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osu-lazer/osu.Game.Rulesets.Taiko.Tests/Judgements/TestSceneHitJudgements.cs
T
Bartłomiej Dach 0f078ee550 Apply flooring and half-millisecond-adjustments to hit windows
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.
2025-06-25 11:44:13 +02:00

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