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7c9adc7ad3
Fixes issue that occurs on *about* 246 beatmaps and was first described by me on discord: https://discord.com/channels/188630481301012481/188630652340404224/1154367700378865715 and then rediscovered again during work on https://github.com/ppy/osu/pull/26405: https://gist.github.com/bdach/414d5289f65b0399fa8f9732245a4f7c#venenog-on-ultmate-end-by-blacky-overdose-631 It so happens that in stable, due to .NET Framework internals, float math would be performed using x87 registers and opcodes. .NET (Core) however uses SSE instructions on 32- and 64-bit words. x87 registers are _80 bits_ wide. Which is notably wider than _both_ float and double. Therefore, on a significant number of beatmaps, the rounding would not produce correct values due to insufficient precision. See following gist for corroboration of the above: https://gist.github.com/bdach/dcde58d5a3607b0408faa3aa2b67bf10 Thus, to crudely - but, seemingly accurately, after checking across all ranked maps - emulate this, use `decimal`, which is slow, but has bigger precision than `double`. The single known exception beatmap in whose case this results in an incorrect result is https://osu.ppy.sh/beatmapsets/1156087#osu/2625853 which is considered an "acceptable casualty" of sorts. Doing this requires some fooling of the compiler / runtime (see second inline comment in new method). To corroborate that this is required, you can try the following code snippet: Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3f).Select(x => x.ToString("X2")))); Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3).Select(x => x.ToString("X2")))); Console.WriteLine(); decimal d1 = (decimal)1.3f; decimal d2 = (decimal)1.3; decimal d3 = (decimal)(double)1.3f; Console.WriteLine(string.Join(' ', decimal.GetBits(d1).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2")))); Console.WriteLine(string.Join(' ', decimal.GetBits(d2).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2")))); Console.WriteLine(string.Join(' ', decimal.GetBits(d3).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2")))); which will print 66 66 A6 3F CD CC CC CC CC CC F4 3F 0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 8C 5D 89 FB 3B 76 00 00 00 00 00 00 00 00 0E 00 Note that despite `d1` being converted from a less-precise floating- -point value than `d2`, it still is represented 100% accurately as a decimal number. After applying this change, recomputation of legacy scoring attributes for *all* rulesets will be required.
245 lines
8.8 KiB
C#
245 lines
8.8 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.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring.Legacy;
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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.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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internal class TaikoLegacyScoreSimulator : ILegacyScoreSimulator
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{
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private readonly ScoreProcessor scoreProcessor = new TaikoScoreProcessor();
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private int legacyBonusScore;
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private int standardisedBonusScore;
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private int combo;
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private int difficultyPeppyStars;
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private IBeatmap playableBeatmap = null!;
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public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
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{
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this.playableBeatmap = playableBeatmap;
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IBeatmap baseBeatmap = workingBeatmap.Beatmap;
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int countNormal = 0;
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int countSlider = 0;
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int countSpinner = 0;
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foreach (HitObject obj in baseBeatmap.HitObjects)
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{
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switch (obj)
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{
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case IHasPath:
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countSlider++;
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break;
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case IHasDuration:
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countSpinner++;
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break;
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default:
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countNormal++;
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break;
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}
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}
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int objectCount = countNormal + countSlider + countSpinner;
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int drainLength = 0;
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if (baseBeatmap.HitObjects.Count > 0)
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{
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int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
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drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000;
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}
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difficultyPeppyStars = LegacyRulesetExtensions.CalculateDifficultyPeppyStars(baseBeatmap.Difficulty, objectCount, drainLength);
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LegacyScoreAttributes attributes = new LegacyScoreAttributes();
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foreach (var obj in playableBeatmap.HitObjects)
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simulateHit(obj, ref attributes);
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attributes.BonusScoreRatio = legacyBonusScore == 0 ? 0 : (double)standardisedBonusScore / legacyBonusScore;
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attributes.BonusScore = legacyBonusScore;
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attributes.MaxCombo = combo;
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return attributes;
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}
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private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attributes)
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{
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bool increaseCombo = true;
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bool addScoreComboMultiplier = false;
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bool isBonus = false;
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HitResult bonusResult = HitResult.None;
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int scoreIncrease = 0;
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switch (hitObject)
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{
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case SwellTick:
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scoreIncrease = 300;
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increaseCombo = false;
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break;
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case DrumRollTick:
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scoreIncrease = 300;
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increaseCombo = false;
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isBonus = true;
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bonusResult = HitResult.SmallBonus;
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break;
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case Swell swell:
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// The taiko swell generally does not match the osu-stable implementation in any way.
