@rian8337/osu-droid-replay-analyzer 2.0.0-alpha.0 → 2.0.0-alpha.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.js CHANGED
@@ -29,25 +29,45 @@ function _interopNamespace(e) {
29
29
 
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  var javaDeserialization__namespace = /*#__PURE__*/_interopNamespace(javaDeserialization);
31
31
 
32
+ /**
33
+ * Represents a cursor's occurrence.
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+ */
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+ class CursorOccurrence {
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+ /**
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+ * The time of this occurrence.
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+ */
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+ time;
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+ /**
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+ * The position of the occurrence.
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+ */
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+ position;
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+ /**
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+ * The movement ID of the occurrence.
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+ */
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+ id;
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+ constructor(time, x, y, id) {
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+ this.time = time;
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+ this.position = new osuBase.Vector2(x, y);
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+ this.id = id;
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+ }
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+ }
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+
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  /**
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  * Represents a cursor instance in an osu!droid replay.
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  *
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- * Stores cursor movement data such as x and y coordinates, movement size, etc.
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+ * Stores cursor movement data in the form of `CursorOccurrence`s.
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  *
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  * This is used when analyzing replays using replay analyzer.
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  */
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  class CursorData {
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- size;
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- time;
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- x;
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- y;
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- id;
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+ /**
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+ * The occurrences of this cursor instance.
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+ */
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+ occurrences = [];
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  constructor(values) {
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- this.size = values.size;
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- this.time = values.time;
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- this.x = values.x;
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- this.y = values.y;
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- this.id = values.id;
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+ for (let i = 0; i < values.size; ++i) {
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+ this.occurrences.push(new CursorOccurrence(values.time[i], values.x[i], values.y[i], values.id[i]));
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+ }
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  }
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  }
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@@ -352,14 +372,16 @@ class ThreeFingerChecker {
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  }
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  this.getAccurateBreakPoints();
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  this.filterCursorInstances();
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- if (this.downCursorInstances.filter((v) => v.size > 0).length <= 3) {
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+ if (this.downCursorInstances.filter((v) => v.occurrences.length > 0)
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+ .length <= 3) {
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  return { is3Finger: false, penalty: 1 };
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  }
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  this.getBeatmapSections();
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  this.detectDragPlay();
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  this.getDetailedBeatmapSections();
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  this.preventAccidentalTaps();
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- if (this.downCursorInstances.filter((v) => v.size > 0).length <= 3) {
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+ if (this.downCursorInstances.filter((v) => v.occurrences.length > 0)
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+ .length <= 3) {
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  return { is3Finger: false, penalty: 1 };
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  }
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  this.calculateNerfFactors();
@@ -478,22 +500,18 @@ class ThreeFingerChecker {
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  y: [],
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  id: [],
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  });
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- for (let j = 0; j < cursorInstance.size; ++j) {
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- if (cursorInstance.id[j] !== exports.movementType.DOWN) {
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+ for (let j = 0; j < cursorInstance.occurrences.length; ++j) {
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+ if (cursorInstance.occurrences[j].id !== exports.movementType.DOWN) {
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  continue;
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  }
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- const time = cursorInstance.time[j];
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+ const time = cursorInstance.occurrences[j].time;
486
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  if (time < firstObjectHitTime || time > lastObjectHitTime) {
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  continue;
488
510
  }
489
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  if (this.breakPointAccurateTimes.some((v) => time >= v.startTime && time <= v.endTime)) {
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  continue;
491
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  }
492
- ++newCursorData.size;
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- newCursorData.time.push(time);
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- newCursorData.x.push(cursorInstance.x[j]);
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- newCursorData.y.push(cursorInstance.y[j]);
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- newCursorData.id.push(cursorInstance.id[j]);
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+ newCursorData.occurrences.push(new CursorOccurrence(time, cursorInstance.occurrences[j].position.x, cursorInstance.occurrences[j].position.y, cursorInstance.occurrences[j].id));
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  }
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  this.downCursorInstances.push(newCursorData);
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  }
@@ -579,16 +597,18 @@ class ThreeFingerChecker {
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  const cursorIndexes = [];
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  for (let i = 0; i < this.data.cursorMovement.length; ++i) {
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  const c = this.data.cursorMovement[i];
582
- if (c.size === 0) {
600
+ if (c.occurrences.length === 0) {
583
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  continue;
584
602
  }
585
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  // Do not include cursors that don't have an occurence in this section
586
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  // this speeds up checking process.
587
- if (c.time.filter((v) => v >= firstObjectMinHitTime && v <= lastObjectMaxHitTime).length === 0) {
605
+ if (c.occurrences.filter((v) => v.time >= firstObjectMinHitTime &&
606
+ v.time <= lastObjectMaxHitTime).length === 0) {
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  continue;
589
608
  }
590
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  // If this cursor instance doesn't move, it's not the cursor instance we want.
