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Sort beat lengths rather than linear search
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@ -55,7 +55,7 @@ namespace osu.Game.Beatmaps
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// Note: This is more accurate and may present different results because osu-stable didn't have the ability to calculate slider durations in this context.
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// Note: This is more accurate and may present different results because osu-stable didn't have the ability to calculate slider durations in this context.
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double lastTime = HitObjects.LastOrDefault()?.GetEndTime() ?? ControlPointInfo.TimingPoints.LastOrDefault()?.Time ?? 0;
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double lastTime = HitObjects.LastOrDefault()?.GetEndTime() ?? ControlPointInfo.TimingPoints.LastOrDefault()?.Time ?? 0;
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var beatLengthsAndDurations =
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var mostCommon =
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// Construct a set of (beatLength, duration) tuples for each individual timing point.
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// Construct a set of (beatLength, duration) tuples for each individual timing point.
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ControlPointInfo.TimingPoints.Select((t, i) =>
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ControlPointInfo.TimingPoints.Select((t, i) =>
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{
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{
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@ -68,23 +68,10 @@ namespace osu.Game.Beatmaps
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// Aggregate durations into a set of (beatLength, duration) tuples for each beat length
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// Aggregate durations into a set of (beatLength, duration) tuples for each beat length
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.GroupBy(t => Math.Round(t.beatLength * 1000) / 1000)
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.GroupBy(t => Math.Round(t.beatLength * 1000) / 1000)
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.Select(g => (beatLength: g.Key, duration: g.Sum(t => t.duration)))
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.Select(g => (beatLength: g.Key, duration: g.Sum(t => t.duration)))
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// And if there are no timing points, use a default.
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// Get the most common one, or 0 as a suitable default
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.DefaultIfEmpty((TimingControlPoint.DEFAULT_BEAT_LENGTH, 0));
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.OrderByDescending(i => i.duration).FirstOrDefault();
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// Find the single beat length with the maximum aggregate duration.
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return mostCommon.beatLength;
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double maxDurationBeatLength = double.NegativeInfinity;
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double maxDuration = double.NegativeInfinity;
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foreach (var (beatLength, duration) in beatLengthsAndDurations)
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{
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if (duration > maxDuration)
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{
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maxDuration = duration;
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maxDurationBeatLength = beatLength;
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}
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}
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return maxDurationBeatLength;
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}
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}
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IBeatmap IBeatmap.Clone() => Clone();
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IBeatmap IBeatmap.Clone() => Clone();
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