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Commit Graph

574 Commits

Author SHA1 Message Date
Bartłomiej Dach
5fde4f2c0c Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.

Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:

* The previous code used TimeAt() to calculate the time of travel from
  the hit object's edge to its origin. For other algorithms, that time
  can be accurately reconstructed, because they don't have periods of
  time where there are multiple hit objects scrolling at different
  velocities.

  That invariant does not hold for the overlapping algorithm, therefore
  it is possible for different values to be technically correct for
  TimeAt(). However, the only value that matters for the adjustment
  is the one that's indicated by the control point that applies to the
  hit object origin, which can be uniquely identified.

* Additionally, the offset returned (even if correct) was applied
  externally to the hit object's start time and passed to
  GetDisplayStartTime(). In the overlapping algorithm, the choice of
  control point used in GetDisplayStartTime() is important, since
  the value of the speed multiplier is read within.

  Externally rewinding the hit object's start time meant that in some
  cases the speed multiplier of the *previous* control point is applied,
  which led to hit objects appearing too late if the scrolling rate
  decreased.

Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:

* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
  calculate the absolute distance from time = 0 to the hit object start,
  apply the origin offset *to the absolute distance*, and then convert
  back to time, applying all control points in sequence. Due to this
  it was impossible for control points to get mixed up while
  calculating.

As for the overlapping algorithm, the high-level logic is as follows:

* The distance that the origin has to travel is the length of the scroll
  plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
  scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
  travel length multiplied by the time range gives the absolute travel
  time of the object origin.
* Finally, the control point multiplier applicable at origin time is
  applied to the whole travel time.

Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-06 23:13:28 +01:00
smoogipoo
7b2f58eb30 Apply OnRelease method signature refactorings 2020-01-22 13:22:34 +09:00
mcendu
e096688ac8
simplify some stuff 2020-01-16 17:58:47 +08:00
mcendu
970653470c
format 2020-01-15 17:49:45 +08:00
mcendu
5d160376c0
nullable-ize Mod.Icon 2020-01-14 21:22:00 +08:00
mcendu
abdebcfddc
switch to changing Mod property 2020-01-14 20:11:32 +08:00
mcendu
c08fc62e00
expose setter of Mod 2020-01-14 19:59:43 +08:00
Bartłomiej Dach
3621362a48 Merge branch 'master' into scrolling-container-origin-adjust 2019-12-27 16:52:21 +01:00
Bartłomiej Dach
193e41f878 Add origin adjustment for hitobject lifetime
Visual inspection of taiko gameplay has shown that hitobjects appeared
on screen only when the origin of the hitobject came into the bounds
of the screen, instead of appearing when any visible part of the
hitobject came into the screen bounds.

