From 1136db15562454e6c44d23b7d23030d9e1d501d9 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Wed, 29 Nov 2017 14:20:15 +0900 Subject: [PATCH] Fix mania replays not defining important frames Resolves https://github.com/ppy/osu/issues/1495 . --- .../Replays/ManiaAutoGenerator.cs | 9 +++++---- .../Replays/ManiaReplayFrame.cs | 17 +++++++++++++++++ .../osu.Game.Rulesets.Mania.csproj | 1 + osu.Game/Rulesets/Replays/ReplayFrame.cs | 4 ++-- 4 files changed, 25 insertions(+), 6 deletions(-) create mode 100644 osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs diff --git a/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs b/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs index 64982532a7..58fb43aa83 100644 --- a/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs +++ b/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs @@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Replays public override Replay Generate() { // Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled - Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None)); + Replay.Frames.Add(new ManiaReplayFrame(-100000, null, null, ReplayButtonState.None)); double[] holdEndTimes = new double[availableColumns]; for (int i = 0; i < availableColumns; i++) @@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Replays activeColumns |= 1 << obj.Column; } - Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None)); + Replay.Frames.Add(new ManiaReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None)); // Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key)) @@ -74,14 +74,15 @@ namespace osu.Game.Rulesets.Mania.Replays activeColumnsAtEnd |= 1 << i; } - Replay.Frames.Add(new ReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None)); + Replay.Frames.Add(new ManiaReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None)); } } Replay.Frames = Replay.Frames // Pick the maximum activeColumns for all frames at the same time .GroupBy(f => f.Time) - .Select(g => new ReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None)) + .Select(g => new ManiaReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None)) + .Cast() // The addition of release frames above maybe result in unordered frames, but we need them ordered .OrderBy(f => f.Time) .ToList(); diff --git a/osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs b/osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs new file mode 100644 index 0000000000..c27ffa1875 --- /dev/null +++ b/osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs @@ -0,0 +1,17 @@ +// Copyright (c) 2007-2017 ppy Pty Ltd . +// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE + +using osu.Game.Rulesets.Replays; + +namespace osu.Game.Rulesets.Mania.Replays +{ + public class ManiaReplayFrame : ReplayFrame + { + public override bool IsImportant => MouseX > 0; + + public ManiaReplayFrame(double time, float? mouseX, float? mouseY, ReplayButtonState buttonState) + : base(time, mouseX, mouseY, buttonState) + { + } + } +} diff --git a/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj b/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj index 6f45a64d92..22f858c2ea 100644 --- a/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj +++ b/osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj @@ -72,6 +72,7 @@ + diff --git a/osu.Game/Rulesets/Replays/ReplayFrame.cs b/osu.Game/Rulesets/Replays/ReplayFrame.cs index b0f62e5271..02c969f648 100644 --- a/osu.Game/Rulesets/Replays/ReplayFrame.cs +++ b/osu.Game/Rulesets/Replays/ReplayFrame.cs @@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Replays { public Vector2 Position => new Vector2(MouseX ?? 0, MouseY ?? 0); - public bool IsImportant => MouseX.HasValue && MouseY.HasValue && (MouseLeft || MouseRight); + public virtual bool IsImportant => MouseX.HasValue && MouseY.HasValue && (MouseLeft || MouseRight); public float? MouseX; public float? MouseY; @@ -68,4 +68,4 @@ namespace osu.Game.Rulesets.Replays return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}"; } } -} \ No newline at end of file +}