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osu-lazer/osu.Game/Database/StandardisedScoreMigrationTools.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;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
using osu.Framework.Logging;
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using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.IO.Legacy;
using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
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using osu.Game.Scoring;
namespace osu.Game.Database
{
public static class StandardisedScoreMigrationTools
{
public static bool ShouldMigrateToNewStandardised(ScoreInfo score)
{
if (score.IsLegacyScore)
return false;
if (score.TotalScoreVersion > 30000005)
return false;
// Recalculate the old-style standardised score to see if this was an old lazer score.
bool oldScoreMatchesExpectations = GetOldStandardised(score) == score.TotalScore;
// Some older scores don't have correct statistics populated, so let's give them benefit of doubt.
bool scoreIsVeryOld = score.Date < new DateTime(2023, 1, 1, 0, 0, 0);
return oldScoreMatchesExpectations || scoreIsVeryOld;
}
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public static long GetNewStandardised(ScoreInfo score)
{
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int maxJudgementIndex = 0;
// Avoid retrieving from realm inside loops.
int maxCombo = score.MaxCombo;
var ruleset = score.Ruleset.CreateInstance();
var processor = ruleset.CreateScoreProcessor();
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processor.TrackHitEvents = false;
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var beatmap = new Beatmap();
HitResult maxRulesetJudgement = ruleset.GetHitResults().First().result;
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// This is a list of all results, ordered from best to worst.
// We are constructing a "best possible" score from the statistics provided because it's the best we can do.
List<HitResult> sortedHits = score.Statistics
.Where(kvp => kvp.Key.AffectsCombo())
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.OrderByDescending(kvp => Judgement.ToNumericResult(kvp.Key))
.SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value))
.ToList();
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// Attempt to use maximum statistics from the database.
var maximumJudgements = score.MaximumStatistics
.Where(kvp => kvp.Key.AffectsCombo())
.OrderByDescending(kvp => Judgement.ToNumericResult(kvp.Key))
.SelectMany(kvp => Enumerable.Repeat(new FakeJudgement(kvp.Key), kvp.Value))
.ToList();
// Some older scores may not have maximum statistics populated correctly.
// In this case we need to fill them with best-known-defaults.
if (maximumJudgements.Count != sortedHits.Count)
{
maximumJudgements = sortedHits
.Select(r => new FakeJudgement(getMaxJudgementFor(r, maxRulesetJudgement)))
.ToList();
}
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// This is required to get the correct maximum combo portion.
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foreach (var judgement in maximumJudgements)
beatmap.HitObjects.Add(new FakeHit(judgement));
processor.ApplyBeatmap(beatmap);
processor.Mods.Value = score.Mods;
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// Insert all misses into a queue.
// These will be nibbled at whenever we need to reset the combo.
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Queue<HitResult> misses = new Queue<HitResult>(score.Statistics
.Where(kvp => kvp.Key == HitResult.Miss || kvp.Key == HitResult.LargeTickMiss)
.SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value)));
foreach (var result in sortedHits)
{
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// For the main part of this loop, ignore all misses, as they will be inserted from the queue.
if (result == HitResult.Miss || result == HitResult.LargeTickMiss)
continue;
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// Reset combo if required.
if (processor.Combo.Value == maxCombo)
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insertMiss();
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processor.ApplyResult(new JudgementResult(null!, maximumJudgements[maxJudgementIndex++])
{
Type = result
});
}
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// Ensure we haven't forgotten any misses.
while (misses.Count > 0)
insertMiss();
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var bonusHits = score.Statistics
.Where(kvp => kvp.Key.IsBonus())
.SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value));
foreach (var result in bonusHits)
processor.ApplyResult(new JudgementResult(null!, new FakeJudgement(result)) { Type = result });
// Not true for all scores for whatever reason. Oh well.
