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Softly-handle infinite loops in mania beatmap conversion
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da01501a1c
commit
2019a89a08
@ -176,16 +176,23 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn)) //find available column
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// Find available column
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RunWhile(() => pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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addToPattern(pattern, nextColumn, startTime, EndTime);
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}
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// This is can't be combined with the above loop due to RNG
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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RunWhile(() => pattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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addToPattern(pattern, nextColumn, startTime, EndTime);
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}
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@ -211,16 +218,21 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(nextColumn))
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RunWhile(() => PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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}
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int lastColumn = nextColumn;
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for (int i = 0; i < noteCount; i++)
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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RunWhile(() => nextColumn == lastColumn, () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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lastColumn = nextColumn;
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startTime += SegmentDuration;
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@ -393,14 +405,18 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(nextColumn))
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RunWhile(() => PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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}
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for (int i = 0; i < columnRepeat; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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RunWhile(() => pattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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addToPattern(pattern, nextColumn, startTime, EndTime);
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startTime += SegmentDuration;
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@ -427,8 +443,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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while (PreviousPattern.ColumnHasObject(holdColumn))
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RunWhile(() => PreviousPattern.ColumnHasObject(holdColumn), () =>
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{
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holdColumn = Random.Next(RandomStart, TotalColumns);
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});
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}
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// Create the hold note
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@ -455,8 +473,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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for (int j = 0; j < noteCount; j++)
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{
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while (rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn)
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RunWhile(() => rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn, () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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addToPattern(rowPattern, nextColumn, startTime, startTime);
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}
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}
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@ -59,8 +59,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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int nextColumn = Random.Next(start, TotalColumns);
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while (PreviousPattern.ColumnHasObject(nextColumn))
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RunWhile(() => PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(start, TotalColumns);
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});
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return nextColumn;
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}
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@ -234,7 +234,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
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{
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while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn) && !allowStacking)
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RunWhile(() => pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn) && !allowStacking, () =>
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{
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if (convertType.HasFlag(PatternType.Gathered))
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{
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@ -244,7 +244,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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}
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else
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nextColumn = Random.Next(RandomStart, TotalColumns);
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}
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});
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addToPattern(pattern, nextColumn);
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}
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@ -295,8 +295,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = Random.Next(RandomStart, columnLimit);
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for (int i = 0; i < noteCount; i++)
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{
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while (pattern.ColumnHasObject(nextColumn))
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RunWhile(() => pattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, columnLimit);
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});
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// Add normal note
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addToPattern(pattern, nextColumn);
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@ -3,6 +3,9 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Logging;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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@ -12,6 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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/// </summary>
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internal abstract class PatternGenerator
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{
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private const int max_rng_iterations = 100;
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/// <summary>
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/// The last pattern.
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/// </summary>
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@ -42,6 +47,21 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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TotalColumns = Beatmap.TotalColumns;
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}
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protected void RunWhile([InstantHandle] Func<bool> condition, Action action)
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{
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int iterations = 0;
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while (condition() && iterations++ < max_rng_iterations)
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action();
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if (iterations < max_rng_iterations)
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return;
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// Generate + log an error/stacktrace
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Logger.Log($"Allowable time exceeded for hitobject generation:\n{new StackTrace(0)}", level: LogLevel.Error);
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}
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/// <summary>
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/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
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/// </summary>
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