591
- if (c.id.filter((v) => v === exports.movementType.MOVE).length === 0) {
610
+ if (c.occurrences.filter((v) => v.id === exports.movementType.MOVE)
611
+ .length === 0) {
592
612
  continue;
593
613
  }
594
614
  cursorIndexes.push(i);
@@ -625,27 +645,28 @@ class ThreeFingerChecker {
625
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  // therefore the game emulates the movement between
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  // movementType.MOVE cursors.
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  const hitTime = o.object.startTime + s.accuracy;
628
- const nextHitIndex = c.time.findIndex((v) => v >= hitTime);
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+ const nextHitIndex = c.occurrences.findIndex((v) => v.time >= hitTime);
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  const hitIndex = nextHitIndex - 1;
630
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  if (hitIndex <= -1) {
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651
  cursorIndexes[j] = -1;
632
652
  continue;
633
653
  }
634
- if (c.id[hitIndex] === exports.movementType.UP) {
654
+ if (c.occurrences[hitIndex].id === exports.movementType.UP) {
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  cursorIndexes[j] = -1;
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656
  continue;
637
657
  }
638
- const cursorPosition = new osuBase.Vector2(c.x[hitIndex], c.y[hitIndex]);
658
+ const cursorPosition = new osuBase.Vector2(c.occurrences[hitIndex].position.x, c.occurrences[hitIndex].position.y);
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  let isInObject = false;
640
- if (c.id[nextHitIndex] === exports.movementType.MOVE ||
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- c.id[hitIndex] === exports.movementType.MOVE) {
660
+ if (c.occurrences[nextHitIndex].id === exports.movementType.MOVE ||
661
+ c.occurrences[hitIndex].id === exports.movementType.MOVE) {
642
662
  // Try to interpolate movement between two movementType.MOVE cursor every 1ms.
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  // This minimizes rounding error.
644
- for (let mSecPassed = c.time[hitIndex]; mSecPassed <= c.time[nextHitIndex]; ++mSecPassed) {
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- const t = (mSecPassed - c.time[nextHitIndex]) /
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- (c.time[hitIndex] - c.time[nextHitIndex]);
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- cursorPosition.x = osuBase.Interpolation.lerp(c.x[hitIndex], c.x[nextHitIndex], t);
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- cursorPosition.y = osuBase.Interpolation.lerp(c.y[hitIndex], c.y[nextHitIndex], t);
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+ for (let mSecPassed = c.occurrences[hitIndex].time; mSecPassed <= c.occurrences[nextHitIndex].time; ++mSecPassed) {
665
+ const t = (mSecPassed - c.occurrences[nextHitIndex].time) /
666
+ (c.occurrences[hitIndex].time -
667
+ c.occurrences[nextHitIndex].time);
668
+ cursorPosition.x = osuBase.Interpolation.lerp(c.occurrences[hitIndex].position.x, c.occurrences[nextHitIndex].position.x, t);
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+ cursorPosition.y = osuBase.Interpolation.lerp(c.occurrences[hitIndex].position.y, c.occurrences[nextHitIndex].position.y, t);
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670
  if (o.object.stackedPosition.getDistance(cursorPosition) <= o.object.radius) {
650
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  isInObject = true;
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672
  break;
@@ -718,32 +739,24 @@ class ThreeFingerChecker {
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739
  * unnecessary taps.
719
740
  */
720
741
  preventAccidentalTaps() {
721
- let filledCursorAmount = this.downCursorInstances.filter((v) => v.size > 0).length;
742
+ let filledCursorAmount = this.downCursorInstances.filter((v) => v.occurrences.length > 0).length;
722
743
  if (filledCursorAmount <= 3) {
723
744
  return;
724
745
  }
725
746
  const objects = this.map.objects;
726
- const totalCursorAmount = this.downCursorInstances.reduce((acc, value) => acc + value.size, 0);
747
+ const totalCursorAmount = this.downCursorInstances.reduce((acc, value) => acc + value.occurrences.length, 0);
727
748
  for (let i = 0; i < this.downCursorInstances.length; ++i) {
728
749
  if (filledCursorAmount <= 3) {
729
750
  break;
730
751
  }
731
752
  const cursorInstance = this.downCursorInstances[i];
732
753
  // Use an estimation for accidental tap threshold.
733
- if (cursorInstance.size <=
754
+ if (cursorInstance.occurrences.length <=
734
755
  Math.ceil(objects.length / this.accidentalTapThreshold) &&
735
- cursorInstance.size / totalCursorAmount <
756
+ cursorInstance.occurrences.length / totalCursorAmount <
736
757
  this.threeFingerRatioThreshold * 2) {
737
758
  --filledCursorAmount;
738
- for (const property in cursorInstance) {
739
- const prop = property;
740
- if (Array.isArray(cursorInstance[prop])) {
741
- cursorInstance[prop].length = 0;
742
- }
743
- else {
744
- cursorInstance[prop] = 0;
745
- }
746
- }
759
+ cursorInstance.occurrences.length = 0;
747
760
  }
748
761
  this.downCursorInstances[i] = cursorInstance;
749
762
  }
@@ -773,13 +786,9 @@ class ThreeFingerChecker {
773
786
  : this.hitWindow.hitWindowFor50(isPrecise));
774
787
  // Filter cursor instances during section.
