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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
1.9 KiB
C#
56 lines
1.9 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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using osuTK;
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namespace osu.Game.Rulesets.Osu.Replays
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{
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public class OsuReplayFrame : ReplayFrame, IConvertibleReplayFrame
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{
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public Vector2 Position;
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public List<OsuAction> Actions = new List<OsuAction>();
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public OsuReplayFrame()
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{
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}
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public OsuReplayFrame(double time, Vector2 position, params OsuAction[] actions)
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: base(time)
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{
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Position = position;
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Actions.AddRange(actions);
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}
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public void FromLegacy(LegacyReplayFrame currentFrame, IBeatmap beatmap, ReplayFrame? lastFrame = null)
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{
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Position = currentFrame.Position;
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if (currentFrame.MouseLeft) Actions.Add(OsuAction.LeftButton);
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if (currentFrame.MouseRight) Actions.Add(OsuAction.RightButton);
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if (currentFrame.Smoke) Actions.Add(OsuAction.Smoke);
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}
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public LegacyReplayFrame ToLegacy(IBeatmap beatmap)
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{
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ReplayButtonState state = ReplayButtonState.None;
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if (Actions.Contains(OsuAction.LeftButton))
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state |= ReplayButtonState.Left1;
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if (Actions.Contains(OsuAction.RightButton))
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state |= ReplayButtonState.Right1;
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if (Actions.Contains(OsuAction.Smoke))
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state |= ReplayButtonState.Smoke;
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return new LegacyReplayFrame(Time, Position.X, Position.Y, state);
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}
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public override bool IsEquivalentTo(ReplayFrame other)
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=> other is OsuReplayFrame osuFrame && Time == osuFrame.Time && Position == osuFrame.Position && Actions.SequenceEqual(osuFrame.Actions);
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}
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}
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