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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.
241 lines
7.4 KiB
C#
241 lines
7.4 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 NUnit.Framework;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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public partial class TestSceneHitJudgements : JudgementTest
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{
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[Test]
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public void TestHitCentreHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time
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}));
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestHitWithBothKeysOnSameFrameDoesNotFallThroughToNextObject()
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{
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = 1000,
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}, new Hit
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{
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Type = HitType.Centre,
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StartTime = 1020
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Great);
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AssertResult<Hit>(1, HitResult.Miss);
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}
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[Test]
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public void TestHitRimHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftRim),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Rim,
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StartTime = hit_time
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}));
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestMissHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0)
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time
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}));
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Miss);
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}
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[Test]
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public void TestHitStrongHitWithOneKey()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Great);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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}
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[Test]
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public void TestHitStrongHitWithBothKeys()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Great);
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AssertResult<StrongNestedHitObject>(0, HitResult.LargeBonus);
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}
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[Test]
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public void TestMissStrongHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Miss);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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}
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[Test]
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public void TestHighVelocityHit()
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{
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const double hit_time = 1000;
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var beatmap = CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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});
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 6 });
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beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 10 });
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var hitWindows = new DefaultHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time - (hitWindows.WindowFor(HitResult.Great) + 0.1), TaikoAction.LeftCentre),
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}, beatmap);
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Ok);
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}
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[Test]
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public void TestStrongHitOneKeyWithHidden()
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{
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const double hit_time = 1000;
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var beatmap = CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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});
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var hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time + hitWindows.WindowFor(HitResult.Ok) - 1, TaikoAction.LeftCentre),
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}, beatmap, new Mod[] { new TaikoModHidden() });
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Ok);
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AssertResult<Hit.StrongNestedHit>(0, HitResult.IgnoreMiss);
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}
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[Test]
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public void TestStrongHitTwoKeysWithHidden()
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{
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const double hit_time = 1000;
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var beatmap = CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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});
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var hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time + hitWindows.WindowFor(HitResult.Ok) - 1, TaikoAction.LeftCentre),
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new TaikoReplayFrame(hit_time + hitWindows.WindowFor(HitResult.Ok) + DrawableHit.StrongNestedHit.SECOND_HIT_WINDOW - 2, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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}, beatmap, new Mod[] { new TaikoModHidden() });
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Ok);
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AssertResult<Hit.StrongNestedHit>(0, HitResult.LargeBonus);
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}
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}
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}
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