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Rename NextProcessableIndex to EventCount in line with actual functionality

This commit is contained in:
Dean Herbert 2024-11-26 12:10:34 +09:00
parent bbe8f2ec44
commit d903d381d5
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@ -28,26 +28,26 @@ namespace osu.Game.Rulesets.Scoring
result ??= new UnstableRateCalculationResult();
// Handle rewinding in the simplest way possible.
if (hitEvents.Count < result.NextProcessableIndex + 1)
if (hitEvents.Count < result.EventCount + 1)
result = new UnstableRateCalculationResult();
for (int i = result.NextProcessableIndex; i < hitEvents.Count; i++)
for (int i = result.EventCount; i < hitEvents.Count; i++)
{
HitEvent e = hitEvents[i];
if (!AffectsUnstableRate(e))
continue;
result.NextProcessableIndex++;
result.EventCount++;
// Division by gameplay rate is to account for TimeOffset scaling with gameplay rate.
double currentValue = e.TimeOffset / e.GameplayRate!.Value;
double nextMean = result.Mean + (currentValue - result.Mean) / result.NextProcessableIndex;
double nextMean = result.Mean + (currentValue - result.Mean) / result.EventCount;
result.SumOfSquares += (currentValue - result.Mean) * (currentValue - nextMean);
result.Mean = nextMean;
}
if (result.NextProcessableIndex == 0)
if (result.EventCount == 0)
return null;
return result;
@ -75,11 +75,11 @@ namespace osu.Game.Rulesets.Scoring
public class UnstableRateCalculationResult
{
public int NextProcessableIndex;
public int EventCount;
public double SumOfSquares;
public double Mean;
public double Result => 10.0 * Math.Sqrt(SumOfSquares / NextProcessableIndex);
public double Result => 10.0 * Math.Sqrt(SumOfSquares / EventCount);
}
}
}