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Temporary for taiko lagging on auto replays due to inImportantSection.
Note that this isn't a full "as intended" fix, because the full fix is quite big. I'll be saving it for a separate branch/pull-req.
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@ -138,8 +138,8 @@ namespace osu.Game.Rulesets.Osu
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if (h is Spinner)
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{
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targetPosition.X = Frames[Frames.Count - 1].MouseX;
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targetPosition.Y = Frames[Frames.Count - 1].MouseY;
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targetPosition.X = Frames[Frames.Count - 1].Position.X;
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targetPosition.Y = Frames[Frames.Count - 1].Position.Y;
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Vector2 difference = spinner_centre - targetPosition;
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@ -193,7 +193,7 @@ namespace osu.Game.Rulesets.Osu
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addFrameToReplay(lastFrame);
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}
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Vector2 lastPosition = new Vector2(lastFrame.MouseX, lastFrame.MouseY);
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Vector2 lastPosition = lastFrame.Position;
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double timeDifference = applyModsToTime(h.StartTime - lastFrame.Time);
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@ -24,8 +24,8 @@ namespace osu.Game.Rulesets.Taiko.Replays
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{
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bool hitButton = true;
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Frames.Add(new ReplayFrame(-100000, 320, 240, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(beatmap.HitObjects[0].StartTime - 1000, 320, 240, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(beatmap.HitObjects[0].StartTime - 1000, null, null, ReplayButtonState.None));
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for (int i = 0; i < beatmap.HitObjects.Count; i++)
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{
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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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break;
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}
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Frames.Add(new ReplayFrame(j, 0, 0, button));
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Frames.Add(new ReplayFrame(j, null, null, button));
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d = (d + 1) % 4;
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if (++count > req)
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break;
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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{
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foreach (var tick in drumRoll.Ticks)
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{
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Frames.Add(new ReplayFrame(tick.StartTime, 0, 0, hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2));
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Frames.Add(new ReplayFrame(tick.StartTime, null, null, hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2));
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hitButton = !hitButton;
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}
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}
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@ -95,18 +95,18 @@ namespace osu.Game.Rulesets.Taiko.Replays
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button = hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2;
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}
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Frames.Add(new ReplayFrame(h.StartTime, 0, 0, button));
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Frames.Add(new ReplayFrame(h.StartTime, null, null, button));
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}
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else
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throw new Exception("Unknown hit object type.");
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Frames.Add(new ReplayFrame(endTime + KEY_UP_DELAY, 0, 0, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(endTime + KEY_UP_DELAY, null, null, ReplayButtonState.None));
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if (i < beatmap.HitObjects.Count - 1)
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{
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double waitTime = beatmap.HitObjects[i + 1].StartTime - 1000;
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if (waitTime > endTime)
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Frames.Add(new ReplayFrame(waitTime, 0, 0, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(waitTime, null, null, ReplayButtonState.None));
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}
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hitButton = !hitButton;
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@ -108,7 +108,7 @@ namespace osu.Game.Database
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using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize))
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using (var reader = new StreamReader(lzma))
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score.Replay = createReplay(reader);
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score.Replay = createLegacyReplay(reader);
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}
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}
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@ -116,11 +116,11 @@ namespace osu.Game.Database
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}
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/// <summary>
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/// Creates a replay which is read from a stream.
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/// Creates a legacy replay which is read from a stream.
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/// </summary>
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/// <param name="reader">The stream reader.</param>
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/// <returns>The replay.</returns>
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private Replay createReplay(StreamReader reader)
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/// <returns>The legacy replay.</returns>
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private Replay createLegacyReplay(StreamReader reader)
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{
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var frames = new List<ReplayFrame>();
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@ -7,12 +7,12 @@ namespace osu.Game.Rulesets.Replays
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{
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public class ReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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public Vector2 Position => new Vector2(MouseX ?? 0, MouseY ?? 0);
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public bool IsImportant => MouseLeft || MouseRight;
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public bool IsImportant => (MouseX.HasValue && MouseY.HasValue) && (MouseLeft || MouseRight);
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public float MouseX;
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public float MouseY;
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public float? MouseX;
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public float? MouseY;
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public bool MouseLeft => MouseLeft1 || MouseLeft2;
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public bool MouseRight => MouseRight1 || MouseRight2;
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@ -55,10 +55,10 @@ namespace osu.Game.Rulesets.Replays
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}
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public ReplayFrame(double time, float posX, float posY, ReplayButtonState buttonState)
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public ReplayFrame(double time, float? mouseX, float? mouseY, ReplayButtonState buttonState)
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{
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MouseX = posX;
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MouseY = posY;
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MouseX = mouseX;
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MouseY = mouseY;
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ButtonState = buttonState;
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Time = time;
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}
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