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Use class instead of record for lower allocations
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@ -20,34 +20,36 @@ namespace osu.Game.Rulesets.Scoring
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/// A non-null <see langword="double"/> value if unstable rate could be calculated,
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/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
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/// </returns>
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public static UnstableRateCalculationResult? CalculateUnstableRate(this IReadOnlyList<HitEvent> hitEvents, UnstableRateCalculationResult? previousResult = null)
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public static UnstableRateCalculationResult? CalculateUnstableRate(this IReadOnlyList<HitEvent> hitEvents, UnstableRateCalculationResult? result = null)
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{
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Debug.Assert(hitEvents.All(ev => ev.GameplayRate != null));
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int count = 0;
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double mean = previousResult?.Mean ?? 0;
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double sumOfSquares = previousResult?.SumOfSquares ?? 0;
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result ??= new UnstableRateCalculationResult();
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for (int i = previousResult?.CalculatedHitEventsCount - 1 ?? 0; i < hitEvents.Count; i++)
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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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result = new UnstableRateCalculationResult();
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for (int i = result.NextProcessableIndex; 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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count++;
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result.NextProcessableIndex++;
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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 = mean + (currentValue - mean) / count;
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sumOfSquares += (currentValue - mean) * (currentValue - nextMean);
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mean = nextMean;
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double nextMean = result.Mean + (currentValue - result.Mean) / result.NextProcessableIndex;
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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 (count == 0)
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if (result.NextProcessableIndex == 0)
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return null;
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return new UnstableRateCalculationResult(hitEvents.Count, sumOfSquares, mean, 10.0 * Math.Sqrt(sumOfSquares / count));
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return result;
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}
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/// <summary>
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@ -69,6 +71,13 @@ namespace osu.Game.Rulesets.Scoring
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public static bool AffectsUnstableRate(HitEvent e) => e.HitObject.HitWindows != HitWindows.Empty && e.Result.IsHit();
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public record UnstableRateCalculationResult(int CalculatedHitEventsCount, double SumOfSquares, double Mean, double Result);
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public class UnstableRateCalculationResult
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{
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public int NextProcessableIndex;
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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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}
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}
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}
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