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Inconsistent "perfect combo" display in osu!taiko and osu!mania
Assuming that a green combo count on beatmap leaderboards is supposed to indicate the maximum possible combo, there are 3 cases where this is inconsistent. The causes are not obvious without checking the code or extensive testing in the game (nor are they documented).
There are similar inconsistencies with when the stable client displays Perfect
on the results screen graph, but not sure if they are worth reporting separately.
Scores on maps with swells/dendens in osu!taiko are never marked "perfect"
Swells/dendens don't affect combo in stable ScoreV1 (they do in ScoreV2) and lazer. (This is the same for drumrolls but they don't have this issue regarding perfect combo.)
Example map (combo is not marked green):
Combo values greater than what Auto gets is possible in osu!mania
This seems to stem from hold notes giving a variable amount of combo in stable (even when not breaking combo) depending on hit timing. It is not a problem in lazer from what I can tell.
Example map (different combo counts are marked green):
"Perfect combo" in osu!mania requires zero 100s and zero 50s
Example map (scores with 100s or 50s are not marked green, regardless of combo):
This is due to the perfectCombo
check here:
https://github.com/ppy/osu-web/blob/546c34b640163e171ae9f5ce1175d3901a39a92f/resources/js/utils/score-helper.ts#L40-L58
(There is a similar and more complicated check in stable.)
Not sure what legacy_perfect
in that osu-web function corresponds to.
perfect attribute for legacy (stable) scores is based solely on the database column value (which passed as legacy_perfect
).
perfect attribute for legacy (stable) scores is based solely on the database column value (which passed as
legacy_perfect
).
which to my recollection is provided by the stable client