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osu-lazer/osu.Game/Rulesets/Edit/Checks/CheckUnsnaps.cs
Naxess a3570e18dd Add concurrent objects check
Here we use `IHasColumn` to support rulesets with columns, and so I moved that interface out into `osu.Game` from `osu.Game.Rulesets.Mania`.

We also use the same threshold as the unsnap check to ensure that no problems slip through. Specifically where an object is simultaneously not concurrent and not unsnapped but still on the same tick.
2021-04-26 20:17:18 +02:00

99 lines
4.0 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Edit.Checks
{
public class CheckUnsnaps : ICheck
{
public const double UNSNAP_MS_THRESHOLD = 2;
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Unsnapped hitobjects");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplate2MsOrMore(this),
new IssueTemplate1MsOrMore(this)
};
public IEnumerable<Issue> Run(IBeatmap playableBeatmap, IWorkingBeatmap workingBeatmap)
{
foreach (var hitobject in playableBeatmap.HitObjects)
{
double startUnsnap = hitobject.StartTime - playableBeatmap.ClosestSnapTime(hitobject.StartTime);
string startPostfix = hitobject is IHasDuration ? "start" : "";
foreach (var issue in getUnsnapIssues(hitobject, startUnsnap, hitobject.StartTime, startPostfix))
yield return issue;
if (hitobject is IHasRepeats hasRepeats)
{
for (int repeatIndex = 0; repeatIndex < hasRepeats.RepeatCount; ++repeatIndex)
{
double spanDuration = hasRepeats.Duration / (hasRepeats.RepeatCount + 1);
double repeatTime = hitobject.StartTime + spanDuration * (repeatIndex + 1);
double repeatUnsnap = repeatTime - playableBeatmap.ClosestSnapTime(repeatTime);
foreach (var issue in getUnsnapIssues(hitobject, repeatUnsnap, repeatTime, "repeat"))
yield return issue;
}
}
if (hitobject is IHasDuration hasDuration)
{
double endUnsnap = hasDuration.EndTime - playableBeatmap.ClosestSnapTime(hasDuration.EndTime);
foreach (var issue in getUnsnapIssues(hitobject, endUnsnap, hasDuration.EndTime, "end"))
yield return issue;
}
}
}
private IEnumerable<Issue> getUnsnapIssues(HitObject hitobject, double unsnap, double time, string postfix = "")
{
if (Math.Abs(unsnap) >= UNSNAP_MS_THRESHOLD)
yield return new IssueTemplate2MsOrMore(this).Create(hitobject, unsnap, time, postfix);
else if (Math.Abs(unsnap) >= 1)
yield return new IssueTemplate1MsOrMore(this).Create(hitobject, unsnap, time, postfix);
// We don't care about unsnaps < 1 ms, as all object ends have these due to the way SV works.
}
public abstract class IssueTemplateUnsnap : IssueTemplate
{
protected IssueTemplateUnsnap(ICheck check, IssueType type)
: base(check, type, "{0} is unsnapped by {1:0.##} ms.")
{
}
public Issue Create(HitObject hitobject, double unsnap, double time, string postfix = "")
{
string objectName = hitobject.GetType().Name;
if (!string.IsNullOrEmpty(postfix))
objectName += " " + postfix;
return new Issue(hitobject, this, objectName, unsnap) { Time = time };
}
}
public class IssueTemplate2MsOrMore : IssueTemplateUnsnap
{
public IssueTemplate2MsOrMore(ICheck check)
: base(check, IssueType.Problem)
{
}
}
public class IssueTemplate1MsOrMore : IssueTemplateUnsnap
{
public IssueTemplate1MsOrMore(ICheck check)
: base(check, IssueType.Negligible)
{
}
}
}
}