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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System ;
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using System.Collections.Generic ;
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using System.Linq ;
using osu.Game.Beatmaps ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Objects ;
Fix incorrect score conversion on selected beatmaps due to incorrect `difficultyPeppyStars` rounding
Fixes issue that occurs on *about* 246 beatmaps and was first described
by me on discord:
https://discord.com/channels/188630481301012481/188630652340404224/1154367700378865715
and then rediscovered again during work on
https://github.com/ppy/osu/pull/26405:
https://gist.github.com/bdach/414d5289f65b0399fa8f9732245a4f7c#venenog-on-ultmate-end-by-blacky-overdose-631
It so happens that in stable, due to .NET Framework internals, float
math would be performed using x87 registers and opcodes.
.NET (Core) however uses SSE instructions on 32- and 64-bit words.
x87 registers are _80 bits_ wide. Which is notably wider than _both_
float and double. Therefore, on a significant number of beatmaps,
the rounding would not produce correct values due to insufficient
precision.
See following gist for corroboration of the above:
https://gist.github.com/bdach/dcde58d5a3607b0408faa3aa2b67bf10
Thus, to crudely - but, seemingly accurately, after checking across
all ranked maps - emulate this, use `decimal`, which is slow, but has
bigger precision than `double`. The single known exception beatmap
in whose case this results in an incorrect result is
https://osu.ppy.sh/beatmapsets/1156087#osu/2625853
which is considered an "acceptable casualty" of sorts.
Doing this requires some fooling of the compiler / runtime (see second
inline comment in new method). To corroborate that this is required,
you can try the following code snippet:
Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3f).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3).Select(x => x.ToString("X2"))));
Console.WriteLine();
decimal d1 = (decimal)1.3f;
decimal d2 = (decimal)1.3;
decimal d3 = (decimal)(double)1.3f;
Console.WriteLine(string.Join(' ', decimal.GetBits(d1).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', decimal.GetBits(d2).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', decimal.GetBits(d3).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
which will print
66 66 A6 3F
CD CC CC CC CC CC F4 3F
0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
8C 5D 89 FB 3B 76 00 00 00 00 00 00 00 00 0E 00
Note that despite `d1` being converted from a less-precise floating-
-point value than `d2`, it still is represented 100% accurately as
a decimal number.
After applying this change, recomputation of legacy scoring attributes
for *all* rulesets will be required.
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using osu.Game.Rulesets.Objects.Legacy ;
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using osu.Game.Rulesets.Objects.Types ;
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using osu.Game.Rulesets.Scoring ;
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using osu.Game.Rulesets.Scoring.Legacy ;
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using osu.Game.Rulesets.Taiko.Mods ;
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using osu.Game.Rulesets.Taiko.Objects ;
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using osu.Game.Rulesets.Taiko.Scoring ;
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namespace osu.Game.Rulesets.Taiko.Difficulty
{
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internal class TaikoLegacyScoreSimulator : ILegacyScoreSimulator
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{
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private readonly ScoreProcessor scoreProcessor = new TaikoScoreProcessor ( ) ;
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private int legacyBonusScore ;
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private int standardisedBonusScore ;
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private int combo ;
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private int difficultyPeppyStars ;
private IBeatmap playableBeatmap = null ! ;
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public LegacyScoreAttributes Simulate ( IWorkingBeatmap workingBeatmap , IBeatmap playableBeatmap )
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{
this . playableBeatmap = playableBeatmap ;
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IBeatmap baseBeatmap = workingBeatmap . Beatmap ;
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int countNormal = 0 ;
int countSlider = 0 ;
int countSpinner = 0 ;
foreach ( HitObject obj in baseBeatmap . HitObjects )
{
switch ( obj )
{
case IHasPath :
countSlider + + ;
break ;
case IHasDuration :
countSpinner + + ;
break ;
default :
countNormal + + ;
break ;
}
}
int objectCount = countNormal + countSlider + countSpinner ;
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int drainLength = 0 ;
if ( baseBeatmap . HitObjects . Count > 0 )
{
int breakLength = baseBeatmap . Breaks . Select ( b = > ( int ) Math . Round ( b . EndTime ) - ( int ) Math . Round ( b . StartTime ) ) . Sum ( ) ;
drainLength = ( ( int ) Math . Round ( baseBeatmap . HitObjects [ ^ 1 ] . StartTime ) - ( int ) Math . Round ( baseBeatmap . HitObjects [ 0 ] . StartTime ) - breakLength ) / 1000 ;
}
Fix incorrect score conversion on selected beatmaps due to incorrect `difficultyPeppyStars` rounding
Fixes issue that occurs on *about* 246 beatmaps and was first described
by me on discord:
https://discord.com/channels/188630481301012481/188630652340404224/1154367700378865715
and then rediscovered again during work on
https://github.com/ppy/osu/pull/26405:
https://gist.github.com/bdach/414d5289f65b0399fa8f9732245a4f7c#venenog-on-ultmate-end-by-blacky-overdose-631
It so happens that in stable, due to .NET Framework internals, float
math would be performed using x87 registers and opcodes.