775
788
  this.downCursorInstances.forEach((c) => {
776
- const i = c.time.findIndex((t) => t >= startTime);
789
+ const i = c.occurrences.findIndex((t) => t.time >= startTime);
777
790
  if (i !== -1) {
778
- c.size -= i;
779
- c.time.splice(0, i);
780
- c.x.splice(0, i);
781
- c.y.splice(0, i);
782
- c.id.splice(0, i);
791
+ c.occurrences = c.occurrences.slice(0, i);
783
792
  }
784
793
  });
785
794
  const cursorAmounts = [];
@@ -791,13 +800,13 @@ class ThreeFingerChecker {
791
800
  }
792
801
  const cursorData = this.downCursorInstances[i];
793
802
  let amount = 0;
794
- for (let j = 0; j < cursorData.size; ++j) {
795
- if (cursorData.time[j] >= startTime &&
796
- cursorData.time[j] <= endTime) {
803
+ for (let j = 0; j < cursorData.occurrences.length; ++j) {
804
+ if (cursorData.occurrences[j].time >= startTime &&
805
+ cursorData.occurrences[j].time <= endTime) {
797
806
  ++amount;
798
807
  cursorVectorTimes.push({
799
- vector: new osuBase.Vector2(cursorData.x[j], cursorData.y[j]),
800
- time: cursorData.time[j],
808
+ vector: new osuBase.Vector2(cursorData.occurrences[j].position.x, cursorData.occurrences[j].position.y),
809
+ time: cursorData.occurrences[j].time,
801
810
  });
802
811
  }
803
812
  }
@@ -936,10 +945,6 @@ class TwoHandChecker {
936
945
  * The data of the replay.
937
946
  */
938
947
  data;
939
- /**
940
- * A cursor data array that only contains `movementType.DOWN` and `movementType.MOVE` movement ID occurrences.
941
- */
942
- downMoveCursorInstances = [];
943
948
  /**
944
949
  * The hitobjects of the beatmap that have been assigned with their respective cursor index.
945
950
  */
@@ -955,6 +960,17 @@ class TwoHandChecker {
955
960
  * those that do not worth any strain.
956
961
  */
957
962
  minCursorIndexCount = 5;
963
+ /**
964
+ * The approximated difficulty of the current object such that the object is likely to be 2-handed by a player.
965
+ *
966
+ * This scales with an object's angle and speed relative to the previous object.
967
+ * Acute angles or fast speed will accumulate this number. Conversely, wide angles or slow speed will decay this number.
968
+ */
969
+ currentAngleDiffApproxDefault = 10;
970
+ /**
971
+ * The threshold at which objects will be started getting considered to be 2-handable.
972
+ */
973
+ currentAngleDiffApproxThreshold = 200;
958
974
  /**
959
975
  * @param map The beatmap to analyze.
960
976
  * @param data The data of the replay.
@@ -974,56 +990,31 @@ class TwoHandChecker {
974
990
  * Checks if a beatmap is two-handed.
975
991
  */
976
992
  check() {
977
- this.filterCursorInstances();
978
- if (this.downMoveCursorInstances.filter((v) => v.size > 0).length <= 1) {
993
+ if (this.data.cursorMovement.filter((v) => v.occurrences.length > 0)
994
+ .length <= 1) {
979
995
  return false;
980
996
  }
981
997
  this.indexHitObjects();
982
998
  this.applyPenalty();
983
999
  return true;
984
1000
  }
985
- /**
986
- * Filters the original cursor instances, returning only those with `movementType.DOWN` and `movementType.MOVE` movement ID.
987
- */
988
- filterCursorInstances() {
989
- for (let i = 0; i < this.data.cursorMovement.length; ++i) {
990
- const cursorInstance = this.data.cursorMovement[i];
991
- const newCursorData = {
992
- size: 0,
993
- time: [],
994
- x: [],
995
- y: [],
996
- id: [],
997
- };
998
- for (let j = 0; j < cursorInstance.size; ++j) {
999
- if (cursorInstance.id[j] === exports.movementType.UP) {
1000
- continue;
1001
- }
1002
- ++newCursorData.size;
1003
- newCursorData.time.push(cursorInstance.time[j]);
1004
- newCursorData.x.push(cursorInstance.x[j]);
1005
- newCursorData.y.push(cursorInstance.y[j]);
1006
- newCursorData.id.push(cursorInstance.id[j]);
1007
- }
1008
- this.downMoveCursorInstances.push(newCursorData);
1009
- }
1010
- }
1011
1001
  /**
1012
1002
  * Converts hitobjects into indexed hit objects.
