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osu-lazer/Templates/Rulesets/ruleset-empty/osu.Game.Rulesets.EmptyFreeform/Replays/EmptyFreeformReplayFrame.cs
T
Bartłomiej Dach 12cc8e38da Fix replays being misrecorded if an action is pressed and released in one update frame
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.
2025-06-06 09:10:51 +02:00

26 lines
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C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Replays;
using osuTK;
namespace osu.Game.Rulesets.EmptyFreeform.Replays
{
public class EmptyFreeformReplayFrame : ReplayFrame
{
public List<EmptyFreeformAction> Actions = new List<EmptyFreeformAction>();
public Vector2 Position;
public EmptyFreeformReplayFrame(EmptyFreeformAction? button = null)
{
if (button.HasValue)
Actions.Add(button.Value);
}
public override bool IsEquivalentTo(ReplayFrame other)
=> other is EmptyFreeformReplayFrame freeformFrame && Time == freeformFrame.Time && Position == freeformFrame.Position && Actions.SequenceEqual(freeformFrame.Actions);
}
}