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Merge pull request #33209 from bdach/mania-combo-accounting-rewind

Fix combo accounting when rewinding mania replays
This commit is contained in:
Dean Herbert
2025-05-23 16:47:36 +09:00
committed by GitHub
Unverified
4 changed files with 128 additions and 3 deletions
@@ -65,5 +65,61 @@ namespace osu.Game.Rulesets.Mania.Tests
AddStep(@"exit player", () => currentPlayer.Exit());
}
[Test]
public void TestCorrectComboAccountingForConcurrentObjects()
{
Score score = null!;
var beatmap = new ManiaBeatmap(new StageDefinition(4))
{
HitObjects =
{
new Note
{
StartTime = 500,
Column = 0,
},
new Note
{
StartTime = 500,
Column = 2,
},
new HoldNote
{
StartTime = 1000,
EndTime = 1500,
Column = 1,
}
}
};
AddStep(@"create replay", () => score = new Score
{
Replay = new Replay
{
Frames =
{
new ManiaReplayFrame(500, ManiaAction.Key1, ManiaAction.Key3),
new ManiaReplayFrame(520),
new ManiaReplayFrame(1000, ManiaAction.Key2),
new ManiaReplayFrame(1500),
}
},
ScoreInfo = new ScoreInfo()
});
AddStep(@"set beatmap", () => Beatmap.Value = CreateWorkingBeatmap(beatmap));
AddStep(@"set ruleset", () => Ruleset.Value = beatmap.BeatmapInfo.Ruleset);
AddStep(@"push player", () => LoadScreen(currentPlayer = new ReplayPlayer(score)));
AddUntilStep(@"wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep(@"wait for objects to be judged", () => currentPlayer.ChildrenOfType<IFrameStableClock>().Single().CurrentTime, () => Is.GreaterThan(1600));
AddStep(@"stop gameplay", () => currentPlayer.ChildrenOfType<GameplayClockContainer>().Single().Stop());
AddStep(@"seek to start", () => currentPlayer.Seek(0));
AddAssert(@"combo is 0", () => currentPlayer.GameplayState.ScoreProcessor.Combo.Value, () => Is.Zero);
AddStep(@"exit player", () => currentPlayer.Exit());
}
}
}
@@ -421,6 +421,65 @@ namespace osu.Game.Tests.Rulesets.Scoring
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.SH));
}
[Test]
public void TestComboAccounting([Values] bool shuffleResults)
{
var testBeatmap = new Beatmap
{
HitObjects = Enumerable.Range(1, 40).Select(i => new TestHitObject(HitResult.Perfect, HitResult.Miss)).ToList<HitObject>(),
};
scoreProcessor.ApplyBeatmap(testBeatmap);
var results = new List<JudgementResult>();
JudgementResult judgementResult;
for (int i = 0; i < 25; ++i)
{
judgementResult = new JudgementResult(testBeatmap.HitObjects[i], new TestJudgement(HitResult.Perfect, HitResult.Miss))
{
Type = HitResult.Perfect
};
results.Add(judgementResult);
scoreProcessor.ApplyResult(judgementResult);
Assert.That(scoreProcessor.Combo.Value, Is.EqualTo(i + 1));
}
judgementResult = new JudgementResult(testBeatmap.HitObjects[25], new TestJudgement(HitResult.Perfect, HitResult.Miss))
{
Type = HitResult.Miss
};
results.Add(judgementResult);
scoreProcessor.ApplyResult(judgementResult);
Assert.That(scoreProcessor.Combo.Value, Is.EqualTo(0));
for (int i = 26; i < 40; ++i)
{
judgementResult = new JudgementResult(testBeatmap.HitObjects[i], new TestJudgement(HitResult.Perfect, HitResult.Miss))
{
Type = HitResult.Perfect
};
results.Add(judgementResult);
scoreProcessor.ApplyResult(judgementResult);
Assert.That(scoreProcessor.Combo.Value, Is.EqualTo(i - 25));
}
Assert.That(scoreProcessor.MaximumStatistics[HitResult.Perfect], Is.EqualTo(40));
Assert.That(scoreProcessor.Combo.Value, Is.EqualTo(14));
Assert.That(scoreProcessor.HighestCombo.Value, Is.EqualTo(25));
// random shuffle is VERY extreme and overkill.
// it might not work correctly for any other `ScoreProcessor` property, and the intermediate results likely make no sense.
// the goal is only to demonstrate idempotency to zero when reverting all results.
var random = new Random(20250519);
var toRevert = shuffleResults ? results.OrderBy(_ => random.Next()).ToList() : Enumerable.Reverse(results);
foreach (var result in toRevert)
scoreProcessor.RevertResult(result);
Assert.That(scoreProcessor.Combo.Value, Is.Zero);
Assert.That(scoreProcessor.HighestCombo.Value, Is.Zero);
}
private class TestJudgement : Judgement
{
public override HitResult MaxResult { get; }
@@ -74,6 +74,11 @@ namespace osu.Game.Rulesets.Judgements
/// </summary>
public int HighestComboAtJudgement { get; internal set; }
/// <summary>
/// The highest combo achieved after this <see cref="JudgementResult"/> occurred.
/// </summary>
public int HighestComboAfterJudgement { get; internal set; }
/// <summary>
/// The health prior to this <see cref="JudgementResult"/> occurring.
/// </summary>
+8 -3
View File
@@ -202,7 +202,6 @@ namespace osu.Game.Rulesets.Scoring
{
Ruleset = ruleset;
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += _ => updateRank();
Mods.ValueChanged += mods =>
@@ -238,7 +237,10 @@ namespace osu.Game.Rulesets.Scoring
else if (result.Type.BreaksCombo())
Combo.Value = 0;
HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value);
result.ComboAfterJudgement = Combo.Value;
result.HighestComboAfterJudgement = HighestCombo.Value;
if (result.Judgement.MaxResult.AffectsAccuracy())
{
@@ -281,8 +283,11 @@ namespace osu.Game.Rulesets.Scoring
if (!TrackHitEvents)
throw new InvalidOperationException(@$"Rewind is not supported when {nameof(TrackHitEvents)} is disabled.");
Combo.Value = result.ComboAtJudgement;
HighestCombo.Value = result.HighestComboAtJudgement;
// the reason this is written so funnily rather than just using `ComboAtJudgement`
// is to nullify impact of ordering when reverting concurrent judgement results
// (think mania and multiple judgements within a frame).
Combo.Value -= (result.ComboAfterJudgement - result.ComboAtJudgement);
HighestCombo.Value -= (result.HighestComboAfterJudgement - result.HighestComboAtJudgement);
if (result.FailedAtJudgement && !ApplyNewJudgementsWhenFailed)
return;