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// We'll redo the calculations to match osu-stable here...
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// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises rotations.
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const double minimum_rotations_per_second = 7.5;
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// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
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int halfSpinsRequiredForCompletion = (int)(swell.Duration / 1000 * minimum_rotations_per_second);
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halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
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//
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// Normally, this multiplier depends on the active mods (DT = 0.75, HT = 1.5). For simplicity, we'll only consider the worst case that maximises rotations.
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// This way, scores remain beatable at the cost of the conversion being slightly inaccurate.
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// - A perfect DT/NM score will have less than 1M total score (excluding bonus).
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// - A perfect HT score will have 1M total score (excluding bonus).
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//
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halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
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for (int i = 0; i <= halfSpinsRequiredForCompletion; i++)
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simulateHit(new SwellTick(), ref attributes);
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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increaseCombo = false;
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isBonus = true;
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bonusResult = HitResult.LargeBonus;
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break;
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case Hit:
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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break;
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case DrumRoll:
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested, ref attributes);
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return;
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}
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if (hitObject is DrumRollTick tick)
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(tick.Parent.StartTime).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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if (tick.IsStrong)
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scoreIncrease += scoreIncrease / 5;
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}
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// The score increase directly contributed to by the combo-multiplied portion.
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int comboScoreIncrease = 0;
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if (addScoreComboMultiplier)
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{
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int oldScoreIncrease = scoreIncrease;
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scoreIncrease += scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * (Math.Min(100, combo) / 10);
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if (hitObject is Swell)
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.GetEndTime()).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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}
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else
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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}
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comboScoreIncrease = scoreIncrease - oldScoreIncrease;
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}
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if (hitObject is Swell || (hitObject is TaikoStrongableHitObject strongable && strongable.IsStrong))
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{
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scoreIncrease *= 2;
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comboScoreIncrease *= 2;
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}
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scoreIncrease -= comboScoreIncrease;
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if (addScoreComboMultiplier)
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attributes.ComboScore += comboScoreIncrease;
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if (isBonus)
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{
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legacyBonusScore += scoreIncrease;
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standardisedBonusScore += scoreProcessor.GetBaseScoreForResult(bonusResult);
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}
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else
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attributes.AccuracyScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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}
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public double GetLegacyScoreMultiplier(IReadOnlyList<Mod> mods, LegacyBeatmapConversionDifficultyInfo difficulty)
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{
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bool scoreV2 = mods.Any(m => m is ModScoreV2);
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double multiplier = 1.0;
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foreach (var mod in mods)
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{
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switch (mod)
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{
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case TaikoModNoFail:
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multiplier *= scoreV2 ? 1.0 : 0.5;
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break;
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case TaikoModEasy:
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multiplier *= 0.5;
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break;
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case TaikoModHalfTime:
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case TaikoModDaycore:
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multiplier *= 0.3;
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break;
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case TaikoModHidden:
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case TaikoModHardRock:
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multiplier *= 1.06;
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break;
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case TaikoModDoubleTime:
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case TaikoModNightcore:
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case TaikoModFlashlight:
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multiplier *= 1.12;
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break;
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case TaikoModRelax:
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return 0;
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}
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}
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return multiplier;
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}
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}
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}
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