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@ -122,6 +122,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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}
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// The spacing bonus in speed evaluation
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double currFlowBonus = Math.Pow((osuLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
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double prevFlowBonus = Math.Pow((osuLastLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
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double flowBonus = Math.Max(prevFlowBonus, currFlowBonus);
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// Part of the aiming difficulty for this object is accounted for in the speed evaluator, so reduce aim difficulty here
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if (flowBonus < 1)
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{
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aimStrain *= 0.5 + 0.5 * Math.Sqrt(flowBonus);
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}
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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distance = Math.Min(distance, single_spacing_threshold);
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// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
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double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
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double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.6) * distance_multiplier;
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// Base difficulty with all bonuses
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double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Speed : OsuStrainSkill
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{
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private double skillMultiplier => 1.430;
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private double skillMultiplier => 1.58;
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private double strainDecayBase => 0.3;
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private double currentStrain;
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@ -144,6 +144,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested, ref attributes);
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return;
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case StrongNestedHitObject:
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// we never need to deal with these directly.
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// the only thing strong hits do in terms of scoring is double their object's score increase,
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// which is already handled at the parent object level via the `strongable.IsStrong` check lower down in this method.
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// not handling these here can lead to them falsely being counted as combo-increasing when handling strong drum rolls!
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return;
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}
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if (hitObject is DrumRollTick tick)
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@ -5,25 +5,64 @@ using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Extensions;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms.RoomStatuses;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.OnlinePlay.Playlists;
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using osu.Game.Tests.Resources;
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using osu.Game.Tests.Visual.OnlinePlay;
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namespace osu.Game.Tests.Visual.Playlists
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{
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public partial class TestScenePlaylistsRoomSubScreen : OnlinePlayTestScene
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{
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private const double track_length = 10000;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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protected new TestRoomManager RoomManager => (TestRoomManager)base.RoomManager;
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private BeatmapManager beatmaps = null!;
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private RulesetStore rulesets = null!;
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private BeatmapSetInfo? importedSet;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, null, audio, Resources, host, Beatmap.Default));
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Dependencies.Cache(new ScoreManager(rulesets, () => beatmaps, LocalStorage, Realm, API));
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Dependencies.Cache(Realm);
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
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Realm.Write(r =>
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{
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foreach (var set in r.All<BeatmapSetInfo>())
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{
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foreach (var b in set.Beatmaps)
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{
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// These will all have a virtual track length of 1000, see WorkingBeatmap.GetVirtualTrack().
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b.Length = track_length - 1000;
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}
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}
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});
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importedSet = beatmaps.GetAllUsableBeatmapSets().First();
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}
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[Test]
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public void TestStatusUpdateOnEnter()
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{
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@ -69,5 +108,42 @@ namespace osu.Game.Tests.Visual.Playlists
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AddAssert("close button present", () => roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
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AddUntilStep("wait for close button to disappear", () => !roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
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}
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[TestCase(120_000, true)] // Definitely enough time.
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[TestCase(45_000, true)] // Enough time.
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[TestCase(35_000, false)] // Not enough time to complete beatmap after lenience.
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[TestCase(20_000, false)] // Not enough time.
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[TestCase(5_000, false)] // Not enough time to complete beatmap before lenience.
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[TestCase(37_500, true, 2)] // Enough time to complete beatmap after mods are applied.
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public void TestReadyButtonEnablementPeriod(int offsetMs, bool enabled, double rate = 1)
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{
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Room room = null!;
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PlaylistsRoomSubScreen roomScreen = null!;
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AddStep("create room", () =>
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{
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RoomManager.AddRoom(room = new Room
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{
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Name = @"Test Room",
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Host = api.LocalUser.Value,
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Category = RoomCategory.Normal,
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StartDate = DateTimeOffset.Now,
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EndDate = DateTimeOffset.Now.AddMilliseconds(offsetMs),
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Playlist =
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[
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new PlaylistItem(importedSet!.Beatmaps[0])
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{
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RequiredMods = rate == 1
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? []
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: [new APIMod(new OsuModDoubleTime { SpeedChange = { Value = rate } })]
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}
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]
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});
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});
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AddStep("push screen", () => LoadScreen(roomScreen = new PlaylistsRoomSubScreen(room)));
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AddUntilStep("wait for screen load", () => roomScreen.IsCurrentScreen());
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AddUntilStep("ready button enabled", () => roomScreen.ChildrenOfType<PlaylistsReadyButton>().SingleOrDefault()?.Enabled.Value, () => Is.EqualTo(enabled));
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}
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -10,7 +11,9 @@ using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Utils;
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namespace osu.Game.Screens.OnlinePlay.Playlists
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{
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@ -19,6 +22,9 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
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[Resolved]
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private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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private readonly Room room;
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public PlaylistsReadyButton(Room room)
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@ -63,14 +69,14 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
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{
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base.Update();
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Enabled.Value = hasRemainingAttempts && enoughTimeLeft;
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Enabled.Value = hasRemainingAttempts && enoughTimeLeft();
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}
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public override LocalisableString TooltipText
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{
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get
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{
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if (!enoughTimeLeft)
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if (!enoughTimeLeft())
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return "No time left!";
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if (!hasRemainingAttempts)
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@ -80,9 +86,17 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
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}
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}
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private bool enoughTimeLeft =>
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// This should probably consider the length of the currently selected item, rather than a constant 30 seconds.
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room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(gameBeatmap.Value.Track.Length) < room.EndDate;
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private bool enoughTimeLeft()
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{
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double rate = ModUtils.CalculateRateWithMods(mods.Value);
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// We want to avoid users not being able to submit scores if they chose to not skip,
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// so track length is chosen over playable length.
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double trackLength = Math.Round(gameBeatmap.Value.Track.Length / rate);
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// Additional 30 second delay added to account for load and/or submit time.
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return room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(trackLength) < room.EndDate;
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}
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protected override void Dispose(bool isDisposing)
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{
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@ -401,7 +401,6 @@ namespace osu.Game.Screens.Select
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if (beatmap == null || bpmLabelContainer == null)
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return;
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// this doesn't consider mods which apply variable rates, yet.
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double rate = ModUtils.CalculateRateWithMods(mods.Value);
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int bpmMax = FormatUtils.RoundBPM(beatmap.ControlPointInfo.BPMMaximum, rate);
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@ -286,6 +286,7 @@ namespace osu.Game.Utils
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{
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double rate = 1;
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// TODO: This doesn't consider mods which apply variable rates, yet.
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foreach (var mod in mods.OfType<IApplicableToRate>())
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rate = mod.ApplyToRate(0, rate);
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