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Fix incorrect slider stacking on very old beatmaps
Closes https://github.com/ppy/osu/issues/24185
The stable code has had a bug in this logic forever. So we'll need to
reimplement the bug.
Basically, sliders have to have `UpdateCalculations` run in order to
have a correct `Position2` and `EndTime`, but this wasn't being called
in the inner loop before use of `EndTime` at
1531237b63/osu
!/GameplayElements/HitObjectManager.cs#L1813.
To fix this, we use `StartTime` in the inner loop to reproduce the bug.
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@ -214,17 +214,24 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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? currSlider.Position + currSlider.Path.PositionAt(1)
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: currHitObject.Position;
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// Note the use of `StartTime` in the code below doesn't match stable's use of `EndTime`.
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// This is because in the stable implementation, `UpdateCalculations` is not called on the inner-loop hitobject (j)
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// and therefore it does not have a correct `EndTime`, but instead the default of `EndTime = StartTime`.
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//
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// Effects of this can be seen on https://osu.ppy.sh/beatmapsets/243#osu/1146 at sliders around 86647 ms, where
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// if we use `EndTime` here it would result in unexpected stacking.
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if (Vector2Extensions.Distance(beatmap.HitObjects[j].Position, currHitObject.Position) < stack_distance)
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{
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currHitObject.StackHeight++;
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startTime = beatmap.HitObjects[j].GetEndTime();
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startTime = beatmap.HitObjects[j].StartTime;
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}
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else if (Vector2Extensions.Distance(beatmap.HitObjects[j].Position, position2) < stack_distance)
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{
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// Case for sliders - bump notes down and right, rather than up and left.
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sliderStack++;
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beatmap.HitObjects[j].StackHeight -= sliderStack;
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startTime = beatmap.HitObjects[j].GetEndTime();
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startTime = beatmap.HitObjects[j].StartTime;
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}
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}
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}
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