diff --git a/osu.Game.Tests/Visual/Ranking/TestSceneHitEventTimingDistributionGraph.cs b/osu.Game.Tests/Visual/Ranking/TestSceneHitEventTimingDistributionGraph.cs index 221001e40b..f31aec8975 100644 --- a/osu.Game.Tests/Visual/Ranking/TestSceneHitEventTimingDistributionGraph.cs +++ b/osu.Game.Tests/Visual/Ranking/TestSceneHitEventTimingDistributionGraph.cs @@ -23,6 +23,12 @@ namespace osu.Game.Tests.Visual.Ranking createTest(CreateDistributedHitEvents()); } + [Test] + public void TestManyDistributedEventsOffset() + { + createTest(CreateDistributedHitEvents(-3.5)); + } + [Test] public void TestAroundCentre() { diff --git a/osu.Game/Screens/Ranking/Statistics/HitEventTimingDistributionGraph.cs b/osu.Game/Screens/Ranking/Statistics/HitEventTimingDistributionGraph.cs index 372c0d4849..b32b11c028 100644 --- a/osu.Game/Screens/Ranking/Statistics/HitEventTimingDistributionGraph.cs +++ b/osu.Game/Screens/Ranking/Statistics/HitEventTimingDistributionGraph.cs @@ -64,10 +64,22 @@ namespace osu.Game.Screens.Ranking.Statistics // Prevent div-by-0 by enforcing a minimum bin size binSize = Math.Max(1, binSize); + bool roundUp = true; + foreach (var e in hitEvents) { - int binOffset = (int)Math.Round(e.TimeOffset / binSize, MidpointRounding.AwayFromZero); - bins[timing_distribution_centre_bin_index + binOffset]++; + double binOffset = e.TimeOffset / binSize; + + // .NET's round midpoint handling doesn't provide a behaviour that works amazingly for display + // purposes here. We want midpoint rounding to roughly distribute evenly to each adjacent bucket + // so the easiest way is to cycle between downwards and upwards rounding as we process events. + if (Math.Abs(binOffset - (int)binOffset) == 0.5) + { + binOffset = (int)binOffset + Math.Sign(binOffset) * (roundUp ? 1 : 0); + roundUp = !roundUp; + } + + bins[timing_distribution_centre_bin_index + (int)Math.Round(binOffset, MidpointRounding.AwayFromZero)]++; } int maxCount = bins.Max();