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