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17 Commits

Author SHA1 Message Date
Givikap120
00d2bd79bb
Merge 4c128c7925 into aa0ee5cf3a 2024-12-04 10:38:33 -05:00
Salman Alshamrani
aa0ee5cf3a
Merge pull request #30970 from peppy/results-screen-quick-retry-transition
Fix quick retry transition from results screen
2024-12-04 07:12:38 -05:00
Salman Alshamrani
a7586c52d0
Merge branch 'master' into results-screen-quick-retry-transition 2024-12-04 06:31:14 -05:00
Dean Herbert
e555131b39
Merge pull request #30971 from smoogipoo/improve-multi-search
Improve multiplayer listing search by making it fuzzy
2024-12-04 00:11:32 -08:00
Dan Balasescu
ad4df82593
Improve multiplayer listing search by making it fuzzy 2024-12-04 16:26:36 +09:00
Dean Herbert
a4d58648e2
Fix quick retry transition from results screen 2024-12-04 14:31:39 +09:00
Givikap120
4c128c7925 changed defaults back to density
this should fix tests failing
2024-10-23 12:43:43 +03:00
Dean Herbert
174df35125
Merge branch 'master' into strain_graph 2024-10-23 17:18:58 +09:00
Givikap120
510b8d96b1 offseted strains by one to decrease delay 2024-10-06 12:51:28 +03:00
Givikap120
7a96fef38d changed from GetRelevanSkills to IsRelevant 2024-10-06 12:50:54 +03:00
Givikap120
ede8d81d26 removed MaxStrain and renamed TotalStrain to Difficulty 2024-10-06 01:23:02 +03:00
Givikap120
f69b5bc28a fixed CI again 2024-10-06 01:22:44 +03:00
Givikap120
f42b07a4ee fixed CI 2024-10-06 01:00:33 +03:00
Givikap120
f898cfb086 fixed crash on 1 object maps 2024-10-06 00:49:24 +03:00
Givikap120
809e4c57e1 fix settings 2024-10-06 00:37:49 +03:00
Givikap120
c839203a0d added strain to argon 2024-10-06 00:28:07 +03:00
Givikap120
e6a931a5c8 initial commit 2024-10-05 23:59:07 +03:00
17 changed files with 471 additions and 112 deletions

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@ -37,5 +37,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return currentStrain;
}
public override bool IsRelevant => withSliders;
}
}

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@ -56,7 +56,7 @@ namespace osu.Game.Tests.Visual.Gameplay
for (double i = 0; i < 5000; i += RNG.NextDouble() * 10 + i / 1000)
objects.Add(new HitObject { StartTime = i });
graph.Objects = objects;
graph.SetFromObjects(objects);
}
private partial class TestSongProgressGraph : DefaultSongProgressGraph

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@ -91,8 +91,8 @@ namespace osu.Game.Tests.Visual.Gameplay
AddToggleStep("toggle graph", b =>
{
applyToDefaultProgress(s => s.ShowGraph.Value = b);
applyToArgonProgress(s => s.ShowGraph.Value = b);
applyToDefaultProgress(s => s.GraphType.Value = b ? DifficultyGraphType.ObjectDensity : DifficultyGraphType.None);
applyToArgonProgress(s => s.GraphType.Value = b ? DifficultyGraphType.ObjectDensity : DifficultyGraphType.None);
});
AddStep("set white background", () => background.FadeColour(Color4.White, 200, Easing.OutQuint));

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@ -163,6 +163,14 @@ namespace osu.Game.Beatmaps
updateScheduler);
}
public Task<List<double[]>> GetSectionDifficultiesAsync(IWorkingBeatmap beatmap, Ruleset ruleset, Mod[] mods, CancellationToken cancellationToken = default)
{
return Task.Factory.StartNew(() => ruleset.CreateDifficultyCalculator(beatmap).CalculateSectionDifficulties(mods, cancellationToken).ToList(),
cancellationToken,
TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously,
updateScheduler);
}
/// <summary>
/// Updates all tracked <see cref="BindableStarDifficulty"/> using the current ruleset and mods.
/// </summary>