This behaviour was due to lifetime calculation being based on the origin
of the hitobject and not taking into account the actual object
dimensions. Adjust the lifetime start of the hitobject by subtracting
the time needed to show the part of the hitobject that should already
be visible on screen when the origin comes into frame.
2019-12-26 20:37:29 +01:00
smoogipoo
977fb3d1bf Make processors and break overlay frame-stable 2019-12-26 14:59:49 +09:00
Dean Herbert
a47e5aeead Fix sample lookup not working correctly for custom rulesets 2019-12-26 00:51:44 +09:00
smoogipoo
5664ce3109 Add hitobject container regression test 2019-12-18 18:51:12 +09:00
smoogipoo
df8f8ffd0d Fix potential exception during removal 2019-12-18 12:03:15 +09:00
smoogipoo
bcc19e29f2 Fix editor crashing after re-ordering objects 2019-12-18 02:56:29 +09:00
Dean Herbert
e0ce87adca
Move CreateScoreProcessor() to Ruleset (#7244)
Move CreateScoreProcessor() to Ruleset
2019-12-17 22:15:42 +09:00
smoogipoo
49bf8d27d1 Move CreateScoreProcessor() to Ruleset 2019-12-17 20:08:13 +09:00
Huo Yaoyuan
3c39fde7ff CA1065: throw NotSupportedException in properties. 2019-12-17 13:00:05 +08:00
smoogipoo
5861eca80d Make DrawableRuleset take a converted beatmap 2019-12-12 15:58:11 +09:00
smoogipoo
48f1dad4aa Remove abstract ScoreProcessor class 2019-12-11 17:25:06 +09:00
Dean Herbert
f7f4a57c5f Update bindable types in line with framework 2019-12-10 16:48:24 +09:00
Dean Herbert
f181ee1843 Hide the menu cursor while inside the playfield by default 2019-11-29 17:35:11 +09:00
Huo Yaoyuan
c0fe91a84c Merge branch 'master' into sharpen 2019-11-26 18:21:50 +08:00
Dean Herbert
709ec1404f Centralise End/StartTime retrieval to extension method 2019-11-25 19:09:14 +09:00
andy840119
6126fd9a6b ApplyToDrawableHitObjects should be able to get all the hitobject in nasted Playfield 2019-11-24 10:42:05 +09:00
Andrei Zavatski
eb2f7c1d0a Rename forgotten variable 2019-11-21 20:37:02 +03:00
Andrei Zavatski
0f1a3d97c8 Naming adjustments 2019-11-21 20:34:19 +03:00
Andrei Zavatski
c7c8527f5f Remove OnHighlightedChanged function 2019-11-21 20:22:15 +03:00
Andrei Zavatski
458496206c Merge remote-tracking branch 'refs/remotes/ppy/master' into beatmap-mod-selector 2019-11-21 18:49:37 +03:00
Huo Yaoyuan
818553027b Merge branch 'master' into sharpen 2019-11-21 23:42:46 +08:00
Dan Balasescu
a7c074ff37
Merge branch 'master' into math_clamp 2019-11-21 11:08:56 +09:00
iiSaLMaN
5391c752b4 Implement IAggregateAudioAdjustments properties for FallbackSampleStore 2019-11-21 03:20:08 +03:00
Berkan Diler
6cab517b2d .NET Standard 2.1 implements Math.Clamp , use it instead of MathHelper.Clamp from osuTK. 2019-11-20 13:37:47 +01:00
Huo Yaoyuan
374ef6ff83 Merge branch 'master' into sharpen 2019-11-20 17:30:58 +08:00
Huo Yaoyuan
b1b234c6fb Use paramref. 2019-11-17 20:49:36 +08:00
Huo Yaoyuan
f05b83d7d4 Use typeparamref. 2019-11-17 20:48:23 +08:00
Huo Yaoyuan
e5e8e70704 Use pattern matching. 2019-11-12 19:55:19 +08:00
Andrei Zavatski
fa01e11a6e Merge remote-tracking branch 'refs/remotes/ppy/master' into beatmap-mod-selector 2019-11-12 08:25:42 +03:00
Huo Yaoyuan
ccc8aa6fa4 Apply brace style. 2019-11-11 20:13:13 +08:00
Andrei Zavatski
e3d8e29cdd Merge remote-tracking branch 'refs/remotes/ppy/master' into beatmap-mod-selector 2019-11-10 23:38:41 +03:00
Dean Herbert
d089e47a56
Merge branch 'master' into master 2019-11-01 14:15:57 +09:00
smoogipoo
0171b2ae7c Fix scrolling hitobjects expiring too soon 2019-11-01 12:10:03 +09:00
nwabear
e35931fdfc removed blank line 2019-10-26 14:33:59 -05:00
nwabear
9e2e87c8d1 added visual tests
added small commenting
added xmldoc for CancelResume();
2019-10-26 14:29:52 -05:00
nwabear
f8354eefc4 Added null check in the CancelResume method 2019-10-25 16:49:18 -05:00
nwabear
b0e21c2749 Fixed Issue #6442 2019-10-25 14:57:49 -05:00
Dean Herbert
51bf600ea7 Use empty hitwindows instead of null 2019-10-09 19:08:31 +09:00
Dean Herbert
aeb62825cd Move out requireMoreUpdateLoops for better consistency 2019-10-04 13:42:06 +08:00
Dean Herbert
ddef7fa3ba Repair behavioural change 2019-10-04 13:32:47 +08:00
Dean Herbert
b28689c774 Fix key counters appearing negative on intense beatmaps
When `FrameStabilityContainer` decides it needs multiple updates on the same frame, it ends up with an elapsed time of zero. This was interacting badly with the condition used in `RulesetInputManager` to govern playback direction.

I have changed this to use `Rate` as exposed by the frame stable clock.

- Closes #6198.
2019-10-03 15:01:54 +08:00
smoogipoo
244627ff10 Add comment + test for slider multiplier 2019-09-25 20:12:01 +09:00