1013
1003
  */
1014
1004
  indexHitObjects() {
1015
- const objects = this.map.objects;
1016
- const objectData = this.data.hitObjectData;
1005
+ const hitWindowOffset = this.getHitWindowOffset();
1017
1006
  const indexes = [];
1007
+ let overallDiffApprox = this.currentAngleDiffApproxDefault;
1018
1008
  for (let i = 0; i < this.map.objects.length; ++i) {
1019
- const current = objects[i];
1020
- const currentData = objectData[i];
1021
- const index = this.getCursorIndex(current, currentData);
1009
+ const diff = i > 0 ? this.getSpacingAngleDiffApprox(i) : 1;
1010
+ overallDiffApprox = osuBase.MathUtils.clamp(overallDiffApprox * diff, this.currentAngleDiffApproxDefault, this.currentAngleDiffApproxThreshold + 100);
1011
+ const index = overallDiffApprox >= this.currentAngleDiffApproxThreshold
1012
+ ? this.getCursorIndex(i, hitWindowOffset)
1013
+ : -1;
1022
1014
  indexes.push(index);
1023
- this.indexedHitObjects.push(new IndexedHitObject(current, index));
1015
+ this.indexedHitObjects.push(new IndexedHitObject(this.map.objects[i], index));
1024
1016
  }
1025
- console.log(indexes.filter((v) => v !== -1).length, "cursors found,", indexes.filter((v) => v === -1).length, "not found");
1026
- const indexCounts = osuBase.Utils.initializeArray(this.downMoveCursorInstances.length, 0);
1017
+ const indexCounts = osuBase.Utils.initializeArray(this.data.cursorMovement.length, 0);
1027
1018
  for (const index of indexes) {
1028
1019
  if (index === -1) {
1029
1020
  continue;
@@ -1033,7 +1024,8 @@ class TwoHandChecker {
1033
1024
  const mainCursorIndex = indexCounts.indexOf(Math.max(...indexCounts));
1034
1025
  const ignoredCursorIndexes = [];
1035
1026
  for (let i = 0; i < indexCounts.length; ++i) {
1036
- if (indexCounts[i] < this.minCursorIndexCount) {
1027
+ if (indexCounts[i] < this.minCursorIndexCount &&
1028
+ i !== mainCursorIndex) {
1037
1029
  ignoredCursorIndexes.push(i);
1038
1030
  }
1039
1031
  }
@@ -1043,109 +1035,249 @@ class TwoHandChecker {
1043
1035
  indexedHitObject.cursorIndex = mainCursorIndex;
1044
1036
  }
1045
1037
  });
1046
- for (let i = 0; i < this.downMoveCursorInstances.length; ++i) {
1047
- console.log("Index", i, "count:", indexes.filter((v) => v === i).length);
1038
+ for (let i = 0; i < this.data.cursorMovement.length; ++i) {
1039
+ console.log("Index", i, "count:", this.indexedHitObjects.filter((v) => v.cursorIndex === i).length);
1040
+ }
1041
+ }
1042
+ /**
1043
+ * Gets the approximation of an object's difficulty such that the object is likely to be 2-handed.
1044
+ *
1045
+ * @param index The index of the object.
1046
+ */
1047
+ getSpacingAngleDiffApprox(index) {
1048
+ const object = this.map.objects[index];
1049
+ if (object.object instanceof osuBase.Spinner) {
1050
+ return 0.1;
1051
+ }
1052
+ const angleDiff = object.angle !== null
1053
+ ? 0.5 + Math.pow(Math.cos(object.angle / 2), 2)
1054
+ : 1;
1055
+ const speedDiff = object.lazyJumpDistance / Math.max(1, object.deltaTime);
1056
+ // Make decay slower.
1057
+ return Math.max(0.8, angleDiff * speedDiff);
1058
+ }
1059
+ /**
1060
+ * Gets the hit window offset to be applied to `getCursorIndex`.
1061
+ */
1062
+ getHitWindowOffset() {
1063
+ const deltaTimes = [];
1064
+ for (let i = 0; i < this.data.cursorMovement.length; ++i) {
1065
+ const c = this.data.cursorMovement[i];
1066
+ for (let j = 0; j < c.occurrences.length; ++j) {
1067
+ if (c.occurrences[j].time <
1068
+ this.map.map.hitObjects.objects[0].startTime -
1069
+ this.hitWindow.hitWindowFor50()) {
1070
+ continue;
1071
+ }
1072
+ if (c.occurrences[j].id !== exports.movementType.MOVE) {
1073
+ continue;
1074
+ }
1075
+ const deltaTime = c.occurrences[j]?.time - c.occurrences[j - 1]?.time || 0;
1076
+ if (deltaTime > 0) {
1077
+ deltaTimes.push(deltaTime);
1078
+ }
1079
+ }
1048
1080
  }
1081
+ return Math.min(...deltaTimes);
1049
1082
  }
1050
1083
  /**
1051
1084
  * Gets the cursor index that hits the given object.
1052
1085
  *
1053
- * @param object The object to check.
1054
- * @param data The replay data of the object.
1086
+ * @param index The index of the object to check.
1087
+ * @param hitWindowOffset The offset for hit window to compensate for replay hit inaccuracies.
1055
1088
  * @returns The cursor index that hits the given object, -1 if the index is not found, the object is a spinner, or the object was missed.
