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Commit Graph

680 Commits

Author SHA1 Message Date
StanR
872628b8b8 Some extra tweaking 2024-09-24 18:24:00 +05:00
StanR
75dc822540 Adjust some multipliers 2024-09-24 17:57:31 +05:00
StanR
08bded82fd Remove GetHashCode 2024-09-23 16:30:02 +05:00
StanR
6ed151ccf5 Merge branch 'master' into rhythm-fixes 2024-09-23 14:25:32 +05:00
StanR
e04b88a9b0 Replace speed buff with aim buff 2024-09-23 13:49:25 +05:00
StanR
e986a7dfe1 Fix repetition nerf not updating the counts 2024-09-19 19:15:54 +05:00
StanR
202364be5e Use List instead of Dictionary for island counting, minor adjustments 2024-09-19 17:52:55 +05:00
StanR
732a114b95 Slight refactoring 2024-09-19 15:53:18 +05:00
StanR
0bad5e4684 Move slider-related ratio multiplier out of the delta switch block, add nerf for ratios with delta difference fractions that are too big, adjust consts 2024-09-19 04:38:01 +05:00
StanR
c9ce7d29e6 Adjust multipliers 2024-09-16 01:04:46 +05:00
StanR
bee18b03e7 Reduce history max overall instead of using clock rate 2024-09-16 00:49:36 +05:00
StanR
145731bdef More balancing 2024-09-15 02:48:41 +05:00
StanR
863a74f980 Balancing 2024-09-15 02:08:37 +05:00
StanR
738d4bcb80 Reduce ratio if we're starting island counting after a slider 2024-09-15 01:49:52 +05:00
StanR
db626f168a Refactor 2024-09-15 01:12:41 +05:00
StanR
5e8174faa8 Reduce ratio for island size 1 2024-09-14 22:03:01 +05:00
StanR
d544498e8d Merge branch 'master' into rhythm-fixes 2024-09-12 15:29:20 +05:00
Dan Balasescu
d54c6aefbe
Merge branch 'master' into pp_refactoring_osustrainskill 2024-09-12 17:28:24 +09:00
StanR
3398497d4b Remove kickslider changes 2024-09-12 01:04:07 +05:00
Dan Balasescu
d935ed949c
Merge branch 'master' into pp_refactoring_speed_eval_change 2024-09-11 23:45:10 +09:00
StanR
7fda8bc95b Reduce repetition nerf for non-consecutive islands 2024-08-27 23:48:15 +05:00
StanR
ed45c947fc Adjust max history by clockrate to make rhythm calculation more consistent between rates 2024-08-27 15:50:08 +05:00
StanR
ce8286d299 Scale difficulty with doubletapness, make kicksliders not reduce the difficulty of the next object, adjust balancing 2024-08-24 04:37:58 +05:00
StanR
f1adc6f98c Don't cap max island size, make repetition nerf more lenient on high bpm, adjust balancing 2024-08-22 15:59:13 +05:00
StanR
3acd00b9b7 Tweak some values 2024-08-10 22:30:24 +05:00
Givikap120
a28913af7a multiplied numbers in multipliers 2024-08-06 14:47:05 +03:00
Givikap120
ace1a57242 Update SpeedEvaluator.cs 2024-08-05 16:53:06 +03:00
Givikap120
ac57cdd1b3 speed eval refactoring 2024-08-05 16:50:06 +03:00
Givikap120
8431e62c47 fixed CI 2024-08-05 16:14:32 +03:00
Givikap120
251d009394 moved conversion formulas to respective classes 2024-08-05 16:08:30 +03:00
Givikap120
0a9b11d3a7 removed default difficulty multiplier 2024-08-05 15:57:02 +03:00
StanR
c1532bcb57 Reduce base ratio a bit 2024-07-19 11:01:42 +05:00
StanR
bae9625b0b Make repetition nerf harsher, buff initial rhythm ratio, small refactoring 2024-07-19 10:13:50 +05:00
StanR
67cb4a2d02 InspectCode 2024-07-15 22:54:25 +05:00
StanR
e25642b484 Implement a bunch of rhythm difficulty calculation fixes 2024-07-15 14:45:31 +05:00
Dan Balasescu
976c6c4f25
Merge pull request #28235 from tsunyoku/optimise-rhythm-evaluator-loop-logic
Reduce `Previous` calls in `RhythmEvaluator` by optimising loop logic
2024-05-20 20:31:46 +09:00
James Wilson
f31928875b Reduce Previous calls in RhythmEvaluator by optimising loop logic 2024-05-19 16:26:51 +01:00
James Wilson
609268786f remove unneeded extra Previous calls from RhythmEvaluator 2024-05-19 13:29:49 +01:00
Dan Balasescu
0e218ee271
Merge pull request #27148 from Givikap120/traceable_pp
Add Traceable performance calculation support
2024-04-16 04:54:57 +09:00
Givikap120
4a21ff9726 removed duplication 2024-04-13 13:59:09 +03:00
Givikap120
feb9b5bdb8 Make traceable pp match HD 2024-04-13 13:42:57 +03:00
Andrei Zavatski
22f5a66c02 Reduce allocations during beatmap selection 2024-02-17 15:46:38 +03:00
Givikap120
6402f23f02 Added Traceable support for pp 2024-02-12 21:00:15 +02:00
tsunyoku
c5f392c17d only compute flashlight in osu! difficulty calculations when required 2024-02-10 15:25:03 +00:00
Berkan Diler
6adf0ac01e Use new LINQ Order() instead of OrderBy() when possible 2024-02-08 18:01:00 +01:00
Bartłomiej Dach
7c9adc7ad3
Fix incorrect score conversion on selected beatmaps due to incorrect difficultyPeppyStars rounding
Fixes issue that occurs on *about* 246 beatmaps and was first described
by me on discord:

