TestSensor("Æble");
sensors.Add(sensor0);
sensors.Add(sensor1);
var originalCulture = CultureInfo.CurrentCulture;
CultureInfo.CurrentCulture = new CultureInfo(culture);
SensorUtils.SortSensors(sensors);
CultureInfo.CurrentCulture = originalCulture;
Assert.AreEqual(sensor1, sensors[0]);
Assert.AreEqual(sensor0, sensors[1]);
}
}
}