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https://github.com/ppy/osu.git
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Merge pull request #27064 from smoogipoo/heatmap-misses
Display misses in the hit accuracy heatmap
This commit is contained in:
commit
0180b25546
@ -91,11 +91,11 @@ namespace osu.Game.Rulesets.Osu.Tests
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var skinnable = firstObject.ApproachCircle;
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if (skin == null && skinnable?.Drawable is DefaultApproachCircle)
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if (skin == null && skinnable.Drawable is DefaultApproachCircle)
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// check for default skin provider
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return true;
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var text = skinnable?.Drawable as SpriteText;
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var text = skinnable.Drawable as SpriteText;
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return text?.Text == skin;
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});
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@ -95,12 +95,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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private static void blockInputToObjectsUnderSliderHead(DrawableSliderHead slider)
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{
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var oldHitAction = slider.HitArea.Hit;
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slider.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return !slider.DrawableSlider.AllJudged;
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};
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slider.HitArea.CanBeHit = () => !slider.DrawableSlider.AllJudged;
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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@ -1,16 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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@ -28,35 +24,30 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public partial class DrawableHitCircle : DrawableOsuHitObject, IHasApproachCircle
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{
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public OsuAction? HitAction => HitArea?.HitAction;
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public OsuAction? HitAction => HitArea.HitAction;
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protected virtual OsuSkinComponents CirclePieceComponent => OsuSkinComponents.HitCircle;
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public SkinnableDrawable ApproachCircle { get; private set; }
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public HitReceptor HitArea { get; private set; }
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public SkinnableDrawable CirclePiece { get; private set; }
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public SkinnableDrawable ApproachCircle { get; private set; } = null!;
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public HitReceptor HitArea { get; private set; } = null!;
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public SkinnableDrawable CirclePiece { get; private set; } = null!;
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protected override IEnumerable<Drawable> DimmablePieces => new[]
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{
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CirclePiece,
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};
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protected override IEnumerable<Drawable> DimmablePieces => new[] { CirclePiece };
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Drawable IHasApproachCircle.ApproachCircle => ApproachCircle;
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private Container scaleContainer;
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private InputManager inputManager;
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private Container scaleContainer = null!;
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private ShakeContainer shakeContainer = null!;
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public DrawableHitCircle()
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: this(null)
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{
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}
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public DrawableHitCircle([CanBeNull] HitCircle h = null)
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public DrawableHitCircle(HitCircle? h = null)
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: base(h)
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{
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}
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private ShakeContainer shakeContainer;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -73,14 +64,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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HitArea = new HitReceptor
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{
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Hit = () =>
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{
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if (AllJudged)
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return false;
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UpdateResult(true);
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return true;
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},
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CanBeHit = () => !AllJudged,
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Hit = () => UpdateResult(true)
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},
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shakeContainer = new ShakeContainer
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{
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@ -114,13 +99,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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}
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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@ -155,7 +133,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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ApplyMinResult();
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{
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ApplyResult((r, position) =>
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{
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var circleResult = (OsuHitCircleJudgementResult)r;
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circleResult.Type = r.Judgement.MinResult;
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circleResult.CursorPositionAtHit = position;
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}, computeHitPosition());
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}
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return;
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}
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@ -169,22 +155,21 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (result == HitResult.None || clickAction != ClickAction.Hit)
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return;
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Vector2? hitPosition = null;
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// Todo: This should also consider misses, but they're a little more interesting to handle, since we don't necessarily know the position at the time of a miss.
