This is being run in the flow where we are providing a specific beatmap
for immediately selection. In an edge case scenario, the carousel may be
pending on a filter operation, which would cause the whole `SelectAndRun`
call to fail when it doesn't need to.
This is reproduced by multiple test scenes. One example is
`TestSceneOpenEditorTimestamp.TestErrorNotifications`.
This commit changes BeatmapCarouselFilterGrouping to now use floored star
rating when determining which group a beatmap belongs to,
to be consistent with changes introduced here:
https://github.com/ppy/osu/pull/33679.
The AdvancedStats section of the original song select is also
updated to show the floored star rating (rather than rounded).
The new version wasn't really working as expected, because the Y
position measurement only considered visible panels, while it was being
divided over all panels (including non-expanded groups or sets).
Rather than trying to divide across all panels, just choose a sane
number for the "highest pitch" sound and work with that as a constant.
Closes https://github.com/ppy/osu/issues/33900. I think. Stable's sample
lookup logic is horrible.
The user in the issue claimed they were hearing `drum-hitfinish2`, but
they were really hearing `drum-hitfinish`, because they're the same
`.wav` file in the beatmap. Now the reason *why* they were hearind
`drum-hitfinish` is that the sample control point was specifying
something like:
23946,-200,4,2,4,40,0,0
To decipher, this is:
- default sample bank of soft
- custom sample bank of 4
Taking one of the objects affected, namely 00:23:946 (2) - that's a
slider with finish addition and drum addition bank on the slider head.
The slider head is thus attempting to play `soft-hitnormal4` and
`drum-hitfinish4`.
Neither `soft-hitnormal4` or `soft-hitnormal` exist in the beatmap, so
that plays fine via falling back to user skin's `soft-hitnormal`, but
`drum-hitfinish4` ends up falling back to `drum-hitfinish` which *does*
exist in the beatmap skin and thus plays wrongly from the beatmap skin
rather than the user skin.
I have no idea how to ensure this is correct across every beatmap and
skin out there so my approach is to just spray and pray (and rely on
issue reports I guess). I *think* this matches the stable logic which is
nestled within
https://github.com/peppy/osu-stable-reference/blob/a5e5fe6ef240505d13526cf32783cad261e9bd8b/osu!/Audio/AudioEngine.cs#L1136-L1230
but honestly if you put a gun to my head I couldn't be sure if it
matches completely in every possible circumstance or not.