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osu-lazer/osu.Game/Database/BackgroundDataStoreProcessor.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
using Newtonsoft.Json;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Online.API;
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using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Performance;
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using osu.Game.Rulesets;
using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
using osu.Game.Screens.Play;
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namespace osu.Game.Database
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{
/// <summary>
/// Performs background updating of data stores at startup.
/// </summary>
public partial class BackgroundDataStoreProcessor : Component
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{
protected Task ProcessingTask { get; private set; } = null!;
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[Resolved]
private RulesetStore rulesetStore { get; set; } = null!;
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[Resolved]
private BeatmapManager beatmapManager { get; set; } = null!;
[Resolved]
private ScoreManager scoreManager { get; set; } = null!;
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[Resolved]
private RealmAccess realmAccess { get; set; } = null!;
[Resolved]
private BeatmapUpdater beatmapUpdater { get; set; } = null!;
[Resolved]
private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
[Resolved]
private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
[Resolved]
private IHighPerformanceSessionManager? highPerformanceSessionManager { get; set; }
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[Resolved]
private INotificationOverlay? notificationOverlay { get; set; }
[Resolved]
private IAPIProvider api { get; set; } = null!;
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protected virtual int TimeToSleepDuringGameplay => 30000;
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protected override void LoadComplete()
{
base.LoadComplete();
ProcessingTask = Task.Factory.StartNew(() =>
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{
Logger.Log("Beginning background data store processing..");
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checkForOutdatedStarRatings();
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processBeatmapSetsWithMissingMetrics();
// Note that the previous method will also update these on a fresh run.
processBeatmapsWithMissingObjectCounts();
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processScoresWithMissingStatistics();
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convertLegacyTotalScoreToStandardised();
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upgradeScoreRanks();
}, TaskCreationOptions.LongRunning).ContinueWith(t =>
{
if (t.Exception?.InnerException is ObjectDisposedException)
{
Logger.Log("Finished background aborted during shutdown");
return;
}
Logger.Log("Finished background data store processing!");
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});
}
/// <summary>
/// Check whether the databased difficulty calculation version matches the latest ruleset provided version.
/// If it doesn't, clear out any existing difficulties so they can be incrementally recalculated.
/// </summary>
private void checkForOutdatedStarRatings()
{
foreach (var ruleset in rulesetStore.AvailableRulesets)
{
// beatmap being passed in is arbitrary here. just needs to be non-null.
int currentVersion = ruleset.CreateInstance().CreateDifficultyCalculator(gameBeatmap.Value).Version;
if (ruleset.LastAppliedDifficultyVersion < currentVersion)
{
Logger.Log($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
int countReset = 0;
realmAccess.Write(r =>
{
foreach (var b in r.All<BeatmapInfo>())
{
if (b.Ruleset.ShortName == ruleset.ShortName)
{
b.StarRating = -1;
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countReset++;
}
}
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r.Find<RulesetInfo>(ruleset.ShortName)!.LastAppliedDifficultyVersion = currentVersion;
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});
Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}");
}
}
}
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private void processBeatmapSetsWithMissingMetrics()
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{
HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
Logger.Log("Querying for beatmap sets to reprocess...");
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realmAccess.Run(r =>
{
// BeatmapProcessor is responsible for both online and local processing.
// In the case a user isn't logged in, it won't update LastOnlineUpdate and therefore re-queue,
// causing overhead from the non-online processing to redundantly run every startup.
//
// We may eventually consider making the Process call more specific (or avoid this in any number
// of other possible ways), but for now avoid queueing if the user isn't logged in at startup.
if (api.IsLoggedIn)
{
foreach (var b in r.All<BeatmapInfo>().Where(b => (b.StarRating < 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)) && b.BeatmapSet != null))
beatmapSetIds.Add(b.BeatmapSet!.ID);
}
else
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{
foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating < 0 && b.BeatmapSet != null))
beatmapSetIds.Add(b.BeatmapSet!.ID);
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}
});
if (beatmapSetIds.Count == 0)
return;
Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
// Technically this is doing more than just star ratings, but easier for the end user to understand.
