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Merge pull request #16072 from rumoi/rhythm-bonus-performance-fix
Eliminate iterations with no effect from rhythm bonus calculation
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@ -55,16 +55,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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bool firstDeltaSwitch = false;
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for (int i = Previous.Count - 2; i > 0; i--)
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int rhythmStart = 0;
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while (rhythmStart < Previous.Count - 2 && current.StartTime - Previous[rhythmStart].StartTime < history_time_max)
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rhythmStart++;
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for (int i = rhythmStart; i > 0; i--)
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{
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OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)Previous[i - 1];
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OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)Previous[i];
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OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)Previous[i + 1];
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double currHistoricalDecay = Math.Max(0, (history_time_max - (current.StartTime - currObj.StartTime))) / history_time_max; // scales note 0 to 1 from history to now
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double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
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if (currHistoricalDecay != 0)
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{
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currHistoricalDecay = Math.Min((double)(Previous.Count - i) / Previous.Count, currHistoricalDecay); // either we're limited by time or limited by object count.
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double currDelta = currObj.StrainTime;
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@ -122,7 +125,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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islandSize = 1;
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}
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}
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}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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