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if (result.IsHit())
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{
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var localMousePosition = ToLocalSpace(inputManager.CurrentState.Mouse.Position);
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hitPosition = HitObject.StackedPosition + (localMousePosition - DrawSize / 2);
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}
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ApplyResult<(HitResult result, Vector2? position)>((r, state) =>
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{
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var circleResult = (OsuHitCircleJudgementResult)r;
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circleResult.Type = state.result;
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circleResult.CursorPositionAtHit = state.position;
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}, (result, hitPosition));
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}, (result, computeHitPosition()));
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}
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private Vector2? computeHitPosition()
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{
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if (HitArea.ClosestPressPosition is Vector2 screenSpaceHitPosition)
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return HitObject.StackedPosition + (ToLocalSpace(screenSpaceHitPosition) - DrawSize / 2);
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return null;
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}
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/// <summary>
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@ -227,7 +212,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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break;
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case ArmedState.Idle:
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HitArea.HitAction = null;
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HitArea.Reset();
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break;
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case ArmedState.Miss:
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@ -247,9 +232,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// IsHovered is used
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public override bool HandlePositionalInput => true;
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public Func<bool> Hit;
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/// <summary>
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/// Whether the hitobject can still be hit at the current point in time.
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/// </summary>
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public required Func<bool> CanBeHit { get; set; }
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public OsuAction? HitAction;
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/// <summary>
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/// An action that's invoked to perform the hit.
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/// </summary>
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public required Action Hit { get; set; }
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/// <summary>
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/// The <see cref="OsuAction"/> with which the hit was attempted.
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/// </summary>
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public OsuAction? HitAction { get; private set; }
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/// <summary>
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/// The closest position to the hit receptor at the point where the hit was attempted.
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/// </summary>
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public Vector2? ClosestPressPosition { get; private set; }
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public HitReceptor()
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{
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@ -264,12 +265,27 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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if (!CanBeHit())
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return false;
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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if (ClosestPressPosition is Vector2 curClosest)
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{
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float oldDist = Vector2.DistanceSquared(curClosest, ScreenSpaceDrawQuad.Centre);
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float newDist = Vector2.DistanceSquared(e.ScreenSpaceMousePosition, ScreenSpaceDrawQuad.Centre);
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if (newDist < oldDist)
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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}
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else
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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if (IsHovered)
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{
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Hit();
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HitAction ??= e.Action;
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return true;
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}
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@ -283,13 +299,22 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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}
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/// <summary>
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/// Resets to a fresh state.
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/// </summary>
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public void Reset()
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{
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HitAction = null;
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ClosestPressPosition = null;
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}
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}
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private partial class ProxyableSkinnableDrawable : SkinnableDrawable
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{
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public override bool RemoveWhenNotAlive => false;
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public ProxyableSkinnableDrawable(ISkinComponentLookup lookup, Func<ISkinComponentLookup, Drawable> defaultImplementation = null, ConfineMode confineMode = ConfineMode.NoScaling)
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public ProxyableSkinnableDrawable(ISkinComponentLookup lookup, Func<ISkinComponentLookup, Drawable>? defaultImplementation = null, ConfineMode confineMode = ConfineMode.NoScaling)
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: base(lookup, defaultImplementation, confineMode)
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{
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}
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@ -9,6 +9,7 @@ using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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@ -191,16 +192,22 @@ namespace osu.Game.Rulesets.Osu.Statistics
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for (int c = 0; c < points_per_dimension; c++)
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{
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HitPointType pointType = Vector2.Distance(new Vector2(c + 0.5f, r + 0.5f), centre) <= innerRadius
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? HitPointType.Hit
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: HitPointType.Miss;
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bool isHit = Vector2.Distance(new Vector2(c + 0.5f, r + 0.5f), centre) <= innerRadius;
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var point = new HitPoint(pointType, this)
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if (isHit)
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{
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BaseColour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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};
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points[r][c] = point;
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points[r][c] = new HitPoint(this)
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{
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BaseColour = new Color4(102, 255, 204, 255)
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};
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}
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else
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{
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points[r][c] = new MissPoint
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{
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BaseColour = new Color4(255, 102, 102, 255)
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};
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}
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}
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}
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@ -250,40 +257,31 @@ namespace osu.Game.Rulesets.Osu.Statistics
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var rotatedCoordinate = -1 * new Vector2((float)Math.Cos(rotatedAngle), (float)Math.Sin(rotatedAngle));
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Vector2 localCentre = new Vector2(points_per_dimension - 1) / 2;
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float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
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float localRadius = localCentre.X * inner_portion * normalisedDistance;
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Vector2 localPoint = localCentre + localRadius * rotatedCoordinate;
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// Find the most relevant hit point.