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@ -10,14 +10,14 @@ namespace osu.Game.Localisation.HUD
private const string prefix = @"osu.Game.Resources.Localisation.HUD.SongProgress";
/// <summary>
/// "Show difficulty graph"
/// "Difficulty graph type"
/// </summary>
public static LocalisableString ShowGraph => new TranslatableString(getKey(@"show_graph"), "Show difficulty graph");
public static LocalisableString GraphType => new TranslatableString(getKey(@"graph_type"), "Difficulty graph type");
/// <summary>
/// "Whether a graph displaying difficulty throughout the beatmap should be shown"
/// "Type of a graph displaying difficulty throughout the beatmap"
/// </summary>
public static LocalisableString ShowGraphDescription => new TranslatableString(getKey(@"show_graph_description"), "Whether a graph displaying difficulty throughout the beatmap should be shown");
public static LocalisableString GraphTypeDescription => new TranslatableString(getKey(@"graph_type_description"), "Type of a graph displaying difficulty throughout the beatmap");
/// <summary>
/// "Show time"

View File

@ -133,6 +133,55 @@ namespace osu.Game.Rulesets.Difficulty
return attribs;
}
/// <summary>
/// Calculates the difficulty of section of the beatmap with no mods applied.
/// </summary>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>Per-skill array where each value represents difficulty of this section in certain skill.</returns>
public IEnumerable<double[]> CalculateSectionDifficulties(CancellationToken cancellationToken = default)
=> CalculateSectionDifficulties(Array.Empty<Mod>(), cancellationToken);
/// <summary>
/// Calculates the difficulty of section of the beatmap using a specific mod combination.
/// </summary>
/// <param name="mods">The mods that should be applied to the beatmap.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>Per-skill array where each value represents difficulty of this section in certain skill.</returns>
public IEnumerable<double[]> CalculateSectionDifficulties([NotNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
{
cancellationToken.ThrowIfCancellationRequested();
preProcess(mods, cancellationToken);
var skills = CreateSkills(Beatmap, playableMods, clockRate);
StrainSkill[] relevantSkills = skills.OfType<StrainSkill>().Where(s => s.IsRelevant).ToArray();
var hitObjects = getDifficultyHitObjects();
if (!hitObjects.Any())
return Enumerable.Empty<double[]>();
// Add sections before first object to preserve correct bounds
foreach (var skill in relevantSkills)
skill.AddEmptySections(hitObjects.First().StartTime, Beatmap.HitObjects.First().StartTime / clockRate);
foreach (var hitObject in hitObjects)
{
foreach (var skill in relevantSkills)
{
cancellationToken.ThrowIfCancellationRequested();
skill.Process(hitObject);
}
}
// Add sections up to the end time of last object to preserve correct bounds
foreach (var skill in relevantSkills)
skill.AddEmptySections(Beatmap.HitObjects.Last().GetEndTime() / clockRate);
var strainsForSkills = relevantSkills
.Select(skill => skill.GetCurrentStrainPeaks().ToArray());
return strainsForSkills;
}
/// <summary>
/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
/// </summary>

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@ -37,5 +37,10 @@ namespace osu.Game.Rulesets.Difficulty.Skills
/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
/// </summary>
public abstract double DifficultyValue();
/// <summary>
/// Returns true if this Skill is relevant to star rating calculation.
/// </summary>
public virtual bool IsRelevant => true;
}
}

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@ -82,6 +82,22 @@ namespace osu.Game.Rulesets.Difficulty.Skills
return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
}
/// <summary>
/// Adds empty strain sections
/// </summary>
public void AddEmptySections(double time, double? currentSectionOverride = null)
{
if (currentSectionOverride.HasValue)
currentSectionEnd = Math.Ceiling(currentSectionOverride.Value / SectionLength) * SectionLength;
while (time > currentSectionEnd)
{
saveCurrentPeak();
currentSectionPeak = 0; // This is wrong, but there's no way get decay from this class
currentSectionEnd += SectionLength;
}
}
/// <summary>
/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
/// </summary>

