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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Game.Database;
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using osu.Game.Rulesets.Objects;
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using Realms;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles all processing required to ensure a local beatmap is in a consistent state with any changes.
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/// </summary>
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public class BeatmapUpdater
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{
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private readonly IWorkingBeatmapCache workingBeatmapCache;
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private readonly BeatmapOnlineLookupQueue onlineLookupQueue;
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private readonly BeatmapDifficultyCache difficultyCache;
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public BeatmapUpdater(IWorkingBeatmapCache workingBeatmapCache, BeatmapOnlineLookupQueue onlineLookupQueue, BeatmapDifficultyCache difficultyCache)
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{
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this.workingBeatmapCache = workingBeatmapCache;
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this.onlineLookupQueue = onlineLookupQueue;
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this.difficultyCache = difficultyCache;
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}
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/// <summary>
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/// Queue a beatmap for background processing.
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/// </summary>
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public void Queue(Live<BeatmapSetInfo> beatmap)
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{
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// For now, just fire off a task.
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// TODO: Add actual queueing probably.
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Task.Factory.StartNew(() => beatmap.PerformRead(Process));
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}
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/// <summary>
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/// Run all processing on a beatmap immediately.
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/// </summary>
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public void Process(BeatmapSetInfo beatmapSet) => beatmapSet.Realm.Write(r => Process(beatmapSet, r));
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public void Process(BeatmapSetInfo beatmapSet, Realm realm)
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{
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapSet);
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onlineLookupQueue.Update(beatmapSet);
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foreach (var beatmap in beatmapSet.Beatmaps)
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{
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difficultyCache.Invalidate(beatmap);
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmap.Detach());
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var ruleset = working.BeatmapInfo.Ruleset.CreateInstance();
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Debug.Assert(ruleset != null);
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var calculator = ruleset.CreateDifficultyCalculator(working);
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beatmap.StarRating = calculator.Calculate().StarRating;
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beatmap.Length = calculateLength(working.Beatmap);
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beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
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}
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}
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private double calculateLength(IBeatmap b)
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{
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if (!b.HitObjects.Any())
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return 0;
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var lastObject = b.HitObjects.Last();
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
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double endTime = lastObject.GetEndTime();
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double startTime = b.HitObjects.First().StartTime;
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return endTime - startTime;
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}
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}
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}
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