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Merge pull request #10801 from peppy/fix-legacy-legacy-storyboard-frame-delays
Fix storyboard animations of very old beatmaps playing too slow
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commit
e804fe5458
@ -16,8 +16,6 @@ namespace osu.Game.Beatmaps.Formats
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{
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public class LegacyBeatmapDecoder : LegacyDecoder<Beatmap>
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{
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public const int LATEST_VERSION = 14;
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private Beatmap beatmap;
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private ConvertHitObjectParser parser;
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@ -16,6 +16,8 @@ namespace osu.Game.Beatmaps.Formats
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public abstract class LegacyDecoder<T> : Decoder<T>
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where T : new()
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{
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public const int LATEST_VERSION = 14;
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protected readonly int FormatVersion;
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protected LegacyDecoder(int version)
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@ -4,6 +4,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps.Legacy;
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@ -23,15 +24,15 @@ namespace osu.Game.Beatmaps.Formats
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private readonly Dictionary<string, string> variables = new Dictionary<string, string>();
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public LegacyStoryboardDecoder()
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: base(0)
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public LegacyStoryboardDecoder(int version = LATEST_VERSION)
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: base(version)
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{
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}
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public static void Register()
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{
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// note that this isn't completely correct
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AddDecoder<Storyboard>(@"osu file format v", m => new LegacyStoryboardDecoder());
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AddDecoder<Storyboard>(@"osu file format v", m => new LegacyStoryboardDecoder(Parsing.ParseInt(m.Split('v').Last())));
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AddDecoder<Storyboard>(@"[Events]", m => new LegacyStoryboardDecoder());
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SetFallbackDecoder<Storyboard>(() => new LegacyStoryboardDecoder());
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}
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@ -133,6 +134,11 @@ namespace osu.Game.Beatmaps.Formats
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var y = Parsing.ParseFloat(split[5], Parsing.MAX_COORDINATE_VALUE);
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var frameCount = Parsing.ParseInt(split[6]);
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var frameDelay = Parsing.ParseDouble(split[7]);
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if (FormatVersion < 6)
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// this is random as hell but taken straight from osu-stable.
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frameDelay = Math.Round(0.015 * frameDelay) * 1.186 * (1000 / 60f);
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var loopType = split.Length > 8 ? (AnimationLoopType)Enum.Parse(typeof(AnimationLoopType), split[8]) : AnimationLoopType.LoopForever;
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storyboardSprite = new StoryboardAnimation(path, origin, new Vector2(x, y), frameCount, frameDelay, loopType);
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storyboard.GetLayer(layer).Add(storyboardSprite);
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