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Globalization;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
@ -80,19 +81,34 @@ namespace osu.Game.Screens.OnlinePlay.Lounge.Components
bool matchingFilter = true;
matchingFilter &= criteria.Ruleset == null || r.Room.PlaylistItemStats?.RulesetIDs.Any(id => id == criteria.Ruleset.OnlineID) != false;
if (!string.IsNullOrEmpty(criteria.SearchString))
{
// Room name isn't translatable, so ToString() is used here for simplicity.
matchingFilter &= r.FilterTerms.Any(term => term.ToString().Contains(criteria.SearchString, StringComparison.InvariantCultureIgnoreCase));
}
matchingFilter &= matchPermissions(r, criteria.Permissions);
// Room name isn't translatable, so ToString() is used here for simplicity.
string[] filterTerms = r.FilterTerms.Select(t => t.ToString()).ToArray();
string[] searchTerms = criteria.SearchString.Split(' ', StringSplitOptions.RemoveEmptyEntries);
matchingFilter &= searchTerms.All(searchTerm => filterTerms.Any(filterTerm => checkTerm(filterTerm, searchTerm)));
r.MatchingFilter = matchingFilter;
}
});
// Lifted from SearchContainer.
static bool checkTerm(string haystack, string needle)
{
int index = 0;
for (int i = 0; i < needle.Length; i++)
{
int found = CultureInfo.InvariantCulture.CompareInfo.IndexOf(haystack, needle[i], index, CompareOptions.OrdinalIgnoreCase);
if (found < 0)
return false;
index = found + 1;
}
return true;
}
static bool matchPermissions(DrawableLoungeRoom room, RoomPermissionsFilter accessType)
{
switch (accessType)

View File

@ -24,8 +24,8 @@ namespace osu.Game.Screens.Play.HUD
private const float bar_height = 10;
[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.ShowGraph), nameof(SongProgressStrings.ShowGraphDescription))]
public Bindable<bool> ShowGraph { get; } = new BindableBool(true);
[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.GraphType), nameof(SongProgressStrings.GraphTypeDescription))]
public Bindable<DifficultyGraphType> GraphType { get; } = new Bindable<DifficultyGraphType>(DifficultyGraphType.ObjectDensity);
[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.ShowTime), nameof(SongProgressStrings.ShowTimeDescription))]
public Bindable<bool> ShowTime { get; } = new BindableBool(true);
@ -98,8 +98,11 @@ namespace osu.Game.Screens.Play.HUD
{
base.LoadComplete();
GraphTypeInternal.ValueChanged += _ => updateGraphVisibility();
GraphTypeInternal.Value = GraphType.Value;
GraphTypeInternal.BindTo(GraphType);
Interactive.BindValueChanged(_ => bar.Interactive = Interactive.Value, true);
ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
ShowTime.BindValueChanged(_ => info.FadeTo(ShowTime.Value ? 1 : 0, 200, Easing.In), true);
AccentColour.BindValueChanged(_ => Colour = AccentColour.Value, true);
@ -109,17 +112,19 @@ namespace osu.Game.Screens.Play.HUD
Width = previousWidth;
}
protected override void UpdateObjects(IEnumerable<HitObject> objects)
protected override void UpdateTimeBounds()
{
graph.Objects = objects;
info.StartTime = bar.StartTime = FirstHitTime;
info.EndTime = bar.EndTime = LastHitTime;
}
protected override void UpdateFromObjects(IEnumerable<HitObject> objects) => graph.SetFromObjects(objects);
protected override void UpdateFromStrains(double[] sectionStrains) => graph.SetFromStrains(sectionStrains);
private void updateGraphVisibility()
{
graph.FadeTo(ShowGraph.Value ? 1 : 0, 200, Easing.In);
graph.FadeTo(GraphTypeInternal.Value != DifficultyGraphType.None ? 1 : 0, 200, Easing.In);
}
protected override void Update()

