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Optimized UR Counter and removed redundant code
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parent
8bfcb89221
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77e853ce25
@ -1,21 +1,14 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osuTK;
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@ -26,23 +19,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(ScoreProcessor))]
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private TestScoreProcessor scoreProcessor = new TestScoreProcessor();
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[Cached(typeof(GameplayState))]
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private GameplayState gameplayState;
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private readonly OsuHitWindows hitWindows = new OsuHitWindows();
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private OsuHitWindows hitWindows = new OsuHitWindows();
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private UnstableRateCounter counter;
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private double prev;
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public TestSceneUnstableRateCounter()
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{
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Score score = new Score
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{
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ScoreInfo = new ScoreInfo(),
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};
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gameplayState = new GameplayState(null, null, null, score);
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scoreProcessor.NewJudgement += result => scoreProcessor.PopulateScore(score.ScoreInfo);
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}
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[SetUpSteps]
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public void SetUp()
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{
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@ -52,41 +34,38 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestBasic()
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{
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AddStep("Create Display", () => recreateDisplay());
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AddStep("Create Display", recreateDisplay);
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AddRepeatStep("Set UR to 250", () => setUR(25), 20);
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// Needs multiples 2 by the nature of UR, and went for 4 to be safe.
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// Creates a 250 UR by placing a +25ms then a -25ms judgement, which then results in a 250 UR
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AddRepeatStep("Set UR to 250", () => applyJudgement(25, true), 4);
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AddStep("Reset UR", () =>
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AddUntilStep("UR = 250", () => counter.Current.Value == 250.0);
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AddRepeatStep("Revert UR", () =>
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{
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scoreProcessor.Reset();
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recreateDisplay();
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});
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scoreProcessor.RevertResult(
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new JudgementResult(new HitCircle { HitWindows = hitWindows }, new Judgement())
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{
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TimeOffset = 25,
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Type = HitResult.Perfect,
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});
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}, 4);
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AddRepeatStep("Set UR to 100", () => setUR(10), 20);
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AddUntilStep("UR is 0", () => counter.Current.Value == 0.0);
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AddUntilStep("Counter is invalid", () => counter.Child.Alpha == 0.3f);
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AddStep("Reset UR", () =>
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{
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scoreProcessor.Reset();
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recreateDisplay();
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});
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AddRepeatStep("Set UR to 0 (+50ms offset)", () => newJudgement(50), 10);
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AddStep("Reset UR", () =>
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{
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scoreProcessor.Reset();
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recreateDisplay();
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});
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AddRepeatStep("Set UR to 0 (-50 offset)", () => newJudgement(-50), 10);
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AddRepeatStep("Random Judgements", () => newJudgement(), 20);
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//Sets a UR of 0 by creating 10 10ms offset judgements. Since average = offset, UR = 0
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AddRepeatStep("Set UR to 0", () => applyJudgement(10, false), 10);
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//Applies a UR of 100 by creating 10 -10ms offset judgements. At the 10th judgement, offset should be 100.
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AddRepeatStep("Bring UR to 100", () => applyJudgement(-10, false), 10);
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}
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private void recreateDisplay()
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{
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Clear();
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Add(new UnstableRateCounter
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Add(counter = new UnstableRateCounter
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -94,24 +73,21 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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}
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private void newJudgement(double offset = 0, HitResult result = HitResult.Perfect)
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private void applyJudgement(double offsetMs, bool alt)
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{
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scoreProcessor.ApplyResult(new JudgementResult(new HitCircle { HitWindows = hitWindows }, new Judgement())
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{
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TimeOffset = offset == 0 ? RNG.Next(-150, 150) : offset,
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Type = result,
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});
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}
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double placement = offsetMs;
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if (alt)
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{
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placement = prev > 0 ? -offsetMs : offsetMs;
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prev = placement;
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}
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private void setUR(double UR = 0, HitResult result = HitResult.Perfect)
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{
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double placement = prev > 0 ? -UR : UR;
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scoreProcessor.ApplyResult(new JudgementResult(new HitCircle { HitWindows = hitWindows }, new Judgement())
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{
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TimeOffset = placement,
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Type = result,
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Type = HitResult.Perfect,
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});
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prev = placement;
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}
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private class TestScoreProcessor : ScoreProcessor
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@ -4,10 +4,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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@ -18,8 +16,6 @@ using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking.Statistics;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
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@ -28,19 +24,17 @@ namespace osu.Game.Screens.Play.HUD
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{
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public bool UsesFixedAnchor { get; set; }
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protected override bool IsRollingProportional => true;
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protected override double RollingDuration => 750;
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private const float alpha_when_invalid = 0.3f;
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private List<double> hitList = new List<double>();
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private readonly List<double> hitOffsets = new List<double>();
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//May be able to remove the CanBeNull as ScoreProcessor should exist everywhere, for example, in the skin editor it is cached.
