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properly handle negative frame before a break

this was causing replay data before the skip to be...skipped.
This commit is contained in:
Liam DeVoe 2023-07-06 17:13:33 -04:00
parent 00250972c3
commit cc6646c82b

View File

@ -267,6 +267,7 @@ namespace osu.Game.Scoring.Legacy
private void readLegacyReplay(Replay replay, StreamReader reader)
{
float lastTime = beatmapOffset;
bool skipFramesPresent = false;
ReplayFrame currentFrame = null;
// the negative time amount that must be "paid back" by positive frames before we start including frames again.
@ -298,18 +299,31 @@ 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)
skipFramesPresent = true;
continue;
}
timeDeficit += diff;
timeDeficit = Math.Min(0, timeDeficit);
// if the skip frames inserted by stable are present, the third frame will have a large negative time
// roughly equal to SkipBoundary. We don't want this to count towards the deficit: doing so would cause
// the replay data before the skip to be, well, skipped.
// In other words, this frame, if present, is a different kind of negative frame. It sets the "offset"
// for the beginning of the replay. This is the only negative frame to be handled in such a way.
bool isNegativeBreakFrame = i == 2 && skipFramesPresent && diff < 0;
if (!isNegativeBreakFrame)
{
timeDeficit += diff;
timeDeficit = Math.Min(0, timeDeficit);
}
// still paying back the deficit from a negative frame. Skip this frame.
// Todo: At some point we probably want to rewind and play back the negative-time frames
// but for now we'll achieve equal playback to stable by skipping negative frames
if (timeDeficit < 0)
if (timeDeficit < 0 || isNegativeBreakFrame)
continue;
currentFrame = convertFrame(new LegacyReplayFrame(lastTime,