.NET (Core) however uses SSE instructions on 32- and 64-bit words.
x87 registers are _80 bits_ wide. Which is notably wider than _both_
float and double. Therefore, on a significant number of beatmaps,
the rounding would not produce correct values due to insufficient
precision.
See following gist for corroboration of the above:
https://gist.github.com/bdach/dcde58d5a3607b0408faa3aa2b67bf10
Thus, to crudely - but, seemingly accurately, after checking across
all ranked maps - emulate this, use `decimal`, which is slow, but has
bigger precision than `double`. The single known exception beatmap
in whose case this results in an incorrect result is
https://osu.ppy.sh/beatmapsets/1156087#osu/2625853
which is considered an "acceptable casualty" of sorts.
Doing this requires some fooling of the compiler / runtime (see second
inline comment in new method). To corroborate that this is required,
you can try the following code snippet:
Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3f).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3).Select(x => x.ToString("X2"))));
Console.WriteLine();
decimal d1 = (decimal)1.3f;
decimal d2 = (decimal)1.3;
decimal d3 = (decimal)(double)1.3f;
Console.WriteLine(string.Join(' ', decimal.GetBits(d1).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', decimal.GetBits(d2).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', decimal.GetBits(d3).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
which will print
66 66 A6 3F
CD CC CC CC CC CC F4 3F
0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
8C 5D 89 FB 3B 76 00 00 00 00 00 00 00 00 0E 00
Note that despite `d1` being converted from a less-precise floating-
-point value than `d2`, it still is represented 100% accurately as
a decimal number.
After applying this change, recomputation of legacy scoring attributes
for *all* rulesets will be required.
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difficultyPeppyStars = LegacyRulesetExtensions . CalculateDifficultyPeppyStars ( baseBeatmap . Difficulty , objectCount , drainLength ) ;
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LegacyScoreAttributes attributes = new LegacyScoreAttributes ( ) ;
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foreach ( var obj in playableBeatmap . HitObjects )
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simulateHit ( obj , ref attributes ) ;
attributes . BonusScoreRatio = legacyBonusScore = = 0 ? 0 : ( double ) standardisedBonusScore / legacyBonusScore ;
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attributes . BonusScore = legacyBonusScore ;
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attributes . MaxCombo = combo ;
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return attributes ;
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}
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private void simulateHit ( HitObject hitObject , ref LegacyScoreAttributes attributes )
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{
bool increaseCombo = true ;
bool addScoreComboMultiplier = false ;
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bool isBonus = false ;
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HitResult bonusResult = HitResult . None ;
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int scoreIncrease = 0 ;
switch ( hitObject )
{
case SwellTick :
scoreIncrease = 300 ;
increaseCombo = false ;
Fix taiko legacy score simulator not including swell tick score gain into bonus portion
Reported in https://discord.com/channels/188630481301012481/1097318920991559880/1221836384038551613.
Example score: https://osu.ppy.sh/scores/1855965185
The cause of the overestimation was an error in taiko's score simulator.
In lazer taiko, swell ticks don't give any score anymore, while they did
in stable.
For all intents and purposes, swell ticks can be considered "bonus"
objects that "don't give any actual bonus score". Which is to say,
during simulation of a legacy score swell ticks hit should be treated
as bonus, because if they aren't, then otherwise they will be treated
essentially as *normal hits*, meaning that they will be included in
the *accuracy* portion of score, which breaks all sorts of follow-up
assumptions:
- The accuracy portion of the best possible total score becomes
overinflated in comparison to reality, while the combo portion of
that maximum score becomes underestimated.
- Because the affected score has low accuracy, the estimated accuracy
portion of the score (as given by maximmum accuracy portion of score
times the actual numerical accuracy of the score) is also low.
- However, the next step is estimating the combo portion, which is done
by taking legacy total score, subtracting the aforementioned
estimation for accuracy total score from that, and then dividing
the result by the maximum achievable combo score on the map. Because
most of actual "combo" score from swell ticks was "moved" into the
accuracy portion due to the aforementioned error, the maximum
achievable combo score becomes so small that the estimated combo
portion exceeds 1.
Instead, this change makes it so that gains from swell ticks are treated
as "bonus", which means that they are excluded from the accuracy portion
of score and instead count into the bonus portion of score, bringing the
scores concerned more in line with expectations - although due to
pessimistic assumptions in the simulation of the swell itself,
the conversion will still overestimate total score for affected scores,
just not by *that* much.