    https://discord.com/channels/188630481301012481/188630652340404224/1154367700378865715

and then rediscovered again during work on
https://github.com/ppy/osu/pull/26405:

    https://gist.github.com/bdach/414d5289f65b0399fa8f9732245a4f7c#venenog-on-ultmate-end-by-blacky-overdose-631

It so happens that in stable, due to .NET Framework internals, float
math would be performed using x87 registers and opcodes.
.NET (Core) however uses SSE instructions on 32- and 64-bit words.
x87 registers are _80 bits_ wide. Which is notably wider than _both_
float and double. Therefore, on a significant number of beatmaps,
the rounding would not produce correct values due to insufficient
precision.

See following gist for corroboration of the above:

    https://gist.github.com/bdach/dcde58d5a3607b0408faa3aa2b67bf10

Thus, to crudely - but, seemingly accurately, after checking across
all ranked maps - emulate this, use `decimal`, which is slow, but has
bigger precision than `double`. The single known exception beatmap
in whose case this results in an incorrect result is

    https://osu.ppy.sh/beatmapsets/1156087#osu/2625853

which is considered an "acceptable casualty" of sorts.

Doing this requires some fooling of the compiler / runtime (see second
inline comment in new method). To corroborate that this is required,
you can try the following code snippet:

    Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3f).Select(x => x.ToString("X2"))));
    Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3).Select(x => x.ToString("X2"))));
    Console.WriteLine();

    decimal d1 = (decimal)1.3f;
    decimal d2 = (decimal)1.3;
    decimal d3 = (decimal)(double)1.3f;

    Console.WriteLine(string.Join(' ', decimal.GetBits(d1).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
    Console.WriteLine(string.Join(' ', decimal.GetBits(d2).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
    Console.WriteLine(string.Join(' ', decimal.GetBits(d3).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));

which will print

    66 66 A6 3F
    CD CC CC CC CC CC F4 3F

    0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
    0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
    8C 5D 89 FB 3B 76 00 00 00 00 00 00 00 00 0E 00

Note that despite `d1` being converted from a less-precise floating-
-point value than `d2`, it still is represented 100% accurately as
a decimal number.

After applying this change, recomputation of legacy scoring attributes
for *all* rulesets will be required.
2024-01-10 19:30:18 +01:00
Dan Balasescu
6b4b2a57fc
Expose only as one method 2023-12-21 14:58:23 +09:00
Dan Balasescu
4e3b994142
Relocate HitResult numeric score to ScoreProcessor 2023-12-21 14:52:31 +09:00
Bartłomiej Dach
ca37e1afc2
Merge branch 'master' into scorev3 2023-11-24 10:37:10 +09:00
Samuel Cattini-Schultz
c9ee29028f Fix implicitly used method being named incorrectly 2023-11-21 16:54:20 +11:00