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Merge pull request #21351 from peppy/limit-barline-generation-sanity
Limit how far before the first hitobject that barlines can be generated
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commit
1ad9d66e65
@ -83,5 +83,41 @@ namespace osu.Game.Rulesets.Taiko.Tests
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AddAssert("first barline ommited", () => barlines.All(b => b.StartTime != start_time));
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AddAssert("second barline generated", () => barlines.Any(b => b.StartTime == start_time + (beat_length * time_signature_numerator)));
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}
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[Test]
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public void TestNegativeStartTimeTimingPoint()
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{
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const double beat_length = 250;
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const int time_signature_numerator = 4;
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var beatmap = new Beatmap<TaikoHitObject>
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{
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HitObjects =
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{
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new Hit
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{
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Type = HitType.Centre,
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StartTime = 1000
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}
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},
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BeatmapInfo =
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{
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Difficulty = new BeatmapDifficulty { SliderTickRate = 4 },
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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};
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beatmap.ControlPointInfo.Add(-100, new TimingControlPoint
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{
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BeatLength = beat_length,
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TimeSignature = new TimeSignature(time_signature_numerator)
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});
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var barlines = new BarLineGenerator<BarLine>(beatmap).BarLines;
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AddAssert("bar line generated at t=900", () => barlines.Any(line => line.StartTime == 900));
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AddAssert("bar line generated at t=1900", () => barlines.Any(line => line.StartTime == 1900));
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}
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}
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}
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@ -27,7 +27,10 @@ namespace osu.Game.Rulesets.Objects
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if (beatmap.HitObjects.Count == 0)
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return;
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HitObject firstObject = beatmap.HitObjects.First();
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HitObject lastObject = beatmap.HitObjects.Last();
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double firstHitTime = firstObject.StartTime;
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double lastHitTime = 1 + lastObject.GetEndTime();
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var timingPoints = beatmap.ControlPointInfo.TimingPoints;
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@ -41,12 +44,31 @@ namespace osu.Game.Rulesets.Objects
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EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
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int currentBeat = 0;
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// Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked).
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// I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now.
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// Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject.
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double generationStartTime = Math.Min(0, firstHitTime);
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// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
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double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
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double startTime = currentTimingPoint.Time;
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double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
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double startTime;
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if (currentTimingPoint.Time > generationStartTime)
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{
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startTime = currentTimingPoint.Time;
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}
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else
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{
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// If the timing point starts before the minimum allowable time for bar lines,
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// we still need to compute a start time for generation that is actually properly aligned with the timing point.
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int barCount = (int)Math.Ceiling((generationStartTime - currentTimingPoint.Time) / barLength);
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startTime = currentTimingPoint.Time + barCount * barLength;
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}
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if (currentEffectPoint.OmitFirstBarLine)
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{
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startTime += barLength;
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