Fix timing point truncation in legacy beatmap export

This commit is contained in:
OliBomby 2024-11-13 14:23:28 +01:00
parent f15b6b1d71
commit b6eff38520
1 changed files with 19 additions and 1 deletions

View File

@ -59,7 +59,25 @@ public LegacyBeatmapExporter(Storage storage)
};
// Convert beatmap elements to be compatible with legacy format
// So we truncate time and position values to integers, and convert paths with multiple segments to bezier curves
// So we truncate time and position values to integers, and convert paths with multiple segments to Bézier curves
// We must first truncate all timing points and move all objects in the timing section with it to ensure everything stays snapped
for (int i = 0; i < playableBeatmap.ControlPointInfo.TimingPoints.Count; i++)
{
var timingPoint = playableBeatmap.ControlPointInfo.TimingPoints[i];
double offset = Math.Floor(timingPoint.Time) - timingPoint.Time;
double nextTimingPointTime = i + 1 < playableBeatmap.ControlPointInfo.TimingPoints.Count
? playableBeatmap.ControlPointInfo.TimingPoints[i + 1].Time
: double.PositiveInfinity;
// Offset all control points in the timing section (including the current one)
foreach (var controlPoint in playableBeatmap.ControlPointInfo.AllControlPoints.Where(o => o.Time >= timingPoint.Time && o.Time < nextTimingPointTime))
controlPoint.Time += offset;
// Offset all hit objects in the timing section
foreach (var hitObject in playableBeatmap.HitObjects.Where(o => o.StartTime >= timingPoint.Time && o.StartTime < nextTimingPointTime))
hitObject.StartTime += offset;
}
foreach (var controlPoint in playableBeatmap.ControlPointInfo.AllControlPoints)
controlPoint.Time = Math.Floor(controlPoint.Time);