This change pulls back a significant degree of overspecialisation and
rigidity in the class structure of `HitWindows` to make subsequent
changes to hit windows, whose purpose is to improve replay playback
accuracy, possible to do cleanly.
Notably:
- `HitWindows` is full abstract now. In a few use cases, and as a
reference for ruleset implementors, `DefaultHitWindows` is provided as
a separate class instead.
This fixes the weirdness wherein `HitWindows` always declared 6 fields
for result types but some of them would never be set to a non-zero
value or read.
- `HitWindow.GetRanges()` is deleted because it is overspecialised and
prevents being able to adjust hitwindows by ±0.5ms cleanly which will
be required later.
The fallout of this is that the assertion that used `GetRanges()` in
the `HitWindows` ctor must use something else now, and the closest
thing to it was `GetAllAvailableWindows()`, which didn't return
the miss window - so I made it return the miss window and fixed the
one consumer that didn't want it (bar hit error meter) to skip it.
- Diff also contains some clean-up around `DifficultyRange` to unify
handling of it.
Rounding semi-regularly confuses users who aim for star rating pass / FC
medals and then feel they have been cheated out of a medal because they
passed an "X-star beatmap", but the actual star rating of the beatmap is
slightly under X.
The latest instance of this can be found at
https://osu.ppy.sh/community/forums/topics/2091333?n=2. The relevant
beatmap there is https://osu.ppy.sh/beatmapsets/2162554#osu/4746232,
whose raw star rating is 6.9976070253117344.
The other direction would be to fix the star rating medals instead, but
I think this is more reasonable given we already do similar things to
accuracy displays.
Closes https://github.com/ppy/osu/issues/33465 probably.
This reverts the replay frame de-duplication logic to what it was before
https://github.com/ppy/osu/pull/33148#discussion_r2091549388.
I don't have good reproduction steps. I tried to write a test case for
this that isn't just "press and release a key in the same frame",
thinking that maybe there was some loophole in the osu! touch input
mapper that may produce this situation artificially, but I could not in
many configurations. So I have to assume that this just *can happen*
organically.