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82b2a92894
This continues on https://github.com/ppy/osu/pull/32770 via adding test cases which cover treatment of hit windows in stable in osu!, taiko, and mania. The test cases are exportable to beatmap `.osu` files and replay `.osr` files for stable crosscheck by setting `ExportLocation` on the test scene classes to a non-null path. For the most part, osu! and taiko ground truth matches previous findings - hit windows in those rulesets are floored to the nearest integer. The real "star" of this diff is mania, because: - The hit windows in mania depend on: - overall difficulty (as expected) - whether Score V2 is active - if Score V2 is not active, the hit windows also depend on whether the map was converted from another ruleset or not - Regardless of all aforementioned factors, mania hitwindows are *not symmetrical*. Due to what *appears* to be a straight-up bug, it is *not possible to achieve a MEH / 50 hit result when hitting late*. There is specific code that coerces late hits beyond 100 hit window range to full misses: https://github.com/peppy/osu-stable-reference/blob/996648fba06baf4e7d2e0b248959399444017895/osu!/GameplayElements/HitObjectManagerMania.cs#L737-L751 Note that despite the fact that I'm PRing these test cases, none of this is a promise that all of stable behaviours will be returning unchanged when I PR something to actually do something about this and the other issue of replay instability. This is just coverage, to be used for awareness of what's still broken. The extent of how much stable is going to be humored here going forward will be subject to negotiation.
82b2a92894
·
2025-04-15 13:22:06 +02:00
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