Fix mania replays not defining important frames

Resolves https://github.com/ppy/osu/issues/1495 .
This commit is contained in:
smoogipoo
2017-11-29 14:20:15 +09:00
parent ce42aef924
commit 1136db1556
4 changed files with 25 additions and 6 deletions

View File

@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Replays
public override Replay Generate()
{
// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
Replay.Frames.Add(new ManiaReplayFrame(-100000, null, null, ReplayButtonState.None));
double[] holdEndTimes = new double[availableColumns];
for (int i = 0; i < availableColumns; i++)
@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Replays
activeColumns |= 1 << obj.Column;
}
Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
Replay.Frames.Add(new ManiaReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
// Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated
foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key))
@ -74,14 +74,15 @@ namespace osu.Game.Rulesets.Mania.Replays
activeColumnsAtEnd |= 1 << i;
}
Replay.Frames.Add(new ReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
Replay.Frames.Add(new ManiaReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
}
}
Replay.Frames = Replay.Frames
// Pick the maximum activeColumns for all frames at the same time
.GroupBy(f => f.Time)
.Select(g => new ReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
.Select(g => new ManiaReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
.Cast<ReplayFrame>()
// The addition of release frames above maybe result in unordered frames, but we need them ordered
.OrderBy(f => f.Time)
.ToList();