var notification = showProgressNotification(beatmapSetIds.Count, "Reprocessing star rating for beatmaps", "beatmaps' star ratings have been updated");
int processedCount = 0;
int failedCount = 0;
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foreach (var id in beatmapSetIds)
{
if (notification?.State == ProgressNotificationState.Cancelled)
break;
updateNotificationProgress(notification, processedCount, beatmapSetIds.Count);
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sleepIfRequired();
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realmAccess.Run(r =>
{
var set = r.Find<BeatmapSetInfo>(id);
if (set != null)
{
try
{
beatmapUpdater.Process(set);
++processedCount;
}
catch (Exception e)
{
Logger.Log($"Background processing failed on {set}: {e}");
++failedCount;
}
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}
});
}
completeNotification(notification, processedCount, beatmapSetIds.Count, failedCount);
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}
private void processBeatmapsWithMissingObjectCounts()
{
Logger.Log("Querying for beatmaps with missing hitobject counts to reprocess...");
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HashSet<Guid> beatmapIds = new HashSet<Guid>();
realmAccess.Run(r =>
{
foreach (var b in r.All<BeatmapInfo>().Where(b => b.TotalObjectCount < 0 || b.EndTimeObjectCount < 0))
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beatmapIds.Add(b.ID);
});
if (beatmapIds.Count == 0)
return;
Logger.Log($"Found {beatmapIds.Count} beatmaps which require statistics population.");
var notification = showProgressNotification(beatmapIds.Count, "Populating missing statistics for beatmaps", "beatmaps have been populated with missing statistics");
int processedCount = 0;
int failedCount = 0;
foreach (var id in beatmapIds)
{
if (notification?.State == ProgressNotificationState.Cancelled)
break;
updateNotificationProgress(notification, processedCount, beatmapIds.Count);
sleepIfRequired();
realmAccess.Run(r =>
{
var beatmap = r.Find<BeatmapInfo>(id);
if (beatmap != null)
{
try
{
beatmapUpdater.ProcessObjectCounts(beatmap);
++processedCount;
}
catch (Exception e)
{
Logger.Log($"Background processing failed on {beatmap}: {e}");
++failedCount;
}
}
});
}
completeNotification(notification, processedCount, beatmapIds.Count, failedCount);
}
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private void processScoresWithMissingStatistics()
{
HashSet<Guid> scoreIds = new HashSet<Guid>();
Logger.Log("Querying for scores to reprocess...");
realmAccess.Run(r =>
{
foreach (var score in r.All<ScoreInfo>().Where(s => !s.BackgroundReprocessingFailed))
{
if (score.BeatmapInfo != null
&& score.Statistics.Sum(kvp => kvp.Value) > 0
&& score.MaximumStatistics.Sum(kvp => kvp.Value) == 0)
{
scoreIds.Add(score.ID);
}
}
});
if (scoreIds.Count == 0)
return;
Logger.Log($"Found {scoreIds.Count} scores which require statistics population.");
var notification = showProgressNotification(scoreIds.Count, "Populating missing statistics for scores", "scores have been populated with missing statistics");
int processedCount = 0;
int failedCount = 0;
foreach (var id in scoreIds)
{
if (notification?.State == ProgressNotificationState.Cancelled)
break;
updateNotificationProgress(notification, processedCount, scoreIds.Count);
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sleepIfRequired();
try
{
var score = scoreManager.Query(s => s.ID == id);
scoreManager.PopulateMaximumStatistics(score);
// Can't use async overload because we're not on the update thread.
// ReSharper disable once MethodHasAsyncOverload
realmAccess.Write(r =>
{
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r.Find<ScoreInfo>(id)!.MaximumStatisticsJson = JsonConvert.SerializeObject(score.MaximumStatistics);
});
++processedCount;
}
catch (ObjectDisposedException)
{
throw;
}
catch (Exception e)
{
Logger.Log(@$"Failed to populate maximum statistics for {id}: {e}");
realmAccess.Write(r => r.Find<ScoreInfo>(id)!.BackgroundReprocessingFailed = true);
++failedCount;
}
}
completeNotification(notification, processedCount, scoreIds.Count, failedCount);
}
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private void convertLegacyTotalScoreToStandardised()
{
Logger.Log("Querying for scores that need total score conversion...");
HashSet<Guid> scoreIds = realmAccess.Run(r => new HashSet<Guid>(
r.All<ScoreInfo>()
.Where(s => !s.BackgroundReprocessingFailed
&& s.BeatmapInfo != null
&& s.IsLegacyScore
&& s.TotalScoreVersion < LegacyScoreEncoder.LATEST_VERSION)
.AsEnumerable()
// must be done after materialisation, as realm doesn't want to support
// nested property predicates
.Where(s => s.Ruleset.IsLegacyRuleset())
.Select(s => s.ID)));
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Logger.Log($"Found {scoreIds.Count} scores which require total score conversion.");
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if (scoreIds.Count == 0)
return;
var notification = showProgressNotification(scoreIds.Count, "Upgrading scores to new scoring algorithm", "scores have been upgraded to the new scoring algorithm");
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int processedCount = 0;
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int failedCount = 0;
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foreach (var id in scoreIds)
{
if (notification?.State == ProgressNotificationState.Cancelled)
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break;
updateNotificationProgress(notification, processedCount, scoreIds.Count);
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sleepIfRequired();
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try
{
// Can't use async overload because we're not on the update thread.
