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mirror of https://github.com/ppy/osu.git synced 2024-11-11 09:27:29 +08:00

Make rounding error even less precise

Basically matching the old code more closely to avoid too much precision
from doing math in a slightly different way.
This commit is contained in:
Dean Herbert 2023-09-12 18:41:08 +09:00
parent e71fef4b6a
commit 4ecc4632aa
3 changed files with 15 additions and 7 deletions

View File

@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
double beatLength;
if (hitObject is IHasSliderVelocity hasSliderVelocity)
beatLength = timingPoint.BeatLength / hasSliderVelocity.GetPrecisionAdjustedSliderVelocityMultiplier(ManiaRuleset.SHORT_NAME);
beatLength = hasSliderVelocity.GetPrecisionAdjustedBeatLength(timingPoint, ManiaRuleset.SHORT_NAME);
else
beatLength = timingPoint.BeatLength;

View File

@ -188,7 +188,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
double beatLength;
if (obj is IHasSliderVelocity hasSliderVelocity)
beatLength = timingPoint.BeatLength / hasSliderVelocity.GetPrecisionAdjustedSliderVelocityMultiplier(TaikoRuleset.SHORT_NAME);
beatLength = hasSliderVelocity.GetPrecisionAdjustedBeatLength(timingPoint, TaikoRuleset.SHORT_NAME);
else
beatLength = timingPoint.BeatLength;

View File

@ -3,6 +3,7 @@
using System;
using osu.Framework.Bindables;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Objects.Types
{
@ -19,21 +20,28 @@ namespace osu.Game.Rulesets.Objects.Types
BindableNumber<double> SliderVelocityMultiplierBindable { get; }
/// <summary>
/// Introduces floating-point errors for rulesets that depend on it.
/// Introduces floating-point errors to post-multiplied beat length for rulesets that depend on it.
/// </summary>
public double GetPrecisionAdjustedSliderVelocityMultiplier(string rulesetShortName)
public double GetPrecisionAdjustedBeatLength(TimingControlPoint timingControlPoint, string rulesetShortName)
{
double beatLength = -100 / SliderVelocityMultiplier;
double sliderVelocityAsBeatLength = -100 / SliderVelocityMultiplier;
// Note: In stable, the division occurs on floats, but with compiler optimisations turned on actually seems to occur on doubles via some .NET black magic (possibly inlining?).
double bpmMultiplier;
switch (rulesetShortName)
{
case "taiko":
case "mania":
return 1 / (beatLength < 0 ? Math.Clamp((float)-beatLength, 10, 10000) / 100.0 : 1);
bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 10000) / 100.0 : 1;
break;
default:
return 1 / (beatLength < 0 ? Math.Clamp((float)-beatLength, 10, 1000) / 100.0 : 1);
bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 1000) / 100.0 : 1;
break;
}
return timingControlPoint.BeatLength * bpmMultiplier;
}
}
}