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Rewrite handling of legacy replay frame quirks to match stable closer

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Bartłomiej Dach 2024-03-21 21:01:51 +01:00
parent 5f7028b574
commit 990a07af0e
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@ -21,6 +21,7 @@ using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osuTK;
using SharpCompress.Compressors.LZMA;
namespace osu.Game.Scoring.Legacy
@ -240,15 +241,7 @@ namespace osu.Game.Scoring.Legacy
private void readLegacyReplay(Replay replay, StreamReader reader)
{
float lastTime = beatmapOffset;
bool negativeFrameEncounted = false;
ReplayFrame currentFrame = null;
// the negative time amount that must be "paid back" by positive frames before we start including frames again.
// When a negative frame occurs in a replay, all future frames are skipped until the sum total of their times
// is equal to or greater than the time of that negative frame.
// This value will be negative if we are in a time deficit, ie we have a negative frame that must be paid back.
// Otherwise it will be 0.
float timeDeficit = 0;
var legacyFrames = new List<LegacyReplayFrame>();
string[] frames = reader.ReadToEnd().Split(',');
@ -271,40 +264,44 @@ namespace osu.Game.Scoring.Legacy
lastTime += diff;
if (i < 2 && mouseX == 256 && mouseY == -500)
// at the start of the replay, stable places two replay frames, at time 0 and SkipBoundary - 1, respectively.
// both frames use a position of (256, -500).
// ignore these frames as they serve no real purpose (and can even mislead ruleset-specific handlers - see mania)
continue;
// negative frames are only counted towards the deficit after the very beginning of the replay.
// When the two skip frames are present (see directly above), the third frame will have a large
// negative time roughly equal to SkipBoundary. This shouldn't be counted towards the deficit, otherwise
// any replay data before the skip would be, well, skipped.
//
// On testing against stable, it appears that stable ignores the negative time of only the first
// negative frame of the first three replay frames, regardless of if the skip frames are present.
// Hence the condition here.
// But there is a possibility this is incorrect and may need to be revisited later.
if (i > 2 || negativeFrameEncounted)
{
timeDeficit += diff;
timeDeficit = Math.Min(0, timeDeficit);
}
if (diff < 0)
negativeFrameEncounted = true;
// still paying back the deficit from a negative frame. Skip this frame.
if (timeDeficit < 0)
continue;
currentFrame = convertFrame(new LegacyReplayFrame(lastTime,
legacyFrames.Add(new LegacyReplayFrame(lastTime,
mouseX,
mouseY,
(ReplayButtonState)Parsing.ParseInt(split[3])), currentFrame);
(ReplayButtonState)Parsing.ParseInt(split[3])));
}
replay.Frames.Add(currentFrame);
// https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/ReplayWatcher.cs#L62-L67
if (legacyFrames.Count >= 2 && legacyFrames[1].Time < legacyFrames[0].Time)
{
legacyFrames[1].Time = legacyFrames[0].Time;
legacyFrames[0].Time = 0;
}
// https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/ReplayWatcher.cs#L69-L71
if (legacyFrames.Count >= 3 && legacyFrames[0].Time > legacyFrames[2].Time)
legacyFrames[0].Time = legacyFrames[1].Time = legacyFrames[2].Time;
// at the start of the replay, stable places two replay frames, at time 0 and SkipBoundary - 1, respectively.
// both frames use a position of (256, -500).
// ignore these frames as they serve no real purpose (and can even mislead ruleset-specific handlers - see mania)
if (legacyFrames.Count >= 2 && legacyFrames[1].Position == new Vector2(256, -500))
legacyFrames.RemoveAt(1);
if (legacyFrames.Count >= 1 && legacyFrames[0].Position == new Vector2(256, -500))
legacyFrames.RemoveAt(0);
ReplayFrame currentFrame = null;
foreach (var legacyFrame in legacyFrames)
{
// never allow backwards time traversal in relation to the current frame.
// this handles frames with negative delta.
// this doesn't match stable 100% as stable will do something similar to adding an interpolated "intermediate frame"
// at the point wherein time flow changes from backwards to forwards, but it'll do for now.
if (currentFrame != null && legacyFrame.Time < currentFrame.Time)
continue;
replay.Frames.Add(currentFrame = convertFrame(legacyFrame, currentFrame));
}
}