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Merge pull request #25157 from peppy/spinner-anti-cheese-final

Fix spinner cheese by accounting for spin directionality
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Bartłomiej Dach 2023-10-24 08:13:32 +02:00 committed by GitHub
commit 0e5a521695
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6 changed files with 344 additions and 43 deletions

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@ -0,0 +1,135 @@
// 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 NUnit.Framework;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Tests
{
[TestFixture]
public class SpinnerSpinHistoryTest
{
private SpinnerSpinHistory history = null!;
[SetUp]
public void Setup()
{
history = new SpinnerSpinHistory();
}
[TestCase(0, 0)]
[TestCase(10, 10)]
[TestCase(180, 180)]
[TestCase(350, 350)]
[TestCase(360, 360)]
[TestCase(370, 370)]
[TestCase(540, 540)]
[TestCase(720, 720)]
// ---
[TestCase(-0, 0)]
[TestCase(-10, 10)]
[TestCase(-180, 180)]
[TestCase(-350, 350)]
[TestCase(-360, 360)]
[TestCase(-370, 370)]
[TestCase(-540, 540)]
[TestCase(-720, 720)]
public void TestSpinOneDirection(float spin, float expectedRotation)
{
history.ReportDelta(500, spin);
Assert.That(history.TotalRotation, Is.EqualTo(expectedRotation));
}
[TestCase(0, 0, 0, 0)]
// ---
[TestCase(10, -10, 0, 10)]
[TestCase(-10, 10, 0, 10)]
// ---
[TestCase(10, -20, 0, 10)]
[TestCase(-10, 20, 0, 10)]
// ---
[TestCase(20, -10, 0, 20)]
[TestCase(-20, 10, 0, 20)]
// ---
[TestCase(10, -360, 0, 350)]
[TestCase(-10, 360, 0, 350)]
// ---
[TestCase(360, -10, 0, 370)]
[TestCase(360, 10, 0, 370)]
[TestCase(-360, 10, 0, 370)]
[TestCase(-360, -10, 0, 370)]
// ---
[TestCase(10, 10, 10, 30)]
[TestCase(10, 10, -10, 20)]
[TestCase(10, -10, 10, 10)]
[TestCase(-10, -10, -10, 30)]
[TestCase(-10, -10, 10, 20)]
[TestCase(-10, 10, 10, 10)]
// ---
[TestCase(10, -20, -350, 360)]
[TestCase(10, -20, 350, 340)]
[TestCase(-10, 20, 350, 360)]
[TestCase(-10, 20, -350, 340)]
public void TestSpinMultipleDirections(float spin1, float spin2, float spin3, float expectedRotation)
{
history.ReportDelta(500, spin1);
history.ReportDelta(1000, spin2);
history.ReportDelta(1500, spin3);
Assert.That(history.TotalRotation, Is.EqualTo(expectedRotation));
}
// One spin
[TestCase(370, -50, 320)]
[TestCase(-370, 50, 320)]
// Two spins
[TestCase(740, -420, 320)]
[TestCase(-740, 420, 320)]
public void TestRemoveAndCrossFullSpin(float deltaToAdd, float deltaToRemove, float expectedRotation)
{
history.ReportDelta(1000, deltaToAdd);
history.ReportDelta(500, deltaToRemove);
Assert.That(history.TotalRotation, Is.EqualTo(expectedRotation));
}
// One spin + partial
[TestCase(400, -30, -50, 320)]
[TestCase(-400, 30, 50, 320)]
// Two spins + partial
[TestCase(800, -430, -50, 320)]
[TestCase(-800, 430, 50, 320)]
public void TestRemoveAndCrossFullAndPartialSpins(float deltaToAdd1, float deltaToAdd2, float deltaToRemove, float expectedRotation)
{
history.ReportDelta(1000, deltaToAdd1);
history.ReportDelta(1500, deltaToAdd2);
history.ReportDelta(500, deltaToRemove);
Assert.That(history.TotalRotation, Is.EqualTo(expectedRotation));
}
[Test]
public void TestRewindMultipleFullSpins()
{
history.ReportDelta(500, 360);
history.ReportDelta(1000, 720);
Assert.That(history.TotalRotation, Is.EqualTo(1080));
history.ReportDelta(250, -900);
Assert.That(history.TotalRotation, Is.EqualTo(180));
}
[Test]
public void TestRewindOverDirectionChange()
{
history.ReportDelta(1000, 40); // max is now CW 40 degrees
Assert.That(history.TotalRotation, Is.EqualTo(40));
history.ReportDelta(1100, -90); // max is now CCW 50 degrees
Assert.That(history.TotalRotation, Is.EqualTo(50));
history.ReportDelta(1200, 110); // max is now CW 60 degrees
Assert.That(history.TotalRotation, Is.EqualTo(60));
history.ReportDelta(1000, -20);
Assert.That(history.TotalRotation, Is.EqualTo(40));
}
}
}

