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Fix ticks being created after the end of drum rolls in osu!taiko editor
Closes https://github.com/ppy/osu/issues/23135.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using System.Threading;
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using System.Threading;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.Formats;
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@ -86,7 +85,10 @@ namespace osu.Game.Rulesets.Taiko.Objects
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bool first = true;
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bool first = true;
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for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
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// TODO: this implementation of drum roll tick does not match stable.
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// Stable uses next-object intrinsics to decide whether the end of a drum roll gets a tick.
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// It also changes the rate of ticks based on BPM. This is quite important.
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for (double t = StartTime; Precision.AlmostBigger(EndTime, t, 1); t += tickSpacing)
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{
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{
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cancellationToken.ThrowIfCancellationRequested();
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cancellationToken.ThrowIfCancellationRequested();
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