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Fix barlines being misaligned if generation start time is clamped

This commit is contained in:
Dean Herbert 2022-11-23 18:12:03 +09:00
parent e69ed67335
commit f9d952220f

View File

@ -47,13 +47,28 @@ namespace osu.Game.Rulesets.Objects
// Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked).
// I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now.
// Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject.
double startTime = Math.Max(Math.Min(0, firstHitTime), currentTimingPoint.Time);
double generationStartTime = Math.Min(0, firstHitTime);
// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
double startTime;
if (currentTimingPoint.Time > generationStartTime)
{
startTime = currentTimingPoint.Time;
}
else
{
// If the timing point starts before the minimum allowable time for bar lines,
// we still need to compute a start time for generation that is actually properly aligned with the timing point.
int barCount = (int)Math.Ceiling((generationStartTime - currentTimingPoint.Time) / barLength);
startTime = currentTimingPoint.Time + barCount * barLength;
}
if (currentEffectPoint.OmitFirstBarLine)
{
startTime += barLength;