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@ -53,7 +53,6 @@ namespace osu.Game.Rulesets.Osu.Tests
/// While off-centre, vibrates backwards and forwards on the x-axis, from centre-50 to centre+50, every 50ms.
/// </summary>
[Test]
[Ignore("An upcoming implementation will fix this case")]
public void TestVibrateWithoutSpinningOffCentre()
{
List<ReplayFrame> frames = new List<ReplayFrame>();
@ -81,7 +80,6 @@ namespace osu.Game.Rulesets.Osu.Tests
/// While centred on the slider, vibrates backwards and forwards on the x-axis, from centre-50 to centre+50, every 50ms.
/// </summary>
[Test]
[Ignore("An upcoming implementation will fix this case")]
public void TestVibrateWithoutSpinningOnCentre()
{
List<ReplayFrame> frames = new List<ReplayFrame>();
@ -130,7 +128,6 @@ namespace osu.Game.Rulesets.Osu.Tests
/// No ticks should be hit since the total rotation is -0.5 (0.5 CW + 1 CCW = 0.5 CCW).
/// </summary>
[Test]
[Ignore("An upcoming implementation will fix this case")]
public void TestSpinHalfBothDirections()
{
performTest(new SpinFramesGenerator(time_spinner_start)
@ -149,7 +146,6 @@ namespace osu.Game.Rulesets.Osu.Tests
[TestCase(-180, 540, 1)]
[TestCase(180, -900, 2)]
[TestCase(-180, 900, 2)]
[Ignore("An upcoming implementation will fix this case")]
public void TestSpinOneDirectionThenChangeDirection(float direction1, float direction2, int expectedTicks)
{
performTest(new SpinFramesGenerator(time_spinner_start)
@ -162,18 +158,28 @@ namespace osu.Game.Rulesets.Osu.Tests
}
[Test]
[Ignore("An upcoming implementation will fix this case")]
public void TestRewind()
{
AddStep("set manual clock", () => manualClock = new ManualClock { Rate = 1 });
AddStep("set manual clock", () => manualClock = new ManualClock
{
// Avoids interpolation trying to run ahead during testing.
Rate = 0
});
List<ReplayFrame> frames = new SpinFramesGenerator(time_spinner_start)
.Spin(360, 500) // 2000ms -> 1 full CW spin
.Spin(-180, 500) // 2500ms -> 0.5 CCW spins
.Spin(90, 500) // 3000ms -> 0.25 CW spins
.Spin(450, 500) // 3500ms -> 1 full CW spin
.Spin(180, 500) // 4000ms -> 0.5 CW spins
.Build();
List<ReplayFrame> frames =
new SpinFramesGenerator(time_spinner_start)
// 1500ms start
.Spin(360, 500)
// 2000ms -> 1 full CW spin
.Spin(-180, 500)
// 2500ms -> 1 full CW spin + 0.5 CCW spins
.Spin(90, 500)
// 3000ms -> 1 full CW spin + 0.25 CCW spins
.Spin(450, 500)
// 3500ms -> 2 full CW spins
.Spin(180, 500)
// 4000ms -> 2 full CW spins + 0.5 CW spins
.Build();
loadPlayer(frames);
@ -190,15 +196,35 @@ namespace osu.Game.Rulesets.Osu.Tests
DrawableSpinner drawableSpinner = null!;
AddUntilStep("get spinner", () => (drawableSpinner = currentPlayer.ChildrenOfType<DrawableSpinner>().Single()) != null);
assertTotalRotation(4000, 900);
assertFinalRotationCorrect();
assertTotalRotation(3750, 810);
assertTotalRotation(3500, 720);
assertTotalRotation(3250, 530);
assertTotalRotation(3000, 540);
assertTotalRotation(3000, 450);
assertTotalRotation(2750, 540);
assertTotalRotation(2500, 540);
assertTotalRotation(2250, 360);
assertTotalRotation(2000, 180);
assertTotalRotation(2250, 450);
assertTotalRotation(2000, 360);
assertTotalRotation(1500, 0);
// same thing but always returning to final time to check.
assertFinalRotationCorrect();
assertTotalRotation(3750, 810);
assertFinalRotationCorrect();
assertTotalRotation(3500, 720);
assertFinalRotationCorrect();
assertTotalRotation(3250, 530);
assertFinalRotationCorrect();
assertTotalRotation(3000, 450);
assertFinalRotationCorrect();
assertTotalRotation(2750, 540);
assertFinalRotationCorrect();
assertTotalRotation(2500, 540);
assertFinalRotationCorrect();
assertTotalRotation(2250, 450);
assertFinalRotationCorrect();
assertTotalRotation(2000, 360);
assertFinalRotationCorrect();
assertTotalRotation(1500, 0);
void assertTotalRotation(double time, float expected)
@ -211,8 +237,11 @@ namespace osu.Game.Rulesets.Osu.Tests
void addSeekStep(double time)
{
AddStep($"seek to {time}", () => clock.Seek(time));
// Lenience is required due to interpolation running slightly ahead on a stalled clock.
AddUntilStep("wait for seek to finish", () => drawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time));
}
void assertFinalRotationCorrect() => assertTotalRotation(4000, 900);
}
private void assertTicksHit(int count)

