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Merge pull request #9826 from bdach/spinner-rotation-clock-rate

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Dean Herbert 2020-08-11 10:43:55 +09:00 committed by GitHub
commit ca7fd57ec2
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4 changed files with 85 additions and 28 deletions

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@ -7,6 +7,7 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
using osu.Framework.Timing;
@ -69,11 +70,11 @@ namespace osu.Game.Rulesets.Osu.Tests
trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
});
AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, 0, 100));
AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
addSeekStep(0);
AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, 0, 100));
AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
}
[Test]
@ -94,7 +95,7 @@ namespace osu.Game.Rulesets.Osu.Tests
finalSpinnerSymbolRotation = spinnerSymbol.Rotation;
spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f);
});
AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.CumulativeRotation);
AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.RateAdjustedRotation);
addSeekStep(2500);
AddAssert("disc rotation rewound",
@ -106,7 +107,7 @@ namespace osu.Game.Rulesets.Osu.Tests
() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
AddAssert("is cumulative rotation rewound",
// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, finalCumulativeTrackerRotation / 2, 100));
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
addSeekStep(5000);
AddAssert("is disc rotation almost same",
@ -114,26 +115,14 @@ namespace osu.Game.Rulesets.Osu.Tests
AddAssert("is symbol rotation almost same",
() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
AddAssert("is cumulative rotation almost same",
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, finalCumulativeTrackerRotation, 100));
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
}
[Test]
public void TestRotationDirection([Values(true, false)] bool clockwise)
{
if (clockwise)
{
AddStep("flip replay", () =>
{
var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
var score = drawableRuleset.ReplayScore;
var scoreWithFlippedReplay = new Score
{
ScoreInfo = score.ScoreInfo,
Replay = flipReplay(score.Replay)
};
drawableRuleset.SetReplayScore(scoreWithFlippedReplay);
});
}
transformReplay(flip);
addSeekStep(5000);
@ -141,7 +130,7 @@ namespace osu.Game.Rulesets.Osu.Tests
AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
}
private Replay flipReplay(Replay scoreReplay) => new Replay
private Replay flip(Replay scoreReplay) => new Replay
{
Frames = scoreReplay
.Frames
@ -164,7 +153,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{
// multipled by 2 to nullify the score multiplier. (autoplay mod selected)
var totalScore = ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value * 2;
return totalScore == (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360) * SpinnerTick.SCORE_PER_TICK;
return totalScore == (int)(drawableSpinner.RotationTracker.RateAdjustedRotation / 360) * SpinnerTick.SCORE_PER_TICK;
});
addSeekStep(0);
@ -196,6 +185,49 @@ namespace osu.Game.Rulesets.Osu.Tests
AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpmCounter.SpinsPerMinute, estimatedSpm, 1.0));
}
[TestCase(0.5)]
[TestCase(2.0)]
public void TestSpinUnaffectedByClockRate(double rate)
{
double expectedProgress = 0;
double expectedSpm = 0;
addSeekStep(1000);
AddStep("retrieve spinner state", () =>
{
expectedProgress = drawableSpinner.Progress;
expectedSpm = drawableSpinner.SpmCounter.SpinsPerMinute;
});
addSeekStep(0);
AddStep("adjust track rate", () => track.AddAdjustment(AdjustableProperty.Tempo, new BindableDouble(rate)));
// autoplay replay frames use track time;
// if a spin takes 1000ms in track time and we're playing with a 2x rate adjustment, the spin will take 500ms of *real* time.
// therefore we need to apply the rate adjustment to the replay itself to change from track time to real time,
// as real time is what we care about for spinners
// (so we're making the spin take 1000ms in real time *always*, regardless of the track clock's rate).
transformReplay(replay => applyRateAdjustment(replay, rate));
addSeekStep(1000);
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpmCounter.SpinsPerMinute, 2.0));
}
private Replay applyRateAdjustment(Replay scoreReplay, double rate) => new Replay
{
Frames = scoreReplay
.Frames
.Cast<OsuReplayFrame>()
.Select(replayFrame =>
{
var adjustedTime = replayFrame.Time * rate;
return new OsuReplayFrame(adjustedTime, replayFrame.Position, replayFrame.Actions.ToArray());
})
.Cast<ReplayFrame>()
.ToList()
};
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => track.Seek(time));
@ -203,6 +235,18 @@ namespace osu.Game.Rulesets.Osu.Tests
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
}
private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
{
var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
var score = drawableRuleset.ReplayScore;
var transformedScore = new Score
{
ScoreInfo = score.ScoreInfo,
Replay = replayTransformation.Invoke(score.Replay)
};
drawableRuleset.SetReplayScore(transformedScore);
});
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
{
HitObjects = new List<HitObject>

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@ -185,7 +185,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// these become implicitly hit.
return 1;
return Math.Clamp(RotationTracker.CumulativeRotation / 360 / Spinner.SpinsRequired, 0, 1);
return Math.Clamp(RotationTracker.RateAdjustedRotation / 360 / Spinner.SpinsRequired, 0, 1);
}
}
@ -233,7 +233,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
if (!SpmCounter.IsPresent && RotationTracker.Tracking)
SpmCounter.FadeIn(HitObject.TimeFadeIn);
SpmCounter.SetRotation(RotationTracker.CumulativeRotation);
SpmCounter.SetRotation(RotationTracker.RateAdjustedRotation);
updateBonusScore();
}
@ -245,7 +245,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
if (ticks.Count == 0)
return;
int spins = (int)(RotationTracker.CumulativeRotation / 360);
int spins = (int)(RotationTracker.RateAdjustedRotation / 360);
if (spins < wholeSpins)
{

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@ -177,7 +177,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
get
{
int rotations = (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360);
int rotations = (int)(drawableSpinner.RotationTracker.RateAdjustedRotation / 360);
if (wholeRotationCount == rotations) return false;

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@ -31,17 +31,28 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
public readonly BindableBool Complete = new BindableBool();
/// <summary>
/// The total rotation performed on the spinner disc, disregarding the spin direction.
/// The total rotation performed on the spinner disc, disregarding the spin direction,
/// adjusted for the track's playback rate.
/// </summary>
/// <remarks>
/// <para>
/// This value is always non-negative and is monotonically increasing with time
/// (i.e. will only increase if time is passing forward, but can decrease during rewind).
/// </para>
/// <para>
/// The rotation from each frame is multiplied by the clock's current playback rate.
/// The reason this is done is to ensure that spinners give the same score and require the same number of spins
/// regardless of whether speed-modifying mods are applied.
/// </para>
/// </remarks>
/// <example>
/// If the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
/// Assuming no speed-modifying mods are active,
/// if the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
/// this property will return the value of 720 (as opposed to 0 for <see cref="Drawable.Rotation"/>).
/// If Double Time is active instead (with a speed multiplier of 1.5x),
/// in the same scenario the property will return 720 * 1.5 = 1080.
/// </example>
public float CumulativeRotation { get; private set; }
public float RateAdjustedRotation { get; private set; }
/// <summary>
/// Whether the spinning is spinning at a reasonable speed to be considered visually spinning.
@ -113,7 +124,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
}
currentRotation += angle;
CumulativeRotation += Math.Abs(angle) * Math.Sign(Clock.ElapsedFrameTime);
// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
// (see: ModTimeRamp)
RateAdjustedRotation += (float)(Math.Abs(angle) * Clock.Rate);
}
}
}