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int r = Math.Clamp((int)Math.Round(localPoint.Y), 0, points_per_dimension - 1);
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int c = Math.Clamp((int)Math.Round(localPoint.X), 0, points_per_dimension - 1);
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int r = (int)Math.Round(localPoint.Y);
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int c = (int)Math.Round(localPoint.X);
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PeakValue = Math.Max(PeakValue, ((HitPoint)pointGrid.Content[r][c]).Increment());
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if (r < 0 || r >= points_per_dimension || c < 0 || c >= points_per_dimension)
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return;
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PeakValue = Math.Max(PeakValue, ((GridPoint)pointGrid.Content[r][c]).Increment());
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bufferedGrid.ForceRedraw();
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}
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private partial class HitPoint : Circle
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private abstract partial class GridPoint : CompositeDrawable
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{
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/// <summary>
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/// The base colour which will be lightened/darkened depending on the value of this <see cref="HitPoint"/>.
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/// </summary>
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public Color4 BaseColour;
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private readonly HitPointType pointType;
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private readonly AccuracyHeatmap heatmap;
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public override bool IsPresent => Count > 0;
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public override bool IsPresent => count > 0;
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public HitPoint(HitPointType pointType, AccuracyHeatmap heatmap)
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{
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this.pointType = pointType;
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this.heatmap = heatmap;
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RelativeSizeAxes = Axes.Both;
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Alpha = 1;
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}
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private int count;
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protected int Count { get; private set; }
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/// <summary>
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/// Increment the value of this point by one.
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@ -291,7 +289,41 @@ namespace osu.Game.Rulesets.Osu.Statistics
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/// <returns>The value after incrementing.</returns>
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public int Increment()
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{
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return ++count;
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return ++Count;
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}
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}
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private partial class MissPoint : GridPoint
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{
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public MissPoint()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = new SpriteIcon
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{
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RelativeSizeAxes = Axes.Both,
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Icon = FontAwesome.Solid.Times
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};
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}
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protected override void Update()
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{
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Alpha = 0.8f;
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Colour = BaseColour;
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}
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}
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private partial class HitPoint : GridPoint
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{
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private readonly AccuracyHeatmap heatmap;
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public HitPoint(AccuracyHeatmap heatmap)
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{
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this.heatmap = heatmap;
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RelativeSizeAxes = Axes.Both;
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InternalChild = new Circle { RelativeSizeAxes = Axes.Both };
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}
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protected override void Update()
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@ -307,10 +339,10 @@ namespace osu.Game.Rulesets.Osu.Statistics
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float amount = 0;
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// give some amount of alpha regardless of relative count
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amount += non_relative_portion * Math.Min(1, count / 10f);
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amount += non_relative_portion * Math.Min(1, Count / 10f);
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// add relative portion
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amount += (1 - non_relative_portion) * (count / heatmap.PeakValue);
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amount += (1 - non_relative_portion) * (Count / heatmap.PeakValue);
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// apply easing
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amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount));
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@ -318,15 +350,8 @@ namespace osu.Game.Rulesets.Osu.Statistics
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Debug.Assert(amount <= 1);
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Alpha = Math.Min(amount / lighten_cutoff, 1);
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if (pointType == HitPointType.Hit)
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Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff));
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Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff));
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}
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}
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private enum HitPointType
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{
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Hit,
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Miss
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}
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}
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}
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@ -4,7 +4,6 @@
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<OutputType>Library</OutputType>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<Description>click the circles. to the beat.</Description>
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<LangVersion>10</LangVersion>
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</PropertyGroup>
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<PropertyGroup Label="Nuget">
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@ -3,7 +3,6 @@
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<TargetFramework>net8.0</TargetFramework>
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<OutputType>Library</OutputType>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>10</LangVersion>
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</PropertyGroup>
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<PropertyGroup Label="Nuget">
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<Title>osu!</Title>
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Block a user