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isBonus = true ;
bonusResult = HitResult . IgnoreHit ;
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break ;
case DrumRollTick :
scoreIncrease = 300 ;
increaseCombo = false ;
isBonus = true ;
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bonusResult = HitResult . SmallBonus ;
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break ;
case Swell swell :
// The taiko swell generally does not match the osu-stable implementation in any way.
// We'll redo the calculations to match osu-stable here...
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// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises rotations.
const double minimum_rotations_per_second = 7.5 ;
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// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = ( int ) ( swell . Duration / 1000 * minimum_rotations_per_second ) ;
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halfSpinsRequiredForCompletion = ( int ) Math . Max ( 1 , halfSpinsRequiredForCompletion * 1.65f ) ;
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//
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// Normally, this multiplier depends on the active mods (DT = 0.75, HT = 1.5). For simplicity, we'll only consider the worst case that maximises rotations.
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// This way, scores remain beatable at the cost of the conversion being slightly inaccurate.
// - A perfect DT/NM score will have less than 1M total score (excluding bonus).
// - A perfect HT score will have 1M total score (excluding bonus).
//
halfSpinsRequiredForCompletion = Math . Max ( 1 , ( int ) ( halfSpinsRequiredForCompletion * 1.5f ) ) ;
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for ( int i = 0 ; i < = halfSpinsRequiredForCompletion ; i + + )
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simulateHit ( new SwellTick ( ) , ref attributes ) ;
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scoreIncrease = 300 ;
addScoreComboMultiplier = true ;
increaseCombo = false ;
isBonus = true ;
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bonusResult = HitResult . LargeBonus ;
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break ;
case Hit :
scoreIncrease = 300 ;
addScoreComboMultiplier = true ;
break ;
case DrumRoll :
foreach ( var nested in hitObject . NestedHitObjects )
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simulateHit ( nested , ref attributes ) ;
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return ;
}
if ( hitObject is DrumRollTick tick )
{
if ( playableBeatmap . ControlPointInfo . EffectPointAt ( tick . Parent . StartTime ) . KiaiMode )
scoreIncrease = ( int ) ( scoreIncrease * 1.2f ) ;
if ( tick . IsStrong )
scoreIncrease + = scoreIncrease / 5 ;
}
// The score increase directly contributed to by the combo-multiplied portion.
int comboScoreIncrease = 0 ;
if ( addScoreComboMultiplier )
{
int oldScoreIncrease = scoreIncrease ;
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scoreIncrease + = scoreIncrease / 35 * 2 * ( difficultyPeppyStars + 1 ) * ( Math . Min ( 100 , combo ) / 10 ) ;
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if ( hitObject is Swell )
{
if ( playableBeatmap . ControlPointInfo . EffectPointAt ( hitObject . GetEndTime ( ) ) . KiaiMode )
scoreIncrease = ( int ) ( scoreIncrease * 1.2f ) ;
}
else
{
if ( playableBeatmap . ControlPointInfo . EffectPointAt ( hitObject . StartTime ) . KiaiMode )
scoreIncrease = ( int ) ( scoreIncrease * 1.2f ) ;
}
comboScoreIncrease = scoreIncrease - oldScoreIncrease ;
}
if ( hitObject is Swell | | ( hitObject is TaikoStrongableHitObject strongable & & strongable . IsStrong ) )
{
scoreIncrease * = 2 ;
comboScoreIncrease * = 2 ;
}
scoreIncrease - = comboScoreIncrease ;
if ( addScoreComboMultiplier )
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attributes . ComboScore + = comboScoreIncrease ;
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if ( isBonus )
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{
legacyBonusScore + = scoreIncrease ;
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standardisedBonusScore + = scoreProcessor . GetBaseScoreForResult ( bonusResult ) ;
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}
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else
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attributes . AccuracyScore + = scoreIncrease ;
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if ( increaseCombo )
combo + + ;
}
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public double GetLegacyScoreMultiplier ( IReadOnlyList < Mod > mods , LegacyBeatmapConversionDifficultyInfo difficulty )
{
bool scoreV2 = mods . Any ( m = > m is ModScoreV2 ) ;
double multiplier = 1.0 ;
foreach ( var mod in mods )
{
switch ( mod )
{
case TaikoModNoFail :
multiplier * = scoreV2 ? 1.0 : 0.5 ;
break ;
case TaikoModEasy :
multiplier * = 0.5 ;
break ;
case TaikoModHalfTime :
case TaikoModDaycore :
multiplier * = 0.3 ;
break ;
case TaikoModHidden :
case TaikoModHardRock :
multiplier * = 1.06 ;
break ;
case TaikoModDoubleTime :
case TaikoModNightcore :
case TaikoModFlashlight :
multiplier * = 1.12 ;
break ;
case TaikoModRelax :
return 0 ;
}
}
return multiplier ;
}
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}
}