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109 lines
4.5 KiB
C#
109 lines
4.5 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 System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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{
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public static class HitEventExtensions
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{
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/// <summary>
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/// Calculates the "unstable rate" for a sequence of <see cref="HitEvent"/>s.
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/// </summary>
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/// <remarks>
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/// Uses <a href="https://en.wikipedia.org/wiki/Algorithms_for_calculating_variance#Welford's_online_algorithm">Welford's online algorithm</a>.
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/// </remarks>
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/// <returns>
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/// A non-null <see langword="double"/> value if unstable rate could be calculated,
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/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
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/// </returns>
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public static UnstableRateCalculationResult? CalculateUnstableRate(this IReadOnlyList<HitEvent> hitEvents, UnstableRateCalculationResult? result = null)
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{
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Debug.Assert(hitEvents.All(ev => ev.GameplayRate != null));
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result ??= new UnstableRateCalculationResult();
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// Handle rewinding in the simplest way possible.
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if (hitEvents.Count < result.EventCount + 1)
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result = new UnstableRateCalculationResult();
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for (int i = result.EventCount; i < hitEvents.Count; i++)
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{
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HitEvent e = hitEvents[i];
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if (!AffectsUnstableRate(e))
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continue;
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result.EventCount++;
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// Division by gameplay rate is to account for TimeOffset scaling with gameplay rate.
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double currentValue = e.TimeOffset / e.GameplayRate!.Value;
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double nextMean = result.Mean + (currentValue - result.Mean) / result.EventCount;
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result.SumOfSquares += (currentValue - result.Mean) * (currentValue - nextMean);
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result.Mean = nextMean;
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}
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if (result.EventCount == 0)
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return null;
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return result;
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}
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/// <summary>
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/// Calculates the average hit offset/error for a sequence of <see cref="HitEvent"/>s, where negative numbers mean the user hit too early on average.
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/// </summary>
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/// <returns>
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/// A non-null <see langword="double"/> value if unstable rate could be calculated,
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/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
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/// </returns>
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public static double? CalculateAverageHitError(this IEnumerable<HitEvent> hitEvents)
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{
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double[] timeOffsets = hitEvents.Where(AffectsUnstableRate).Select(ev => ev.TimeOffset).ToArray();
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if (timeOffsets.Length == 0)
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return null;
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return timeOffsets.Average();
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}
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public static bool AffectsUnstableRate(HitEvent e) => AffectsUnstableRate(e.HitObject, e.Result);
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public static bool AffectsUnstableRate(HitObject hitObject, HitResult result) => hitObject.HitWindows != HitWindows.Empty && result.IsHit();
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/// <summary>
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/// Data type returned by <see cref="HitEventExtensions.CalculateUnstableRate"/> which allows efficient incremental processing.
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/// </summary>
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/// <remarks>
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/// This should be passed back into future <see cref="HitEventExtensions.CalculateUnstableRate"/> calls as a parameter.
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///
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/// The optimisations used here rely on hit events being a consecutive sequence from a single gameplay session.
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/// When a new gameplay session is started, any existing results should be disposed.
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/// </remarks>
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public class UnstableRateCalculationResult
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{
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/// <summary>
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/// Total events processed. For internal incremental calculation use.
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/// </summary>
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public int EventCount;
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/// <summary>
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/// Last sum-of-squares value. For internal incremental calculation use.
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/// </summary>
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public double SumOfSquares;
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/// <summary>
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/// Last mean value. For internal incremental calculation use.
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/// </summary>
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public double Mean;
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/// <summary>
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/// The unstable rate.
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/// </summary>
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public double Result => EventCount == 0 ? 0 : 10.0 * Math.Sqrt(SumOfSquares / EventCount);
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}
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}
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}
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