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@ -4,6 +4,7 @@
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Judgements
{
@ -15,28 +16,15 @@ namespace osu.Game.Rulesets.Osu.Judgements
public Spinner Spinner => (Spinner)HitObject;
/// <summary>
/// The total rotation performed on the spinner disc, disregarding the spin direction,
/// adjusted for the track's playback rate.
/// The total amount that the spinner was rotated.
/// </summary>
/// <remarks>
/// <para>
/// This value is always non-negative and is monotonically increasing with time
/// (i.e. will only increase if time is passing forward, but can decrease during rewind).
/// </para>
/// <para>
/// The rotation from each frame is multiplied by the clock's current playback rate.
/// The reason this is done is to ensure that spinners give the same score and require the same number of spins
/// regardless of whether speed-modifying mods are applied.
/// </para>
/// </remarks>
/// <example>
/// Assuming no speed-modifying mods are active,
/// if the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
/// this property will return the value of 720 (as opposed to 0).
/// If Double Time is active instead (with a speed multiplier of 1.5x),
/// in the same scenario the property will return 720 * 1.5 = 1080.
/// </example>
public float TotalRotation;
public float TotalRotation => History.TotalRotation;
/// <summary>
/// Stores the spinning history of the spinner.<br />
/// Instants of movement deltas may be added or removed from this in order to calculate the total rotation for the spinner.
/// </summary>
public readonly SpinnerSpinHistory History = new SpinnerSpinHistory();
/// <summary>
/// Time instant at which the spin was started (the first user input which caused an increase in spin).