View File

@ -10,49 +10,48 @@ using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects;
using osu.Game.Graphics.UserInterface;
using osu.Game.Utils;
namespace osu.Game.Screens.Play.HUD
{
public partial class ArgonSongProgressGraph : SegmentedGraph<int>
public partial class ArgonSongProgressGraph : SegmentedGraph<float>
{
private const int tier_count = 5;
private const int display_granularity = 200;
private IEnumerable<HitObject>? objects;
public IEnumerable<HitObject> Objects
public void SetFromObjects(IEnumerable<HitObject> objects)
{
set
float[] values = new float[display_granularity];
if (!objects.Any())
return;
(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
if (lastHit == 0)
lastHit = objects.Last().StartTime;
double interval = (lastHit - firstHit + 1) / display_granularity;
foreach (var h in objects)
{
objects = value;
double endTime = h.GetEndTime();
int[] values = new int[display_granularity];
Debug.Assert(endTime >= h.StartTime);
if (!objects.Any())
return;
(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
if (lastHit == 0)
lastHit = objects.Last().StartTime;
double interval = (lastHit - firstHit + 1) / display_granularity;
foreach (var h in objects)
{
double endTime = h.GetEndTime();
Debug.Assert(endTime >= h.StartTime);
int startRange = (int)((h.StartTime - firstHit) / interval);
int endRange = (int)((endTime - firstHit) / interval);
for (int i = startRange; i <= endRange; i++)
values[i]++;
}
Values = values;
int startRange = (int)((h.StartTime - firstHit) / interval);
int endRange = (int)((endTime - firstHit) / interval);
for (int i = startRange; i <= endRange; i++)
values[i]++;
}
Values = values;
}
public void SetFromStrains(double[] strains)
{
Values = FormatUtils.ResampleStrains(strains, display_granularity).Select(value => (float)value).ToArray();
}
public ArgonSongProgressGraph()

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@ -31,8 +31,8 @@ namespace osu.Game.Screens.Play.HUD
private readonly SongProgressInfo info;
private readonly Container content;
[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.ShowGraph), nameof(SongProgressStrings.ShowGraphDescription))]
public Bindable<bool> ShowGraph { get; } = new BindableBool(true);
[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.GraphType), nameof(SongProgressStrings.GraphTypeDescription))]
public Bindable<DifficultyGraphType> GraphType { get; } = new Bindable<DifficultyGraphType>(DifficultyGraphType.ObjectDensity);
[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.ShowTime), nameof(SongProgressStrings.ShowTimeDescription))]
public Bindable<bool> ShowTime { get; } = new BindableBool(true);
@ -95,24 +95,31 @@ namespace osu.Game.Screens.Play.HUD
protected override void LoadComplete()
{
GraphTypeInternal.ValueChanged += _ => updateGraphVisibility();
GraphTypeInternal.Value = GraphType.Value;
GraphTypeInternal.BindTo(GraphType);
Interactive.BindValueChanged(_ => updateBarVisibility(), true);
ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
ShowTime.BindValueChanged(_ => updateTimeVisibility(), true);
AccentColour.BindValueChanged(_ => Colour = AccentColour.Value, true);
updateGraphVisibility();
base.LoadComplete();
}
protected override void UpdateObjects(IEnumerable<HitObject> objects)
protected override void UpdateTimeBounds()
{
graph.Objects = objects;
info.StartTime = FirstHitTime;
info.EndTime = LastHitTime;
bar.StartTime = FirstHitTime;
bar.EndTime = LastHitTime;
}
protected override void UpdateFromObjects(IEnumerable<HitObject> objects) => graph.SetFromObjects(objects);
protected override void UpdateFromStrains(double[] sectionStrains) => graph.SetFromStrains(sectionStrains);
protected override void UpdateProgress(double progress, bool isIntro)
{
graph.Progress = isIntro ? 0 : (int)(graph.ColumnCount * progress);
@ -140,8 +147,8 @@ namespace osu.Game.Screens.Play.HUD
{
float barHeight = bottom_bar_height + handle_size.Y;
bar.ResizeHeightTo(ShowGraph.Value ? barHeight + graph_height : barHeight, transition_duration, Easing.In);
graph.FadeTo(ShowGraph.Value ? 1 : 0, transition_duration, Easing.In);
bar.ResizeHeightTo(GraphTypeInternal.Value != DifficultyGraphType.None ? barHeight + graph_height : barHeight, transition_duration, Easing.In);
graph.FadeTo(GraphTypeInternal.Value != DifficultyGraphType.None ? 1 : 0, transition_duration, Easing.In);
updateInfoMargin();
}
@ -155,7 +162,7 @@ namespace osu.Game.Screens.Play.HUD
private void updateInfoMargin()
{
float finalMargin = bottom_bar_height + (Interactive.Value ? handle_size.Y : 0) + (ShowGraph.Value ? graph_height : 0);
float finalMargin = bottom_bar_height + (Interactive.Value ? handle_size.Y : 0) + (GraphTypeInternal.Value != DifficultyGraphType.None ? graph_height : 0);
info.TransformTo(nameof(info.Margin), new MarginPadding { Bottom = finalMargin }, transition_duration, Easing.In);
}
}

