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12cc8e38da
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.
56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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public class ManiaReplayFrame : ReplayFrame, IConvertibleReplayFrame
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{
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public List<ManiaAction> Actions = new List<ManiaAction>();
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public ManiaReplayFrame()
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{
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}
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public ManiaReplayFrame(double time, params ManiaAction[] actions)
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: base(time)
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{
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Actions.AddRange(actions);
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}
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public void FromLegacy(LegacyReplayFrame legacyFrame, IBeatmap beatmap, ReplayFrame? lastFrame = null)
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{
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var action = ManiaAction.Key1;
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int activeColumns = (int)(legacyFrame.MouseX ?? 0);
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while (activeColumns > 0)
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{
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if ((activeColumns & 1) > 0)
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Actions.Add(action);
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action++;
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activeColumns >>= 1;
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}
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}
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public LegacyReplayFrame ToLegacy(IBeatmap beatmap)
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{
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int keys = 0;
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foreach (var action in Actions)
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keys |= 1 << (int)action;
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return new LegacyReplayFrame(Time, keys, null, ReplayButtonState.None);
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}
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public override bool IsEquivalentTo(ReplayFrame other)
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=> other is ManiaReplayFrame maniaFrame && Time == maniaFrame.Time && Actions.SequenceEqual(maniaFrame.Actions);
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}
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}
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