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@ -0,0 +1,146 @@
// 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;
using System.Collections.Generic;
using System.Diagnostics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
/// <summary>
/// Stores the spinning history of a single spinner.<br />
/// Instants of movement deltas may be added or removed from this in order to calculate the total rotation for the spinner.
/// </summary>
/// <remarks>
/// A single, full rotation of the spinner is defined as a 360-degree rotation of the spinner, starting from 0, going in a single direction.<br />
/// </remarks>
/// <example>
/// If the player spins 90-degrees clockwise, then changes direction, they need to spin 90-degrees counter-clockwise to return to 0
/// and then continue rotating the spinner for another 360-degrees in the same direction.
/// </example>
public class SpinnerSpinHistory
{
/// <summary>
/// The sum of all complete spins and any current partial spin, in degrees.
/// </summary>
/// <remarks>
/// This is the final scoring value.
/// </remarks>
public float TotalRotation => 360 * completedSpins.Count + currentSpinMaxRotation;
private readonly Stack<CompletedSpin> completedSpins = new Stack<CompletedSpin>();
/// <summary>
/// The total accumulated (absolute) rotation.
/// </summary>
private float totalAccumulatedRotation;
private float totalAccumulatedRotationAtLastCompletion;
/// <summary>
/// For the current spin, represents the maximum absolute rotation (from 0..360) achieved by the user.
/// </summary>
/// <remarks>
/// This is used to report <see cref="TotalRotation"/> in the case a user spins backwards.
/// Basically it allows us to not reduce the total rotation in such a case.
///
/// This also stops spinner "cheese" where a user may rapidly change directions and cause an increase
/// in rotations.
/// </remarks>
private float currentSpinMaxRotation;
/// <summary>
/// The current spin, from -360..360.
/// </summary>
private float currentSpinRotation => totalAccumulatedRotation - totalAccumulatedRotationAtLastCompletion;
private double lastReportTime = double.NegativeInfinity;
/// <summary>
/// Report a delta update based on user input.
/// </summary>
/// <param name="currentTime">The current time.</param>
/// <param name="delta">The delta of the angle moved through since the last report.</param>
public void ReportDelta(double currentTime, float delta)
{
if (delta == 0)
return;
// Importantly, outside of tests the max delta entering here is 180 degrees.
// If it wasn't for tests, we could add this line:
//
// Debug.Assert(Math.Abs(delta) < 180);
//
// For this to be 101% correct, we need to add the ability for important frames to be
// created based on gameplay intrinsics (ie. there should be one frame for any spinner delta 90 < n < 180 degrees).
//
// But this can come later.
totalAccumulatedRotation += delta;
if (currentTime >= lastReportTime)
{
currentSpinMaxRotation = Math.Max(currentSpinMaxRotation, Math.Abs(currentSpinRotation));
// Handle the case where the user has completed another spin.
// Note that this does could be an `if` rather than `while` if the above assertion held true.
// It is a `while` loop to handle tests which throw larger values at this method.
while (currentSpinMaxRotation >= 360)
{
int direction = Math.Sign(currentSpinRotation);
completedSpins.Push(new CompletedSpin(currentTime, direction));
// Incrementing the last completion point will cause `currentSpinRotation` to
// hold the remaining spin that needs to be considered.
totalAccumulatedRotationAtLastCompletion += direction * 360;
// Reset the current max as we are entering a new spin.
// Importantly, carry over the remainder (which is now stored in `currentSpinRotation`).
currentSpinMaxRotation = Math.Abs(currentSpinRotation);
}
}
else
{
// When rewinding, the main thing we care about is getting `totalAbsoluteRotationsAtLastCompletion`
// to the correct value. We can used the stored history for this.
while (completedSpins.TryPeek(out var segment) && segment.CompletionTime > currentTime)
{
completedSpins.Pop();
totalAccumulatedRotationAtLastCompletion -= segment.Direction * 360;
}
// This is a best effort. We may not have enough data to match this 1:1, but that's okay.
// We know that the player is somewhere in a spin.
// In the worst case, this will be lower than expected, and recover in forward playback.
currentSpinMaxRotation = Math.Abs(currentSpinRotation);
}
lastReportTime = currentTime;
}
/// <summary>
/// Represents a single completed spin.
/// </summary>
private class CompletedSpin
{
/// <summary>
/// The time at which this spin completion occurred.
/// </summary>
public readonly double CompletionTime;
/// <summary>
/// The direction this spin completed in.
/// </summary>
public readonly int Direction;
public CompletedSpin(double completionTime, int direction)
{
Debug.Assert(direction == -1 || direction == 1);
CompletionTime = completionTime;
Direction = direction;
}
}
}
}

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@ -101,15 +101,13 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
rotationTransferred = true;
}
currentRotation += delta;
double rate = gameplayClock?.GetTrueGameplayRate() ?? Clock.Rate;
delta = (float)(delta * Math.Abs(rate));
Debug.Assert(Math.Abs(delta) <= 180);
// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
// (see: ModTimeRamp)
drawableSpinner.Result.TotalRotation += (float)(Math.Abs(delta) * rate);
currentRotation += delta;
drawableSpinner.Result.History.ReportDelta(Time.Current, delta);
}
private void resetState(DrawableHitObject obj)

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@ -432,6 +432,11 @@ namespace osu.Game.Tests.Visual
private bool running;
public override double Rate => base.Rate
// This is mainly to allow some tests to override the rate to zero
// and avoid interpolation.
* referenceClock.Rate;
public TrackVirtualManual(IFrameBasedClock referenceClock, string name = "virtual")
: base(name)
{