1056
1089
  */
1057
- getCursorIndex(object, data) {
1090
+ getCursorIndex(index, hitWindowOffset) {
1091
+ const object = this.map.objects[index];
1092
+ const data = this.data.hitObjectData[index];
1058
1093
  if (object.object instanceof osuBase.Spinner ||
1059
1094
  data.result === exports.hitResult.RESULT_0) {
1060
1095
  return -1;
1061
1096
  }
1062
1097
  const isPrecise = this.data.convertedMods.some((m) => m instanceof osuBase.ModPrecise);
1063
- let hitWindowLength;
1064
- switch (data.result) {
1065
- case exports.hitResult.RESULT_300:
1066
- hitWindowLength = this.hitWindow.hitWindowFor300(isPrecise);
1067
- break;
1068
- case exports.hitResult.RESULT_100:
1069
- hitWindowLength = this.hitWindow.hitWindowFor100(isPrecise);
1070
- break;
1071
- default:
1072
- hitWindowLength = this.hitWindow.hitWindowFor50(isPrecise);
1098
+ // For sliders, automatically set hit window to be as lenient as possible.
1099
+ let hitWindowLength = this.hitWindow.hitWindowFor50(isPrecise);
1100
+ if (!(object.object instanceof osuBase.Slider)) {
1101
+ switch (data.result) {
1102
+ case exports.hitResult.RESULT_300:
1103
+ hitWindowLength = this.hitWindow.hitWindowFor300(isPrecise);
1104
+ break;
1105
+ case exports.hitResult.RESULT_100:
1106
+ hitWindowLength = this.hitWindow.hitWindowFor100(isPrecise);
1107
+ break;
1108
+ }
1073
1109
  }
1074
- const hitTime = object.object.startTime;
1075
- const maximumHitTime = hitTime + hitWindowLength;
1076
- const minimumHitTime = hitTime - hitWindowLength;
1110
+ const startTime = object.object.startTime;
1111
+ const hitTime = startTime + data.accuracy;
1112
+ const minimumHitTime = startTime - hitWindowLength - hitWindowOffset;
1113
+ const maximumHitTime = startTime + hitWindowLength + hitWindowOffset;
1077
1114
  const cursorInformations = [];
1078
- for (let i = 0; i < this.downMoveCursorInstances.length; ++i) {
1079
- const c = this.downMoveCursorInstances[i];
1080
- let minDistance = Number.POSITIVE_INFINITY;
1081
- let minHitTime = 0;
1082
- for (let j = 0; j < c.size; ++j) {
1083
- if (c.time[j] < minimumHitTime) {
1084
- continue;
1115
+ for (let i = 0; i < this.data.cursorMovement.length; ++i) {
1116
+ const c = this.data.cursorMovement[i];
1117
+ if (c.occurrences.length === 0) {
1118
+ continue;
1119
+ }
1120
+ let hitTimeBeforeIndex = osuBase.MathUtils.clamp(c.occurrences.findIndex((v) => v.time >= minimumHitTime), 0, c.occurrences.length - 2);
1121
+ let hitTimeAfterIndex = c.occurrences.findIndex(
1122
+ // There is a special case for sliders where the time leniency in droid is a lot bigger compared to PC.
1123
+ // To prevent slider end time from ending earlier than hit window leniency, we use the maximum value between both.
1124
+ (v) => v.time >= Math.max(object.object.endTime, maximumHitTime));
1125
+ if (hitTimeAfterIndex === -1) {
1126
+ // Maximum hit time or object end time may be out of bounds for every presses.
1127
+ // We set the index to the latest cursor occurrence if that happens.
1128
+ hitTimeAfterIndex = c.occurrences.length;
1129
+ }
1130
+ --hitTimeAfterIndex;
1131
+ // Sometimes a `movementType.UP` instance occurs at the same time as a `movementType.MOVE`
1132
+ // or a cursor is recorded twice in one time, therefore this check is required.
1133
+ while (c.occurrences[hitTimeBeforeIndex]?.time ===
1134
+ c.occurrences[hitTimeBeforeIndex - 1]?.time &&
1135
+ hitTimeBeforeIndex > 0) {
1136
+ --hitTimeBeforeIndex;
1137
+ }
1138
+ // We track the cursor movement along those indexes.
1139
+ // Current cursor position is in `hitTimeBeforeIndex`.
1140
+ let distance = Number.POSITIVE_INFINITY;
1141
+ let acceptableRadius = object.object.radius;
1142
+ // Sliders have a bigger radius tolerance due to slider ball.
1143
+ if (object.object instanceof osuBase.Slider) {
1144
+ acceptableRadius *= 2.4;
1145
+ }
1146
+ let j = hitTimeBeforeIndex;
1147
+ for (j; j <= hitTimeAfterIndex; ++j) {
1148
+ const occurrence = c.occurrences[j];
1149
+ const nextOccurrence = c.occurrences[j + 1];
1150
+ const cursorPosition = occurrence.position;
1151
+ if (occurrence.time > hitTime + hitWindowOffset) {
1152
+ // Set distance to minimum just for the last.