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@ -8,44 +8,44 @@ using System.Collections.Generic;
using System.Diagnostics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Utils;
namespace osu.Game.Screens.Play.HUD
{
public partial class DefaultSongProgressGraph : SquareGraph
{
private IEnumerable<HitObject> objects;
private const int granularity = 200;
public IEnumerable<HitObject> Objects
public void SetFromObjects(IEnumerable<HitObject> objects)
{
set
Values = new float[granularity];
if (!objects.Any())
return;
(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
if (lastHit == 0)
lastHit = objects.Last().StartTime;
double interval = (lastHit - firstHit + 1) / granularity;
foreach (var h in objects)
{
objects = value;
double endTime = h.GetEndTime();
const int granularity = 200;
Values = new int[granularity];
Debug.Assert(endTime >= h.StartTime);
if (!objects.Any())
return;
(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
if (lastHit == 0)
lastHit = objects.Last().StartTime;
double interval = (lastHit - firstHit + 1) / granularity;
foreach (var h in objects)
{
double endTime = h.GetEndTime();
Debug.Assert(endTime >= h.StartTime);
int startRange = (int)((h.StartTime - firstHit) / interval);
int endRange = (int)((endTime - firstHit) / interval);
for (int i = startRange; i <= endRange; i++)
Values[i]++;
}
int startRange = (int)((h.StartTime - firstHit) / interval);
int endRange = (int)((endTime - firstHit) / interval);
for (int i = startRange; i <= endRange; i++)
Values[i]++;
}
}
public void SetFromStrains(double[] strains)
{
Values = FormatUtils.ResampleStrains(strains, granularity).Select(value => (float)value).ToArray();
}
}
}

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@ -3,18 +3,30 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public enum DifficultyGraphType
{
None,
ObjectDensity,
Difficulty
}
public abstract partial class SongProgress : OverlayContainer, ISerialisableDrawable
{
// Some implementations of this element allow seeking during gameplay playback.
@ -32,6 +44,11 @@ namespace osu.Game.Screens.Play.HUD
/// </remarks>
public readonly Bindable<bool> Interactive = new Bindable<bool>();
/// <summary>
/// Type of the difficulty info used in graph.
/// </summary>
protected readonly Bindable<DifficultyGraphType> GraphTypeInternal = new Bindable<DifficultyGraphType>(DifficultyGraphType.None);
public bool UsesFixedAnchor { get; set; }
[Resolved]
@ -46,20 +63,6 @@ namespace osu.Game.Screens.Play.HUD
/// </summary>
protected IClock FrameStableClock => frameStableClock ?? GameplayClock;
private IEnumerable<HitObject>? objects;
public IEnumerable<HitObject> Objects
{
set
{
objects = value;
(FirstHitTime, LastHitTime) = BeatmapExtensions.CalculatePlayableBounds(objects);
UpdateObjects(objects);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
@ -67,10 +70,6 @@ namespace osu.Game.Screens.Play.HUD
Show();
}
protected double FirstHitTime { get; private set; }
protected double LastHitTime { get; private set; }
/// <summary>
/// Called every update frame with current progress information.
/// </summary>
@ -78,8 +77,6 @@ namespace osu.Game.Screens.Play.HUD
/// <param name="isIntro">If <c>true</c>, progress is (0..1) through the intro.</param>
protected abstract void UpdateProgress(double progress, bool isIntro);
protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
[BackgroundDependencyLoader]
private void load(DrawableRuleset? drawableRuleset, Player? player)
{
@ -90,6 +87,27 @@ namespace osu.Game.Screens.Play.HUD
Objects = drawableRuleset.Objects;
}
GraphTypeInternal.BindValueChanged(_ => updateBasedOnGraphType(), true);
}
private void updateBasedOnGraphType()
{
switch (GraphTypeInternal.Value)
{
case DifficultyGraphType.None:
UpdateFromObjects(Enumerable.Empty<HitObject>());
break;
case DifficultyGraphType.ObjectDensity:
if (objects != null) UpdateFromObjects(objects);
break;
case DifficultyGraphType.Difficulty:
if (sectionStrains != null) UpdateFromStrains(getTotalStrains(sectionStrains));
else calculateStrains();
break;
}
}
protected override void PopIn() => this.FadeIn(500, Easing.OutQuint);
@ -127,5 +145,79 @@ namespace osu.Game.Screens.Play.HUD
UpdateProgress(objectOffsetCurrent / objectDuration, false);
}
}
protected virtual void UpdateTimeBounds() { }
#region object density
protected double FirstHitTime { get; private set; }
protected double LastHitTime { get; private set; }
private IEnumerable<HitObject>? objects;
public IEnumerable<HitObject> Objects
{
set
{
objects = value;
(FirstHitTime, LastHitTime) = BeatmapExtensions.CalculatePlayableBounds(objects);
UpdateTimeBounds();
updateBasedOnGraphType();
}
}
protected virtual void UpdateFromObjects(IEnumerable<HitObject> objects) { }
#endregion
#region diffcalc
private bool strainsCalculationWasStarted;
private List<double[]>? sectionStrains;
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; } = null!;
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
private void calculateStrains()
{
// No need for another recalc if strains are being recalculated right now;
if (strainsCalculationWasStarted) return;
strainsCalculationWasStarted = true;
difficultyCache.GetSectionDifficultiesAsync(beatmap.Value, ruleset.Value.CreateInstance(), mods.Value.ToArray())
.ContinueWith(task => Schedule(() =>
{
sectionStrains = task.GetResultSafely();
updateBasedOnGraphType();
}), TaskContinuationOptions.OnlyOnRanToCompletion);
}
private double[] getTotalStrains(List<double[]> allStrains)
{
var result = allStrains
.SelectMany(arr => arr.Select((value, index) => (value, index)))
.GroupBy(x => x.index)
.Select(g => Math.Sqrt(g.Sum(x => x.value * x.value)));
// Skip one to account for delay in strains
return result.Skip(1).ToArray();
}
protected virtual void UpdateFromStrains(double[] sectionStrains) { }
#endregion
}
}

