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properly handle negative frame before a break
this was causing replay data before the skip to be...skipped.
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@ -267,6 +267,7 @@ namespace osu.Game.Scoring.Legacy
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private void readLegacyReplay(Replay replay, StreamReader reader)
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{
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float lastTime = beatmapOffset;
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bool skipFramesPresent = false;
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ReplayFrame currentFrame = null;
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// the negative time amount that must be "paid back" by positive frames before we start including frames again.
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@ -298,18 +299,31 @@ namespace osu.Game.Scoring.Legacy
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lastTime += diff;
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if (i < 2 && mouseX == 256 && mouseY == -500)
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{
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// at the start of the replay, stable places two replay frames, at time 0 and SkipBoundary - 1, respectively.
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// both frames use a position of (256, -500).
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// ignore these frames as they serve no real purpose (and can even mislead ruleset-specific handlers - see mania)
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skipFramesPresent = true;
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continue;
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}
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// if the skip frames inserted by stable are present, the third frame will have a large negative time
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// roughly equal to SkipBoundary. We don't want this to count towards the deficit: doing so would cause
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// the replay data before the skip to be, well, skipped.
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// In other words, this frame, if present, is a different kind of negative frame. It sets the "offset"
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// for the beginning of the replay. This is the only negative frame to be handled in such a way.
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bool isNegativeBreakFrame = i == 2 && skipFramesPresent && diff < 0;
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if (!isNegativeBreakFrame)
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{
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timeDeficit += diff;
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timeDeficit = Math.Min(0, timeDeficit);
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}
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// still paying back the deficit from a negative frame. Skip this frame.
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// Todo: At some point we probably want to rewind and play back the negative-time frames
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// but for now we'll achieve equal playback to stable by skipping negative frames
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if (timeDeficit < 0)
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if (timeDeficit < 0 || isNegativeBreakFrame)
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continue;
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currentFrame = convertFrame(new LegacyReplayFrame(lastTime,
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