// Debug.Assert(processor.HighestCombo.Value == score.MaxCombo);
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return processor.TotalScore.Value;
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void insertMiss()
{
if (misses.Count > 0)
{
processor.ApplyResult(new JudgementResult(null!, maximumJudgements[maxJudgementIndex++])
{
Type = misses.Dequeue(),
});
}
else
{
// We ran out of misses. But we can't let max combo increase beyond the known value,
// so let's forge a miss.
processor.ApplyResult(new JudgementResult(null!, new FakeJudgement(getMaxJudgementFor(HitResult.Miss, maxRulesetJudgement)))
{
Type = HitResult.Miss,
});
}
}
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}
private static HitResult getMaxJudgementFor(HitResult hitResult, HitResult max)
{
switch (hitResult)
{
case HitResult.Miss:
case HitResult.Meh:
case HitResult.Ok:
case HitResult.Good:
case HitResult.Great:
case HitResult.Perfect:
return max;
case HitResult.SmallTickMiss:
case HitResult.SmallTickHit:
return HitResult.SmallTickHit;
case HitResult.LargeTickMiss:
case HitResult.LargeTickHit:
return HitResult.LargeTickHit;
}
return HitResult.IgnoreHit;
}
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public static long GetOldStandardised(ScoreInfo score)
{
double accuracyScore =
(double)score.Statistics.Where(kvp => kvp.Key.AffectsAccuracy()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value)
/ score.MaximumStatistics.Where(kvp => kvp.Key.AffectsAccuracy()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value);
double comboScore = (double)score.MaxCombo / score.MaximumStatistics.Where(kvp => kvp.Key.AffectsCombo()).Sum(kvp => kvp.Value);
double bonusScore = score.Statistics.Where(kvp => kvp.Key.IsBonus()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value);
double accuracyPortion = 0.3;
switch (score.RulesetID)
{
case 1:
accuracyPortion = 0.75;
break;
case 3:
accuracyPortion = 0.99;
break;
}
double modMultiplier = 1;
foreach (var mod in score.Mods)
modMultiplier *= mod.ScoreMultiplier;
return (long)Math.Round((1000000 * (accuracyPortion * accuracyScore + (1 - accuracyPortion) * comboScore) + bonusScore) * modMultiplier);
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}
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/// <summary>
/// Converts from <see cref="ScoreInfo.LegacyTotalScore"/> to the new standardised scoring of <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="score">The score to convert the total score of.</param>
/// <param name="beatmaps">A <see cref="BeatmapManager"/> used for <see cref="WorkingBeatmap"/> lookups.</param>
/// <returns>The standardised total score.</returns>
public static long ConvertFromLegacyTotalScore(ScoreInfo score, BeatmapManager beatmaps)
{
if (!score.IsLegacyScore)
return score.TotalScore;
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WorkingBeatmap beatmap = beatmaps.GetWorkingBeatmap(score.BeatmapInfo);
Ruleset ruleset = score.Ruleset.CreateInstance();
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if (ruleset is not ILegacyRuleset legacyRuleset)
return score.TotalScore;
var mods = score.Mods;
if (mods.Any(mod => mod is ModScoreV2))
return score.TotalScore;
var playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods);
if (playableBeatmap.HitObjects.Count == 0)
throw new InvalidOperationException("Beatmap contains no hit objects!");
ILegacyScoreSimulator sv1Simulator = legacyRuleset.CreateLegacyScoreSimulator();
LegacyScoreAttributes attributes = sv1Simulator.Simulate(beatmap, playableBeatmap);
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return ConvertFromLegacyTotalScore(score, LegacyBeatmapConversionDifficultyInfo.FromBeatmap(beatmap.Beatmap), attributes);
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}
/// <summary>
/// Converts from <see cref="ScoreInfo.LegacyTotalScore"/> to the new standardised scoring of <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="score">The score to convert the total score of.</param>
/// <param name="difficulty">The beatmap difficulty.</param>
/// <param name="attributes">The legacy scoring attributes for the beatmap which the score was set on.</param>
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/// <returns>The standardised total score.</returns>
public static long ConvertFromLegacyTotalScore(ScoreInfo score, LegacyBeatmapConversionDifficultyInfo difficulty, LegacyScoreAttributes attributes)
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{
if (!score.IsLegacyScore)
return score.TotalScore;
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Debug.Assert(score.LegacyTotalScore != null);
Ruleset ruleset = score.Ruleset.CreateInstance();
if (ruleset is not ILegacyRuleset legacyRuleset)
return score.TotalScore;
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double legacyModMultiplier = legacyRuleset.CreateLegacyScoreSimulator().GetLegacyScoreMultiplier(score.Mods, difficulty);
int maximumLegacyAccuracyScore = attributes.AccuracyScore;
long maximumLegacyComboScore = (long)Math.Round(attributes.ComboScore * legacyModMultiplier);
double maximumLegacyBonusRatio = attributes.BonusScoreRatio;
long maximumLegacyBonusScore = attributes.BonusScore;
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double legacyAccScore = maximumLegacyAccuracyScore * score.Accuracy;
// We can not separate the ComboScore from the BonusScore, so we keep the bonus in the ratio.