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@ -43,9 +43,9 @@ namespace osu.Game.Screens.Play
private float[] calculatedValues = Array.Empty<float>(); // values but adjusted to fit the amount of columns
private int[] values;
private float[] values;
public int[] Values
public float[] Values
{
get => values;
set
@ -168,13 +168,13 @@ namespace osu.Game.Screens.Play
return;
}
int max = values.Max();
float max = values.Max();
float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step)
{
newValues.Add((float)values[(int)i] / max);
newValues.Add(values[(int)i] / max);
}
calculatedValues = newValues.ToArray();

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@ -55,6 +55,8 @@ namespace osu.Game.Screens.Ranking
[Resolved]
private Player? player { get; set; }
private bool skipExitTransition;
[Resolved]
private IAPIProvider api { get; set; } = null!;
@ -203,6 +205,7 @@ namespace osu.Game.Screens.Ranking
{
if (!this.IsCurrentScreen()) return;
skipExitTransition = true;
player?.Restart(true);
},
});
@ -313,7 +316,8 @@ namespace osu.Game.Screens.Ranking
// HitObject references from HitEvent.
Score?.HitEvents.Clear();
this.FadeOut(100);
if (!skipExitTransition)
this.FadeOut(100);
return false;
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using Humanizer;
using osu.Framework.Extensions.LocalisationExtensions;
using osu.Framework.Localisation;
@ -59,5 +60,160 @@ namespace osu.Game.Utils
/// <param name="baseBpm">The base BPM to round.</param>
/// <param name="rate">Rate adjustment, if applicable.</param>
public static int RoundBPM(double baseBpm, double rate = 1) => (int)Math.Round(Math.Round(baseBpm) * rate);
/// <summary>
/// Resampling strain values to certain bin size.
/// </summary>
/// <remarks>
/// The main feature of this resampling is that peak strains will be always preserved.
/// This means that the highest strain can't be decreased by averaging or interpolation.
/// </remarks>
public static double[] ResampleStrains(double[] values, int targetSize)
{
// Set to at least one value, what will be 0 in this case
if (values.Length == 0)
values = new double[1];
if (targetSize > values.Length)
return resamplingUpscale(values, targetSize);
else if (targetSize < values.Length)
return resamplingDownscale(values, targetSize);
return (double[])values.Clone();
}
private static double[] resamplingUpscale(double[] values, int targetSize)
{
// Create array filled with -inf
double[] result = Enumerable.Repeat(double.NegativeInfinity, targetSize).ToArray();
// First and last peaks are constant
result[0] = values[0];
result[^1] = values[^1];
// On the first pass we place peaks
int sourceIndex = 1;
int targetIndex = 1;
// Adjust sizes accounting for the fact that first and last elements already set-up
int sourceSize = Math.Max(1, values.Length - 1);
targetSize -= 1;
for (; targetIndex < targetSize - 1; targetIndex++)
{
double sourceProgress = (double)sourceIndex / sourceSize;
double targetProgressNext = (targetIndex + 1.0) / targetSize;
// If we reached the point where source is between current and next - then peak is either current or next
