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Merge pull request #8815 from smoogipoo/fix-controlpoint-decode
Fix control point overriding working incorrectly
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commit
aa153290a9
@ -241,6 +241,11 @@ namespace osu.Game.Tests.Beatmaps.Formats
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{
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var controlPoints = decoder.Decode(stream).ControlPointInfo;
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Assert.That(controlPoints.TimingPoints.Count, Is.EqualTo(4));
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Assert.That(controlPoints.DifficultyPoints.Count, Is.EqualTo(3));
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Assert.That(controlPoints.EffectPoints.Count, Is.EqualTo(3));
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Assert.That(controlPoints.SamplePoints.Count, Is.EqualTo(3));
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Assert.That(controlPoints.DifficultyPointAt(500).SpeedMultiplier, Is.EqualTo(1.5).Within(0.1));
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Assert.That(controlPoints.DifficultyPointAt(1500).SpeedMultiplier, Is.EqualTo(1.5).Within(0.1));
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Assert.That(controlPoints.DifficultyPointAt(2500).SpeedMultiplier, Is.EqualTo(0.75).Within(0.1));
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@ -386,17 +386,10 @@ namespace osu.Game.Beatmaps.Formats
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SampleVolume = sampleVolume,
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CustomSampleBank = customSampleBank,
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}, timingChange);
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// To handle the scenario where a non-timing line shares the same time value as a subsequent timing line but
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// appears earlier in the file, we buffer non-timing control points and rewrite them *after* control points from the timing line
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// with the same time value (allowing them to overwrite as necessary).
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//
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// The expected outcome is that we prefer the non-timing line's adjustments over the timing line's adjustments when time is equal.
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if (timingChange)
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flushPendingPoints();
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}
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private readonly List<ControlPoint> pendingControlPoints = new List<ControlPoint>();
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private readonly HashSet<Type> pendingControlPointTypes = new HashSet<Type>();
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private double pendingControlPointsTime;
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private void addControlPoint(double time, ControlPoint point, bool timingChange)
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@ -405,21 +398,28 @@ namespace osu.Game.Beatmaps.Formats
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flushPendingPoints();
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if (timingChange)
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{
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beatmap.ControlPointInfo.Add(time, point);
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return;
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}
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pendingControlPoints.Insert(0, point);
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else
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pendingControlPoints.Add(point);
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pendingControlPoints.Add(point);
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pendingControlPointsTime = time;
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}
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private void flushPendingPoints()
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{
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foreach (var p in pendingControlPoints)
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beatmap.ControlPointInfo.Add(pendingControlPointsTime, p);
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// Changes from non-timing-points are added to the end of the list (see addControlPoint()) and should override any changes from timing-points (added to the start of the list).
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for (int i = pendingControlPoints.Count - 1; i >= 0; i--)
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{
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var type = pendingControlPoints[i].GetType();
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if (pendingControlPointTypes.Contains(type))
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continue;
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pendingControlPointTypes.Add(type);
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beatmap.ControlPointInfo.Add(pendingControlPointsTime, pendingControlPoints[i]);
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}
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pendingControlPoints.Clear();
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pendingControlPointTypes.Clear();
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}
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private void handleHitObject(string line)
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