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Merge pull request #23866 from bdach/fix-judgement-processing-order

Fix not being able to receive full score for extremely short sliders with repeats
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Dan Balasescu 2023-06-12 15:04:08 +09:00 committed by GitHub
commit 024a64e52c
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2 changed files with 45 additions and 2 deletions

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@ -1,22 +1,29 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests.Mods namespace osu.Game.Rulesets.Osu.Tests.Mods
{ {
public partial class TestSceneOsuModAutoplay : OsuModTestScene public partial class TestSceneOsuModAutoplay : OsuModTestScene
{ {
protected override bool AllowFail => true;
[Test] [Test]
public void TestCursorPositionStoredToJudgement() public void TestCursorPositionStoredToJudgement()
{ {
@ -44,6 +51,36 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
FinalRate = { Value = 1.3 } FinalRate = { Value = 1.3 }
}); });
[Test]
public void TestPerfectScoreOnShortSliderWithRepeat()
{
AddStep("set score to standardised", () => LocalConfig.SetValue(OsuSetting.ScoreDisplayMode, ScoringMode.Standardised));
CreateModTest(new ModTestData
{
Autoplay = true,
Beatmap = new Beatmap
{
HitObjects = new List<HitObject>
{
new Slider
{
StartTime = 500,
Position = new Vector2(256, 192),
Path = new SliderPath(new[]
{
new PathControlPoint(),
new PathControlPoint(new Vector2(0, 6.25f))
}),
RepeatCount = 1,
SliderVelocity = 10
}
}
},
PassCondition = () => Player.ScoreProcessor.TotalScore.Value == 1_000_000
});
}
private void runSpmTest(Mod mod) private void runSpmTest(Mod mod)
{ {
SpinnerSpmCalculator? spmCalculator = null; SpinnerSpmCalculator? spmCalculator = null;

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@ -75,18 +75,24 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both };
AddRangeInternal(new Drawable[] AddRangeInternal(new Drawable[]
{ {
shakeContainer = new ShakeContainer shakeContainer = new ShakeContainer
{ {
ShakeDuration = 30, ShakeDuration = 30,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Children = new Drawable[] Children = new[]
{ {
Body = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling), Body = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both }, // proxied here so that the tail is drawn under repeats/ticks - legacy skins rely on this
tailContainer.CreateProxy(),
tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both }, tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both }, repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
// actual tail container is placed here to ensure that tail hitobjects are processed after ticks/repeats.
// this is required for the correct operation of Score V2.
tailContainer,
} }
}, },
// slider head is not included in shake as it handles hit detection, and handles its own shaking. // slider head is not included in shake as it handles hit detection, and handles its own shaking.