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Fix break generation not accounting for concurrent hitobjects correctly
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@ -48,15 +48,20 @@ namespace osu.Game.Screens.Edit
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}
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}
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double currentMaxEndTime = double.MinValue;
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for (int i = 1; i < Beatmap.HitObjects.Count; ++i)
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{
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double previousObjectEndTime = Beatmap.HitObjects[i - 1].GetEndTime();
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// Keep track of the maximum end time encountered thus far.
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// This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time.
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currentMaxEndTime = Math.Max(currentMaxEndTime, Beatmap.HitObjects[i - 1].GetEndTime());
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double nextObjectStartTime = Beatmap.HitObjects[i].StartTime;
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if (nextObjectStartTime - previousObjectEndTime < BreakPeriod.MIN_GAP_DURATION)
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if (nextObjectStartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION)
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continue;
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double breakStartTime = previousObjectEndTime + BreakPeriod.GAP_BEFORE_BREAK;
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double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK;
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double breakEndTime = nextObjectStartTime - Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObjectStartTime).BeatLength * 2);
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if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION)
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