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Merge pull request #26471 from bdach/fix-incorrect-difficulty-peppy-stars
Fix incorrect score conversion on selected beatmaps due to incorrect `difficultyPeppyStars` rounding
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commit
02975b9498
@ -10,6 +10,7 @@ using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Scoring;
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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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@ -62,13 +63,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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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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int difficultyPeppyStars = (int)Math.Round(
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(baseBeatmap.Difficulty.DrainRate
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+ baseBeatmap.Difficulty.OverallDifficulty
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+ baseBeatmap.Difficulty.CircleSize
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+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
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scoreMultiplier = difficultyPeppyStars;
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scoreMultiplier = LegacyRulesetExtensions.CalculateDifficultyPeppyStars(baseBeatmap.Difficulty, objectCount, drainLength);
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LegacyScoreAttributes attributes = new LegacyScoreAttributes();
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@ -7,6 +7,7 @@ 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.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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@ -62,13 +63,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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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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int difficultyPeppyStars = (int)Math.Round(
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(baseBeatmap.Difficulty.DrainRate
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+ baseBeatmap.Difficulty.OverallDifficulty
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+ baseBeatmap.Difficulty.CircleSize
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+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
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scoreMultiplier = difficultyPeppyStars;
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scoreMultiplier = LegacyRulesetExtensions.CalculateDifficultyPeppyStars(baseBeatmap.Difficulty, objectCount, drainLength);
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LegacyScoreAttributes attributes = new LegacyScoreAttributes();
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@ -7,6 +7,7 @@ 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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@ -65,11 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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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 = (int)Math.Round(
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(baseBeatmap.Difficulty.DrainRate
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+ baseBeatmap.Difficulty.OverallDifficulty
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+ baseBeatmap.Difficulty.CircleSize
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+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
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difficultyPeppyStars = LegacyRulesetExtensions.CalculateDifficultyPeppyStars(baseBeatmap.Difficulty, objectCount, drainLength);
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LegacyScoreAttributes attributes = new LegacyScoreAttributes();
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@ -57,5 +57,40 @@ namespace osu.Game.Rulesets.Objects.Legacy
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return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * (applyFudge ? broken_gamefield_rounding_allowance : 1);
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}
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public static int CalculateDifficultyPeppyStars(BeatmapDifficulty difficulty, int objectCount, int drainLength)
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{
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/*
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* WARNING: DO NOT TOUCH IF YOU DO NOT KNOW WHAT YOU ARE DOING
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*
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* It so happens that in stable, due to .NET Framework internals, float math would be performed
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* using x87 registers and opcodes.
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* .NET (Core) however uses SSE instructions on 32- and 64-bit words.
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* x87 registers are _80 bits_ wide. Which is notably wider than _both_ float and double.
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* Therefore, on a significant number of beatmaps, the rounding would not produce correct values.
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*
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* Thus, to crudely - but, seemingly *mostly* accurately, after checking across all ranked maps - emulate this,
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* use `decimal`, which is slow, but has bigger precision than `double`.
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* At the time of writing, there is _one_ ranked exception to this - namely https://osu.ppy.sh/beatmapsets/1156087#osu/2625853 -
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* but it is considered an "acceptable casualty", since in that case scores aren't inflated by _that_ much compared to others.
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*/
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decimal objectToDrainRatio = drainLength != 0
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? Math.Clamp((decimal)objectCount / drainLength * 8, 0, 16)
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: 16;
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/*
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* Notably, THE `double` CASTS BELOW ARE IMPORTANT AND MUST REMAIN.
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* Their goal is to trick the compiler / runtime into NOT promoting from single-precision float, as doing so would prompt it
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* to attempt to "silently" fix the single-precision values when converting to decimal,
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* which is NOT what the x87 FPU does.
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*/
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decimal drainRate = (decimal)(double)difficulty.DrainRate;
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decimal overallDifficulty = (decimal)(double)difficulty.OverallDifficulty;
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decimal circleSize = (decimal)(double)difficulty.CircleSize;
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return (int)Math.Round((drainRate + overallDifficulty + circleSize + objectToDrainRatio) / 38 * 5);
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}
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}
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}
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@ -13,6 +13,7 @@ using osu.Game.Extensions;
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using osu.Game.IO.Legacy;
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using osu.Game.IO.Serialization;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using SharpCompress.Compressors.LZMA;
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@ -38,9 +39,13 @@ namespace osu.Game.Scoring.Legacy
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/// <item><description>30000009: Fix edge cases in conversion for scores which have 0.0x mod multiplier on stable. Reconvert all scores.</description></item>
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/// <item><description>30000010: Fix mania score V1 conversion using score V1 accuracy rather than V2 accuracy. Reconvert all scores.</description></item>
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/// <item><description>30000011: Re-do catch scoring to mirror stable Score V2 as closely as feasible. Reconvert all scores.</description></item>
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/// <item><description>
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/// 30000012: Fix incorrect total score conversion on selected beatmaps after implementing the more correct
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/// <see cref="LegacyRulesetExtensions.CalculateDifficultyPeppyStars"/> method. Reconvert all scores.
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/// </description></item>
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/// </list>
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/// </remarks>
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public const int LATEST_VERSION = 30000011;
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public const int LATEST_VERSION = 30000012;
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/// <summary>
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/// The first stable-compatible YYYYMMDD format version given to lazer usage of replays.
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