if (sourceProgress <= targetProgressNext)
{
double targetProgressCurrent = (double)targetIndex / targetSize;
double distanceToCurrent = sourceProgress - targetProgressCurrent;
double distanceToNext = targetProgressNext - sourceProgress;
// If it's next what is closer - abbadon current and move to next immediatly
if (distanceToNext < distanceToCurrent)
{
result[targetIndex] = double.NegativeInfinity;
targetIndex++;
}
result[targetIndex] = values[sourceIndex];
sourceIndex++;
}
}
// On second pass we interpolate between peaks
sourceIndex = 0;
targetIndex = 1;
for (; targetIndex < targetSize; targetIndex++)
{
// If we're on peak - skip iteration
if (result[targetIndex] != double.NegativeInfinity)
{
sourceIndex++;
continue;
}
double targetProgress = (double)targetIndex / targetSize;
double previousPeakProgress = (double)sourceIndex / sourceSize;
double nextPeakProgress = (sourceIndex + 1.0) / sourceSize;
double distanceToPreviousPeak = targetProgress - previousPeakProgress;
double distanceToNextPeak = nextPeakProgress - targetProgress;
double lerpCoef = distanceToPreviousPeak / (distanceToPreviousPeak + distanceToNextPeak);
double nextValue = sourceIndex + 1 < values.Length ? values[sourceIndex + 1] : values[sourceIndex];
result[targetIndex] = double.Lerp(values[sourceIndex], nextValue, lerpCoef);
}
return result;
}
private static double[] resamplingDownscale(double[] values, int targetSize)
{
double[] result = new double[targetSize];
int sourceIndex = 0;
int targetIndex = 0;
double currentSampleMax = double.NegativeInfinity;
for (; sourceIndex < values.Length; sourceIndex++)
{
double currentValue = values[sourceIndex];
double sourceProgress = (sourceIndex + 0.5) / values.Length;
double targetProgressBorder = (targetIndex + 1.0) / targetSize;
double distanceToBorder = targetProgressBorder - sourceProgress;
// Handle transition to next sample
if (distanceToBorder < 0)
{
double targetProgressCurrent = (targetIndex + 0.5) / targetSize;
double targetProgressNext = (targetIndex + 1.5) / targetSize;
// Try fit weighted current into still current sample
// It would always be closer to Next than to Current
double weight = (targetProgressNext - sourceProgress) / (sourceProgress - targetProgressCurrent);
double weightedValue = currentValue * weight;
if (currentSampleMax < weightedValue) currentSampleMax = weightedValue;
// Flush current max
result[targetIndex] = currentSampleMax;
targetIndex++;
currentSampleMax = double.NegativeInfinity;
// Try to fit weighted previous into future sample
if (sourceIndex > 0)
{
double prevValue = values[sourceIndex - 1];
double sourceProgressPrev = (sourceIndex - 0.5) / values.Length;
// It would always be closer to Current than to Current
weight = (sourceProgressPrev - targetProgressCurrent) / (targetProgressNext - sourceProgressPrev);
weightedValue = prevValue * weight;
currentSampleMax = weightedValue;
}
}
// Replace with maximum of the sample
if (currentSampleMax < currentValue) currentSampleMax = currentValue;
}
// Flush last value
result[targetIndex] = currentSampleMax;
return result;
}
}
}