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osu-lazer/osu.Game/Rulesets/Objects/SliderEventGenerator.cs

208 lines
9.3 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;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace osu.Game.Rulesets.Objects
{
public static class SliderEventGenerator
{
/// <summary>
/// Historically, slider's final tick (aka the place where the slider would receive a final judgement) was offset by -36 ms. Originally this was
/// done to workaround a technical detail (unimportant), but over the years it has become an expectation of players that you don't need to hold
/// until the true end of the slider. This very small amount of leniency makes it easier to jump away from fast sliders to the next hit object.
///
/// After discussion on how this should be handled going forward, players have unanimously stated that this lenience should remain in some way.
/// These days, this is implemented in the drawable implementation of Slider in the osu! ruleset.
///
/// We need to keep the <see cref="SliderEventType.LegacyLastTick"/> *only* for osu!catch conversion, which relies on it to generate tiny ticks
/// correctly.
/// </summary>
public const double TAIL_LENIENCY = -36;
public static IEnumerable<SliderEventDescriptor> Generate(double startTime, double spanDuration, double velocity, double tickDistance, double totalDistance, int spanCount,
CancellationToken cancellationToken = default)
{
// A very lenient maximum length of a slider for ticks to be generated.
// This exists for edge cases such as /b/1573664 where the beatmap has been edited by the user, and should never be reached in normal usage.
const double max_length = 100000;
double length = Math.Min(max_length, totalDistance);
tickDistance = Math.Clamp(tickDistance, 0, length);
double minDistanceFromEnd = velocity * 10;
yield return new SliderEventDescriptor
{
Type = SliderEventType.Head,
SpanIndex = 0,
SpanStartTime = startTime,
Time = startTime,
PathProgress = 0,
};
if (tickDistance != 0)
{
for (int span = 0; span < spanCount; span++)
{
double spanStartTime = startTime + span * spanDuration;
bool reversed = span % 2 == 1;
var ticks = generateTicks(span, spanStartTime, spanDuration, reversed, length, tickDistance, minDistanceFromEnd, cancellationToken);
if (reversed)
{
// For repeat spans, ticks are returned in reverse-StartTime order, which is undesirable for some rulesets
ticks = ticks.Reverse();
}
foreach (var e in ticks)
yield return e;
if (span < spanCount - 1)
{
yield return new SliderEventDescriptor
{
Type = SliderEventType.Repeat,
SpanIndex = span,
SpanStartTime = startTime + span * spanDuration,
Time = spanStartTime + spanDuration,
PathProgress = (span + 1) % 2,
};
}
}
}
double totalDuration = spanCount * spanDuration;
// Okay, I'll level with you. I made a mistake. It was 2007.
// Times were simpler. osu! was but in its infancy and sliders were a new concept.
// A hack was made, which has unfortunately lived through until this day.
//
// This legacy tick is used for some calculations and judgements where audio output is not required.
// Generally we are keeping this around just for difficulty compatibility.
// Optimistically we do not want to ever use this for anything user-facing going forwards.
int finalSpanIndex = spanCount - 1;
double finalSpanStartTime = startTime + finalSpanIndex * spanDuration;
// Note that `finalSpanStartTime + spanDuration ≈ startTime + totalDuration`, but we write it like this to match floating point precision
// of stable.
//
// So thinking about this in a saner way, the time of the LegacyLastTick is
//
// `slider.StartTime + max(slider.Duration / 2, slider.Duration - 36)`
//
// As a slider gets shorter than 72 ms, the leniency offered falls below the 36 ms `TAIL_LENIENCY` constant.
double legacyLastTickTime = Math.Max(startTime + totalDuration / 2, (finalSpanStartTime + spanDuration) + TAIL_LENIENCY);
double legacyLastTickProgress = (legacyLastTickTime - finalSpanStartTime) / spanDuration;
if (spanCount % 2 == 0) legacyLastTickProgress = 1 - legacyLastTickProgress;
yield return new SliderEventDescriptor
{
Type = SliderEventType.LegacyLastTick,
SpanIndex = finalSpanIndex,
SpanStartTime = finalSpanStartTime,
Time = legacyLastTickTime,
PathProgress = legacyLastTickProgress,
};
yield return new SliderEventDescriptor
{
Type = SliderEventType.Tail,
SpanIndex = finalSpanIndex,
SpanStartTime = startTime + (spanCount - 1) * spanDuration,
Time = startTime + totalDuration,
PathProgress = spanCount % 2,
};
}
/// <summary>
/// Generates the ticks for a span of the slider.
/// </summary>
/// <param name="spanIndex">The span index.</param>
/// <param name="spanStartTime">The start time of the span.</param>
/// <param name="spanDuration">The duration of the span.</param>
/// <param name="reversed">Whether the span is reversed.</param>
/// <param name="length">The length of the path.</param>
/// <param name="tickDistance">The distance between each tick.</param>
/// <param name="minDistanceFromEnd">The distance from the end of the path at which ticks are not allowed to be added.</param>
/// <param name="cancellationToken">The cancellation token.</param>
/// <returns>A <see cref="SliderEventDescriptor"/> for each tick. If <paramref name="reversed"/> is true, the ticks will be returned in reverse-StartTime order.</returns>
private static IEnumerable<SliderEventDescriptor> generateTicks(int spanIndex, double spanStartTime, double spanDuration, bool reversed, double length, double tickDistance,
double minDistanceFromEnd, CancellationToken cancellationToken = default)
{
for (double d = tickDistance; d <= length; d += tickDistance)
{
cancellationToken.ThrowIfCancellationRequested();
if (d >= length - minDistanceFromEnd)
break;
// Always generate ticks from the start of the path rather than the span to ensure that ticks in repeat spans are positioned identically to those in non-repeat spans
double pathProgress = d / length;
double timeProgress = reversed ? 1 - pathProgress : pathProgress;
yield return new SliderEventDescriptor
{
Type = SliderEventType.Tick,
SpanIndex = spanIndex,
SpanStartTime = spanStartTime,
Time = spanStartTime + timeProgress * spanDuration,
PathProgress = pathProgress,
};
}
}
}
/// <summary>
/// Describes a point in time on a slider given special meaning.
/// Should be used by rulesets to visualise the slider.
/// </summary>
public struct SliderEventDescriptor
{
/// <summary>
/// The type of event.
/// </summary>
public SliderEventType Type;
/// <summary>
/// The time of this event.
/// </summary>
public double Time;
/// <summary>
/// The zero-based index of the span. In the case of repeat sliders, this will increase after each <see cref="SliderEventType.Repeat"/>.
/// </summary>
public int SpanIndex;
/// <summary>
/// The time at which the contained <see cref="SpanIndex"/> begins.
/// </summary>
public double SpanStartTime;
/// <summary>
/// The progress along the slider's <see cref="SliderPath"/> at which this event occurs.
/// </summary>
public double PathProgress;
}
public enum SliderEventType
{
Tick,
/// <summary>
/// Occurs just before the tail. See <see cref="SliderEventGenerator.TAIL_LENIENCY"/>.
/// Should generally be ignored.
/// </summary>
LegacyLastTick,
Head,
Tail,
Repeat
}
}