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Fix mania replays not defining important frames
Resolves https://github.com/ppy/osu/issues/1495 .
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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public override Replay Generate()
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{
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// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
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Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(-100000, null, null, ReplayButtonState.None));
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double[] holdEndTimes = new double[availableColumns];
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for (int i = 0; i < availableColumns; i++)
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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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activeColumns |= 1 << obj.Column;
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}
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Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
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// Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated
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foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key))
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@ -74,14 +74,15 @@ namespace osu.Game.Rulesets.Mania.Replays
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activeColumnsAtEnd |= 1 << i;
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}
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Replay.Frames.Add(new ReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
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}
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}
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Replay.Frames = Replay.Frames
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// Pick the maximum activeColumns for all frames at the same time
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.GroupBy(f => f.Time)
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.Select(g => new ReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
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.Select(g => new ManiaReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
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.Cast<ReplayFrame>()
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// The addition of release frames above maybe result in unordered frames, but we need them ordered
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.OrderBy(f => f.Time)
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.ToList();
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