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Merge pull request #17068 from peppy/fix-hit-distribution-rounding
Fix hit distribution graph midpoint rounding not looking great around zero
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commit
d6e78e7d95
@ -23,6 +23,12 @@ namespace osu.Game.Tests.Visual.Ranking
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createTest(CreateDistributedHitEvents());
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}
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[Test]
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public void TestManyDistributedEventsOffset()
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{
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createTest(CreateDistributedHitEvents(-3.5));
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}
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[Test]
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public void TestAroundCentre()
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{
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@ -64,10 +64,22 @@ namespace osu.Game.Screens.Ranking.Statistics
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// Prevent div-by-0 by enforcing a minimum bin size
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binSize = Math.Max(1, binSize);
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bool roundUp = true;
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foreach (var e in hitEvents)
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{
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int binOffset = (int)Math.Round(e.TimeOffset / binSize, MidpointRounding.AwayFromZero);
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bins[timing_distribution_centre_bin_index + binOffset]++;
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double binOffset = e.TimeOffset / binSize;
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// .NET's round midpoint handling doesn't provide a behaviour that works amazingly for display
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// purposes here. We want midpoint rounding to roughly distribute evenly to each adjacent bucket
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// so the easiest way is to cycle between downwards and upwards rounding as we process events.
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if (Math.Abs(binOffset - (int)binOffset) == 0.5)
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{
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binOffset = (int)binOffset + Math.Sign(binOffset) * (roundUp ? 1 : 0);
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roundUp = !roundUp;
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}
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bins[timing_distribution_centre_bin_index + (int)Math.Round(binOffset, MidpointRounding.AwayFromZero)]++;
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}
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int maxCount = bins.Max();
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