osu/osu.Game.Rulesets.Osu
Bartłomiej Dach 7e5533e205
Fix not being able to receive full score for extremely short sliders with repeats
Closes #23862.

Score V2 is a scoring algorithm, which aside from the raw numerical
values of each judgement, incorporates a combo component, wherein each
judgement's "combo score" is derived from both the raw numerical value
of the object and the current combo after the given judgement. In
particular, this means that Score V2 is sensitive to the _order_ of
judging objects, as if two objects with the same start time are judged
using different ordering, they can end up having a different "combo
score".

The issue that this change is fixing is an instance of one such
reordering. Upon inspection, it turned out that the simulated autoplay
run, which is used to determine max possible score so that it can be
standardised to 1 million again, was processing a slider repeat before a
slider tail circle, while actual gameplay was processing the same slider
repeat _after_ the slider tail circle.

The cause of that behaviour is unfortunately due to `LegacyLastTick`.
The sliders which cause the issue are extremely short. Stable had a
behaviour, in which to provide leniency, slider tails were artificially
offset back by 36ms. However, if the slider is not long enough to make
this possible, the last tick is placed in the middle of the slider. If
that slider also happens to have exactly 1 repeat, then this means that
the last tick and the repeat have the same time instant.

Because of the time equality, what begins to matter now is the _order_
of processing the elements of the drawable slider in the hierarchy. For
the purposes of legacy skins, tail circles were moved below ticks in
fce3eacd7d - but in this particular case,
it means that the order of processing the slider elements is now
inadvertently inverted, causing the entire debacle.

While the fact that scoring depends on order of processing of visuals is
suboptimal, there isn't a great way to address this without significant
restructuring. Due to the structure of processing judgements currently
in place, in which each judgement is processed independently from others
by its corresponding drawable hit object, this is probably the best that
can be done for the time being at least.
2023-06-10 12:14:08 +02:00
..
Beatmaps pass new hitobject properties through beatmap converters 2023-04-30 19:20:42 +02:00
Configuration Add basic structural requirements for cursor ripples 2023-04-30 14:48:03 +09:00
Difficulty Use the StackedEndPosition to determine the jump distance in the FlashlightEvaluator. 2022-09-26 14:06:35 +02:00
Edit Reduce the radius of note-to-note snapping in osu! editor 2023-06-08 17:44:33 +09:00
Judgements Automated #nullable processing 2022-06-17 16:37:17 +09:00
Mods Add IHasNoTimedInputs interface to scope change further 2023-06-06 22:22:42 +09:00
Objects Fix not being able to receive full score for extremely short sliders with repeats 2023-06-10 12:14:08 +02:00
Properties Automated #nullable processing 2022-06-17 16:37:17 +09:00
Replays Use new ArgumentNullException.ThrowIfNull throw-helper API 2022-12-22 21:27:59 +01:00
Resources/Testing/Beatmaps
Scoring Add back required override to make AccuracyHeatmap work 2023-06-01 13:26:47 +09:00
Skinning Add support for flipping colour of reverse arrow on legacy default skin when combo colour is too bright 2023-05-03 12:37:07 +09:00
Statistics Adjust text and alignment 2023-05-23 16:21:56 +09:00
UI Resolve code quality inspection 2023-05-06 16:23:00 +02:00
Utils Apply "reflect" vernacular in nested methods 2022-12-07 23:27:02 +01:00
osu.Game.Rulesets.Osu.csproj Update language version 2023-02-25 02:15:56 +09:00
OsuInputManager.cs Add note about CheckScreenSpaceActionPresJudgeable being naive 2023-01-25 15:03:47 +09:00
OsuRuleset.cs Return StatisticItems rather than StatisticRows from ruleset 2023-06-01 14:35:15 +09:00
OsuSkinComponentLookup.cs Add "Component" prefix to lookup naming 2022-11-09 17:46:43 +09:00
OsuSkinComponents.cs Implement ripples (legacy and default) 2023-04-30 14:48:03 +09:00