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[CanBeNull]
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[Resolved(CanBeNull = true)]
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private ScoreProcessor scoreProcessor { get; set; }
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private readonly CancellationTokenSource loadCancellationSource = new CancellationTokenSource();
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public UnstableRateCounter()
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{
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Current.Value = 0.0;
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@ -56,17 +50,18 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.LoadComplete();
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if (scoreProcessor != null)
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{
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scoreProcessor.NewJudgement += onJudgementAdded;
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scoreProcessor.JudgementReverted += onJudgementChanged;
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}
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if (scoreProcessor == null) return;
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scoreProcessor.NewJudgement += onJudgementAdded;
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scoreProcessor.JudgementReverted += onJudgementReverted;
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}
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private bool isValid = false;
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private bool isValid;
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private void setValid(bool valid)
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{
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if (isValid == valid) return;
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DrawableCount.FadeTo(valid ? 1 : alpha_when_invalid, 1000, Easing.OutQuint);
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isValid = valid;
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}
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@ -75,39 +70,46 @@ namespace osu.Game.Screens.Play.HUD
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{
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if (!(judgement.HitObject.HitWindows is HitWindows.EmptyHitWindows) && judgement.IsHit)
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{
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hitList.Add(judgement.TimeOffset);
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hitOffsets.Add(judgement.TimeOffset);
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}
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updateUR();
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updateUr();
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}
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// Only populate via the score if the user has moved the current location.
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private void onJudgementChanged(JudgementResult judgement)
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// If a judgement was reverted successfully, remove the item from the hitOffsets list.
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private void onJudgementReverted(JudgementResult judgement)
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{
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ScoreInfo currentScore = new ScoreInfo();
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scoreProcessor.PopulateScore(currentScore);
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hitList = currentScore.HitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsHit())
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.Select(ev => ev.TimeOffset).ToList<double>();
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updateUR();
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//Score Processor Conditions to revert
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if (judgement.FailedAtJudgement || !judgement.Type.IsScorable())
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return;
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//UR Conditions to Revert
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if (judgement.HitObject.HitWindows is HitWindows.EmptyHitWindows || !judgement.IsHit)
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return;
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hitOffsets.RemoveAt(hitOffsets.Count - 1);
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updateUr();
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}
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private void updateUR()
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private void updateUr()
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{
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if (hitList.Count > 1)
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// At Count = 0, we get NaN, While we are allowing count = 1, it will be 0 since average = offset.
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if (hitOffsets.Count > 0)
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{
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double mean = hitList.Average();
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double squares = hitList.Select(offset => Math.Pow(offset - mean, 2)).Sum();
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Current.Value = Math.Sqrt(squares / hitList.Count) * 10;
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double mean = hitOffsets.Average();
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double squares = hitOffsets.Select(offset => Math.Pow(offset - mean, 2)).Sum();
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Current.Value = Math.Sqrt(squares / hitOffsets.Count) * 10;
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setValid(true);
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}
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else
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{
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Current.Value = 0;
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setValid(false);
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}
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}
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protected override LocalisableString FormatCount(double count)
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{
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return count.ToString("0.00");
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return count.ToString("0.00 UR");
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}
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protected override IHasText CreateText() => new TextComponent
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@ -119,12 +121,10 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.Dispose(isDisposing);
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if (scoreProcessor != null)
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{
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scoreProcessor.NewJudgement -= onJudgementAdded;
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scoreProcessor.JudgementReverted -= onJudgementChanged;
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}
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loadCancellationSource?.Cancel();
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if (scoreProcessor == null) return;
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scoreProcessor.NewJudgement -= onJudgementAdded;
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scoreProcessor.JudgementReverted -= onJudgementReverted;
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}
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private class TextComponent : CompositeDrawable, IHasText
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@ -132,11 +132,12 @@ namespace osu.Game.Screens.Play.HUD
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public LocalisableString Text
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{
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get => intPart.Text;
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set {
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set
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{
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//Not too sure about this, is there a better way to go about doing this?
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splitValue = value.ToString().Split('.');
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intPart.Text = splitValue[0];
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decimalPart.Text = $".{splitValue[1]} UR";
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decimalPart.Text = splitValue[1];
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}
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}
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@ -159,6 +160,14 @@ namespace osu.Game.Screens.Play.HUD
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Origin = Anchor.BottomLeft,
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Font = OsuFont.Numeric.With(size: 16, fixedWidth: true)
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},
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new OsuSpriteText
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Font = OsuFont.Numeric.With(size: 8, fixedWidth: true),
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Text = ".",
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Padding = new MarginPadding { Bottom = 1.5f },
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},
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decimalPart = new OsuSpriteText
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{
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Anchor = Anchor.BottomLeft,
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