1153
+ if (occurrence.id !== exports.movementType.UP) {
1154
+ distance = Math.min(distance, object.object.stackedPosition.getDistance(cursorPosition));
1155
+ }
1156
+ break;
1085
1157
  }
1086
- // For some reason, some cursor instances repeat itself,
1087
- // so just skip it to save time.
1088
- if (c.time[j + 1] === c.time[j]) {
1158
+ if (occurrence.id === exports.movementType.UP) {
1089
1159
  continue;
1090
1160
  }
1091
- if (c.time[j - 1] > maximumHitTime) {
1092
- break;
1161
+ distance =
1162
+ object.object.stackedPosition.getDistance(cursorPosition);
1163
+ if (nextOccurrence &&
1164
+ nextOccurrence.id === exports.movementType.MOVE &&
1165
+ occurrence.time !== nextOccurrence.time &&
1166
+ !occurrence.position.equals(nextOccurrence.position)) {
1167
+ // If next cursor is a `move` instance and it doesn't go out of time
1168
+ // range, we interpolate cursor position between two occurrences.
1169
+ const nextPosition = nextOccurrence.position;
1170
+ const displacement = nextPosition.subtract(cursorPosition);
1171
+ for (let mSecPassed = Math.max(minimumHitTime, occurrence.time); mSecPassed <=
1172
+ Math.min(hitTime + hitWindowOffset, nextOccurrence.time); ++mSecPassed) {
1173
+ const progress = (mSecPassed - occurrence.time) /
1174
+ (nextOccurrence.time - occurrence.time);
1175
+ distance = object.object.stackedPosition.getDistance(cursorPosition.add(displacement.scale(progress)));
1176
+ }
1093
1177
  }
1094
- let hitPosition = new osuBase.Vector2(c.x[j], c.y[j]);
1095
- let distanceToObject = object.object.stackedPosition.getDistance(hitPosition);
1096
- if (minDistance > distanceToObject) {
1097
- minDistance = distanceToObject;
1098
- minHitTime = c.time[j];
1178
+ }
1179
+ if (distance > acceptableRadius) {
1180
+ continue;
1181
+ }
1182
+ // The case for a one-handed object is that there will be a slight movement in the cursor towards
1183
+ // the next object in fast patterns. We should not be worried about slow patterns as they will only
1184
+ // make a minimal difference and the difficulty approximation we did earlier should filter them out.
1185
+ // In order to verify if the player does that, we check if the movement towards the next
1186
+ // object is sufficient enough to be two-handed. This is done by checking if the movement
1187
+ // from the current object to the next object and the movement from the current object
1188
+ // to the significant move cursor occurrence produces an angle that is acute enough.
1189
+ let isAngleFulfilled = false;
1190
+ // For sliders, we need to consider two cases. The first case is when the player doesn't drag
1191
+ // the slider. The second case is when the player drags the slider.
1192
+ // TODO: check for cursor occurrences in nested objects
1193
+ // Get the latest down or movement cursor occurrence.
1194
+ while (c.occurrences[j]?.id === exports.movementType.UP &&
1195
+ j > hitTimeBeforeIndex) {
1196
+ --j;
1197
+ }
1198
+ if (object.object instanceof osuBase.Circle) {
1199
+ // For circles, we only need to consider the actual press on the circle.
1200
+ // Therefore, we need to get the latest down cursor occurrence instead.
1201
+ while (c.occurrences[j]?.id !== exports.movementType.DOWN &&
1202
+ j > hitTimeBeforeIndex) {
1203
+ --j;
1099
1204
  }
1100
- minDistance = Math.min(minDistance, object.object.stackedPosition.getDistance(hitPosition));
1101
- if (c.id[j + 1] === exports.movementType.MOVE ||
1102
- c.id[j] === exports.movementType.MOVE) {
1103
- // Interpolate cursor position between two occurrences
1104
- const initialPosition = new osuBase.Vector2(c.x[j], c.y[j]);
1105
- const nextPosition = new osuBase.Vector2(c.x[j + 1], c.y[j + 1]);
1106
- const displacement = nextPosition.subtract(initialPosition);
1107
- for (let mSecPassed = c.time[j]; mSecPassed <= Math.min(c.time[j + 1], maximumHitTime); ++mSecPassed) {
1108
- const progress = (mSecPassed - c.time[j]) /
1109
- (c.time[j + 1] - c.time[j]);
1110
- hitPosition = initialPosition.add(displacement.scale(progress));
1111
- distanceToObject =
1112
- object.object.stackedPosition.getDistance(hitPosition);
1113
- if (minDistance > distanceToObject) {
1114
- minDistance = distanceToObject;
1115
- minHitTime = mSecPassed;
1116
- }
1205
+ }
1206
+ // Theoretically there can only be 1 up occurrence, but this is a
1207
+ // consideration if the user manually adds cursor occurrences.
1208
+ if (c.occurrences[j]?.id === exports.movementType.UP) {
1209
+ ++j;
1210
+ }
1211
+ // Some move instances move in the exact same place. Not sure why, most likely
1212
+ // because the position is recorded as int in the game and the movement is too small to
1213
+ // convert into +1 or -1.
