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08609e19d6
As it turns out, the "lower" and "upper" estimates of the combo portion of the score being converted were misnomers. In selected cases (scores with high accuracy but combo being lower than max by more than a few objects) the janky score-based math could overestimate the count of remaining objects in a map. For instance, in one case the numbers worked out something like this: - Accuracy: practically 100% - Max combo on beatmap: 571x - Max combo for score: 551x The score-based estimation attempts to extract a "remaining object count" from score, by doing something along of sqrt(571^2 - 551^2). That comes out to _almost 150_. Which leads to the estimation overshooting the total max combo count on the beatmap by some hundred objects. To curtail this nonsense, enforce some basic invariants: - Neither estimate is allowed to exceed maximum achievable - Ensure that lower estimate is really lower and upper is really upper by just looking at the values and making sure that is so rather than just saying that it is. |
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Audio | ||
Beatmaps | ||
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Database | ||
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.editorconfig | ||
FodyWeavers.xml | ||
osu!.res | ||
osu.Game.csproj | ||
OsuGame.cs | ||
OsuGameBase_Importing.cs | ||
OsuGameBase.cs | ||
PerformFromMenuRunner.cs |