// ReSharper disable once MethodHasAsyncOverload
realmAccess.Write(r =>
{
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ScoreInfo s = r.Find<ScoreInfo>(id)!;
StandardisedScoreMigrationTools.UpdateFromLegacy(s, beatmapManager.GetWorkingBeatmap(s.BeatmapInfo));
s.TotalScoreVersion = LegacyScoreEncoder.LATEST_VERSION;
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});
++processedCount;
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}
catch (ObjectDisposedException)
{
throw;
}
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catch (Exception e)
{
Logger.Log($"Failed to convert total score for {id}: {e}");
realmAccess.Write(r => r.Find<ScoreInfo>(id)!.BackgroundReprocessingFailed = true);
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++failedCount;
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}
}
completeNotification(notification, processedCount, scoreIds.Count, failedCount);
}
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private void upgradeScoreRanks()
{
Logger.Log("Querying for scores that need rank upgrades...");
HashSet<Guid> scoreIds = realmAccess.Run(r => new HashSet<Guid>(
r.All<ScoreInfo>()
.Where(s => s.TotalScoreVersion < 30000013) // last total score version with a significant change to ranks
.AsEnumerable()
// must be done after materialisation, as realm doesn't support
// filtering on nested property predicates or projection via `.Select()`
.Where(s => s.Ruleset.IsLegacyRuleset())
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.Select(s => s.ID)));
Logger.Log($"Found {scoreIds.Count} scores which require rank upgrades.");
if (scoreIds.Count == 0)
return;
var notification = showProgressNotification(scoreIds.Count, "Adjusting ranks of scores", "scores now have more correct ranks");
int processedCount = 0;
int failedCount = 0;
foreach (var id in scoreIds)
{
if (notification?.State == ProgressNotificationState.Cancelled)
break;
updateNotificationProgress(notification, processedCount, scoreIds.Count);
sleepIfRequired();
try
{
// Can't use async overload because we're not on the update thread.
// ReSharper disable once MethodHasAsyncOverload
realmAccess.Write(r =>
{
ScoreInfo s = r.Find<ScoreInfo>(id)!;
s.Rank = StandardisedScoreMigrationTools.ComputeRank(s);
s.TotalScoreVersion = LegacyScoreEncoder.LATEST_VERSION;
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});
++processedCount;
}
catch (ObjectDisposedException)
{
throw;
}
catch (Exception e)
{
Logger.Log($"Failed to update rank score {id}: {e}");
realmAccess.Write(r => r.Find<ScoreInfo>(id)!.BackgroundReprocessingFailed = true);
++failedCount;
}
}
completeNotification(notification, processedCount, scoreIds.Count, failedCount);
}
private void updateNotificationProgress(ProgressNotification? notification, int processedCount, int totalCount)
{
if (notification == null)
return;
notification.Text = notification.Text.ToString().Split('(').First().TrimEnd() + $" ({processedCount} of {totalCount})";
notification.Progress = (float)processedCount / totalCount;
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if (processedCount % 100 == 0)
Logger.Log(notification.Text.ToString());
}
private void completeNotification(ProgressNotification? notification, int processedCount, int totalCount, int? failedCount = null)
{
if (notification == null)
return;
if (processedCount == totalCount)
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{
notification.CompletionText = $"{processedCount} {notification.CompletionText}";
notification.Progress = 1;
notification.State = ProgressNotificationState.Completed;
}
else
{
notification.Text = $"{processedCount} of {totalCount} {notification.CompletionText}";
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// We may have arrived here due to user cancellation or completion with failures.
if (failedCount > 0)
notification.Text += $" Check logs for issues with {failedCount} failed items.";
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notification.State = ProgressNotificationState.Cancelled;
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}
}
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private ProgressNotification? showProgressNotification(int totalCount, string running, string completed)
{
if (notificationOverlay == null)
return null;
if (totalCount < 10)
return null;
ProgressNotification notification = new ProgressNotification
{
Text = running,
CompletionText = completed,
State = ProgressNotificationState.Active
};
notificationOverlay?.Post(notification);
return notification;
}
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private void sleepIfRequired()
{
// Importantly, also sleep if high performance session is active.
// If we don't do this, memory usage can become runaway due to GC running in a more lenient mode.
while (localUserPlayInfo?.IsPlaying.Value == true || highPerformanceSessionManager?.IsSessionActive == true)
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{
Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);
}
}
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}
}