1214
+ let nextSignificantOccurrenceIndex = j + 1;
1215
+ while (c.occurrences[j] &&
1216
+ c.occurrences[nextSignificantOccurrenceIndex] &&
1217
+ c.occurrences[j].position.equals(c.occurrences[nextSignificantOccurrenceIndex].position)) {
1218
+ ++nextSignificantOccurrenceIndex;
1219
+ }
1220
+ const nextSignificantOccurrence = c.occurrences[nextSignificantOccurrenceIndex];
1221
+ const next = this.map.objects[index + 1];
1222
+ if (nextSignificantOccurrence?.id === exports.movementType.MOVE && next) {
1223
+ // Get the object's actual end position.
1224
+ let actualEndPosition = object.object.stackedEndPosition;
1225
+ if (object.object instanceof osuBase.Slider &&
1226
+ object.object.lazyEndPosition) {
1227
+ // For sliders, we take the closest distance between the lazy end position
1228
+ // and stacked end position towards the next significant cursor occurrence.
1229
+ // This assumes that the player takes the simpler movement.
1230
+ const lazyEndDistance = object.object.lazyEndPosition.getDistance(nextSignificantOccurrence.position);
1231
+ const actualEndDistance = object.object.stackedEndPosition.getDistance(nextSignificantOccurrence.position);
1232
+ if (lazyEndDistance < actualEndDistance) {
1233
+ actualEndPosition = object.object.lazyEndPosition;
1117
1234
  }
1118
1235
  }
1236
+ // Get the movement vector towards the next cursor occurrence by subtracting
1237
+ // the next cursor occurrence with the object's position.
1238
+ const movementVec = nextSignificantOccurrence.position.subtract(actualEndPosition);
1239
+ const currentToNext = next.object.stackedPosition.subtract(actualEndPosition);
1240
+ const dot = currentToNext.dot(movementVec);
1241
+ const det = currentToNext.x * movementVec.y -
1242
+ currentToNext.y * movementVec.x;
1243
+ const movementToNextAngle = Math.abs(Math.atan2(det, dot));
1244
+ isAngleFulfilled = movementToNextAngle < Math.PI / 6;
1119
1245
  }
1120
- if (minDistance <= object.object.radius) {
1121
- cursorInformations.push({
1122
- cursorIndex: i,
1123
- hitTimeDiff: Math.abs(minHitTime - hitTime),
1124
- });
1125
- }
1126
- }
1127
- if (cursorInformations.length === 0) {
1128
- return -1;
1246
+ cursorInformations.push({
1247
+ // If the angle is fulfilled, we set the cursor index to the main cursor index.
1248
+ cursorIndex: isAngleFulfilled ? i : -1,
1249
+ distanceDiff: distance,
1250
+ });
1129
1251
  }
1130
- // Now we look at which cursor is closest to hit time
1131
- const minHitTimeDiff = Math.min(...cursorInformations.map((v) => {
1132
- return v.hitTimeDiff;
1252
+ // Cursors have been filtered to see which of them is inside the object.
1253
+ // Now we look at which cursor is closest to the center of the object.
1254
+ const minDistanceDiff = Math.min(...cursorInformations.map((v) => {
1255
+ return v.distanceDiff;
1133
1256
  }));
1134
- return (cursorInformations.find((c) => c.hitTimeDiff === minHitTimeDiff)
1135
- ?.cursorIndex);
1257
+ return (cursorInformations.find((c) => c.distanceDiff === minDistanceDiff)
1258
+ ?.cursorIndex ?? -1);
1136
1259
  }
1137
1260
  /**
1138
1261
  * Applies penalty to the original star rating instance.
1139
1262
  */
1140
1263
  applyPenalty() {
1141
- const beatmaps = new Array(this.downMoveCursorInstances.length);
1264
+ const beatmaps = new Array(this.data.cursorMovement.length);
1142
1265
  this.indexedHitObjects.forEach((o) => {
1143
1266
  if (!beatmaps[o.cursorIndex]) {
1144
1267
  const map = osuBase.Utils.deepCopy(this.map.map);
1268
+ map.hitObjects.clear();
1145
1269
  beatmaps[o.cursorIndex] = map;
1146
1270
  }
1147
1271
  beatmaps[o.cursorIndex].hitObjects.add(o.object.object);
1148
1272
  });
1273
+ // Preserve some values that aren't reasonable for them to be changed.
1274
+ const preservedValues = this.map.objects.map((v) => {
1275
+ return {
1276
+ noteDensity: v.noteDensity,
1277
+ rhythmStrain: v.rhythmStrain,
1278
+ rhythmMultiplier: v.rhythmMultiplier,
1279
+ };
1280
+ });
1149
1281
  this.map.objects.length = 0;
1150
1282
  beatmaps.forEach((beatmap) => {
1151
1283
  if (!beatmap) {
@@ -1155,15 +1287,25 @@ class TwoHandChecker {
1155
1287
  starRating.map = beatmap;
1156
1288
  starRating.generateDifficultyHitObjects();
1157
1289
  starRating.objects[0].deltaTime =
1158
- starRating.objects[0].object.startTime -
1159
- this.indexedHitObjects[0].object.object.startTime;
1160
- starRating.objects[0].strainTime = Math.max(50, starRating.objects[0].deltaTime);
1290
+ starRating.objects[0].startTime -
1291
+ this.indexedHitObjects[0].object.startTime;
1292
+ starRating.objects[0].strainTime = Math.max(25, starRating.objects[0].deltaTime);
1161
1293
  this.map.objects.push(...starRating.objects);
1162
1294
  });
1163
- this.map.objects.sort((a, b) => {
1164
- return a.startTime - b.startTime;
1165
- });
1166
- this.map.calculateAll();
1295
+ this.map.objects.sort((a, b) => a.startTime - b.startTime);
1296
+ // Reassign rhythm values before calculating.
