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0f078ee550
This is a "two-birds-with-one-stone" change, which addresses both https://github.com/ppy/osu/issues/28744 and https://github.com/ppy/osu/issues/11311 simultaneously. - The replay stability issue caused by time instants being rounded to nearest integer is fixed by this, because flooring and subtracting/adding 0.5 from the hit window threshold makes it impossible for a judgement to switch to anything else after replay rounding is applied - all hit windows are always a full integer plus 0.5 milliseconds, which immunizes them to rounding-to-full-ms issues. - The direction of applying the 0.5 adjustment additionally fixes the disparity with stable - in osu! and taiko 0.5 is subtracted as hit window ranges in those rulesets are exclusive on stable, while in mania 0.5 is added, as the hit window ranges there are *inclusive* on stable. As should be obvious, this materially changes hit windows. To what degree this is a *significant* change is up for discussion; I would say "no" since hitting half a millisecond changes would require 2000fps input recording, and we're still timestamping inputs using the update thread's clock, that gives a 1ms resolution at best. In the worst case, in osu! and taiko, this can change a hit window range by 1.5ms (e.g. 300.9ms -> floored to 300ms -> 299.5ms after subtraction of the half). It's more than the best-case resolution of input timestamps, but not by much. Considering how cleanly this resolves the issues in question, I see it as an acceptable tradeoff.
68 lines
2.1 KiB
C#
68 lines
2.1 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;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class OsuHitWindows : HitWindows
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{
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public static readonly DifficultyRange GREAT_WINDOW_RANGE = new DifficultyRange(80, 50, 20);
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public static readonly DifficultyRange OK_WINDOW_RANGE = new DifficultyRange(140, 100, 60);
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public static readonly DifficultyRange MEH_WINDOW_RANGE = new DifficultyRange(200, 150, 100);
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/// <summary>
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/// osu! ruleset has a fixed miss window regardless of difficulty settings.
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/// </summary>
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public const double MISS_WINDOW = 400;
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private double great;
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private double ok;
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private double meh;
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public override bool IsHitResultAllowed(HitResult result)
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{
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switch (result)
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{
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case HitResult.Great:
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case HitResult.Ok:
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case HitResult.Meh:
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case HitResult.Miss:
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return true;
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}
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return false;
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}
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public override void SetDifficulty(double difficulty)
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{
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great = Math.Floor(IBeatmapDifficultyInfo.DifficultyRange(difficulty, GREAT_WINDOW_RANGE)) - 0.5;
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ok = Math.Floor(IBeatmapDifficultyInfo.DifficultyRange(difficulty, OK_WINDOW_RANGE)) - 0.5;
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meh = Math.Floor(IBeatmapDifficultyInfo.DifficultyRange(difficulty, MEH_WINDOW_RANGE)) - 0.5;
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}
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public override double WindowFor(HitResult result)
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{
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switch (result)
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{
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case HitResult.Great:
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return great;
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case HitResult.Ok:
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return ok;
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case HitResult.Meh:
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return meh;
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case HitResult.Miss:
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return MISS_WINDOW;
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default:
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throw new ArgumentOutOfRangeException(nameof(result), result, null);
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}
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}
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}
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}
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