1297
+ for (let i = 0; i < this.map.objects.length; ++i) {
1298
+ this.map.objects[i].noteDensity = preservedValues[i].noteDensity;
1299
+ this.map.objects[i].rhythmStrain = preservedValues[i].rhythmStrain;
1300
+ this.map.objects[i].rhythmMultiplier =
1301
+ preservedValues[i].rhythmMultiplier;
1302
+ }
1303
+ // Do not include rhythm skill.
1304
+ this.map.calculateAim();
1305
+ this.map.calculateTap();
1306
+ this.map.calculateFlashlight();
1307
+ this.map.calculateVisual();
1308
+ this.map.calculateTotal();
1167
1309
  }
1168
1310
  }
1169
1311
 
@@ -1404,42 +1546,41 @@ class ReplayAnalyzer {
1404
1546
  for (let x = 0; x < size; x++) {
1405
1547
  const moveSize = replayDataBuffer.readInt32BE(bufferCounter);
1406
1548
  bufferCounter += this.INT_LENGTH;
1407
- const moveArray = {
1408
- size: moveSize,
1409
- time: [],
1410
- x: [],
1411
- y: [],
1412
- id: [],
1413
- };
1549
+ const time = [];
1550
+ const x = [];
1551
+ const y = [];
1552
+ const id = [];
1414
1553
  for (let i = 0; i < moveSize; i++) {
1415
- moveArray.time[i] = replayDataBuffer.readInt32BE(bufferCounter);
1554
+ time[i] = replayDataBuffer.readInt32BE(bufferCounter);
1416
1555
  bufferCounter += this.INT_LENGTH;
1417
- moveArray.id[i] = moveArray.time[i] & 3;
1418
- moveArray.time[i] >>= 2;
1419
- if (moveArray.id[i] !== exports.movementType.UP) {
1556
+ id[i] = time[i] & 3;
1557
+ time[i] >>= 2;
1558
+ if (id[i] !== exports.movementType.UP) {
1420
1559
  if (resultObject.replayVersion >= 5) {
1421
- moveArray.x[i] =
1422
- replayDataBuffer.readFloatBE(bufferCounter);
1560
+ x[i] = replayDataBuffer.readFloatBE(bufferCounter);
1423
1561
  bufferCounter += this.FLOAT_LENGTH;
1424
- moveArray.y[i] =
1425
- replayDataBuffer.readFloatBE(bufferCounter);
1562
+ y[i] = replayDataBuffer.readFloatBE(bufferCounter);
1426
1563
  bufferCounter += this.FLOAT_LENGTH;
1427
1564
  }
1428
1565
  else {
1429
- moveArray.x[i] =
1430
- replayDataBuffer.readInt16BE(bufferCounter);
1566
+ x[i] = replayDataBuffer.readInt16BE(bufferCounter);
1431
1567
  bufferCounter += this.SHORT_LENGTH;
1432
- moveArray.y[i] =
1433
- replayDataBuffer.readInt16BE(bufferCounter);
1568
+ y[i] = replayDataBuffer.readInt16BE(bufferCounter);
1434
1569
  bufferCounter += this.SHORT_LENGTH;
1435
1570
  }
1436
1571
  }
1437
1572
  else {
1438
- moveArray.x[i] = -1;
1439
- moveArray.y[i] = -1;
1573
+ x[i] = -1;
1574
+ y[i] = -1;
1440
1575
  }
1441
1576
  }
1442
- resultObject.cursorMovement.push(moveArray);
1577
+ resultObject.cursorMovement.push(new CursorData({
1578
+ size: moveSize,
1579
+ time: time,
1580
+ x: x,
1581
+ y: y,
1582
+ id: id,
1583
+ }));
1443
1584
  }
1444
1585
  const replayObjectLength = replayDataBuffer.readInt32BE(bufferCounter);
1445
1586
  bufferCounter += this.INT_LENGTH;
@@ -1720,6 +1861,7 @@ class ReplayObjectData {
1720
1861
  }
1721
1862
 
1722
1863
  exports.CursorData = CursorData;
1864
+ exports.CursorOccurrence = CursorOccurrence;
1723
1865
  exports.ReplayAnalyzer = ReplayAnalyzer;
1724
1866
  exports.ReplayData = ReplayData;
1725
1867
  exports.ReplayObjectData = ReplayObjectData;