double comboProportion =
((double)score.LegacyTotalScore - legacyAccScore) / (maximumLegacyComboScore + maximumLegacyBonusScore);
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// We assume the bonus proportion only makes up the rest of the score that exceeds maximumLegacyBaseScore.
long maximumLegacyBaseScore = maximumLegacyAccuracyScore + maximumLegacyComboScore;
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double bonusProportion = Math.Max(0, ((long)score.LegacyTotalScore - maximumLegacyBaseScore) * maximumLegacyBonusRatio);
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double modMultiplier = score.Mods.Select(m => m.ScoreMultiplier).Aggregate(1.0, (c, n) => c * n);
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switch (score.Ruleset.OnlineID)
{
case 0:
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if (score.MaxCombo == 0 || score.Accuracy == 0)
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{
return (long)Math.Round((
0
+ 500000 * Math.Pow(score.Accuracy, 5)
+ bonusProportion) * modMultiplier);
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}
// Assumptions:
// - sliders and slider ticks are uniformly distributed in the beatmap, and thus can be ignored without losing much precision.
// We thus consider a map of hit-circles only, which gives objectCount == maximumCombo.
// - the Ok/Meh hit results are uniformly spread in the score, and thus can be ignored without losing much precision.
// We simplify and consider each hit result to have the same hit value of `300 * score.Accuracy`
// (which represents the average hit value over the entire play),
// which allows us to isolate the accuracy multiplier.
// This is a very ballpark estimate of the maximum magnitude of the combo portion in score V1.
// It is derived by assuming a full combo play and summing up the contribution to combo portion from each individual object.
// Because each object's combo contribution is proportional to the current combo at the time of judgement,
// this can be roughly represented by summing / integrating f(combo) = combo.
// All mod- and beatmap-dependent multipliers and constants are not included here,
// as we will only be using the magnitude of this to compute ratios.
int maximumLegacyCombo = attributes.MaxCombo;
double maximumAchievableComboPortionInScoreV1 = Math.Pow(maximumLegacyCombo, 2);
// Similarly, estimate the maximum magnitude of the combo portion in standardised score.
// Roughly corresponds to integrating f(combo) = combo ^ COMBO_EXPONENT (omitting constants)
double maximumAchievableComboPortionInStandardisedScore = Math.Pow(maximumLegacyCombo, 1 + ScoreProcessor.COMBO_EXPONENT);
// This is - roughly - how much score, in the combo portion, the longest combo on this particular play would gain in score V1.
double comboPortionFromLongestComboInScoreV1 = Math.Pow(score.MaxCombo, 2);
// Same for standardised score.
double comboPortionFromLongestComboInStandardisedScore = Math.Pow(score.MaxCombo, 1 + ScoreProcessor.COMBO_EXPONENT);
// We estimate the combo portion of the score in score V1 terms.
// The division by accuracy is supposed to lessen the impact of accuracy on the combo portion,
// but in some edge cases it cannot sanely undo it.
// Therefore the resultant value is clamped from both sides for sanity.
// The clamp from below to `comboPortionFromLongestComboInScoreV1` targets near-FC scores wherein
// the player had bad accuracy at the end of their longest combo, which causes the division by accuracy
// to underestimate the combo portion.
// The clamp from above to `maximumAchievableComboPortionInScoreV1` targets FC scores wherein
// the player had bad accuracy at the start of the map, which causes the division by accuracy
// to overestimate the combo portion.
double comboPortionInScoreV1 = Math.Clamp(maximumAchievableComboPortionInScoreV1 * comboProportion / score.Accuracy,
comboPortionFromLongestComboInScoreV1, maximumAchievableComboPortionInScoreV1);
// Calculate how many times the longest combo the user has achieved in the play can repeat
// without exceeding the combo portion in score V1 as achieved by the player.
// This is a pessimistic estimate; it intentionally does not operate on object count and uses only score instead.
double maximumOccurrencesOfLongestCombo = Math.Floor(comboPortionInScoreV1 / comboPortionFromLongestComboInScoreV1);
double comboPortionFromRepeatedLongestCombosInScoreV1 = maximumOccurrencesOfLongestCombo * comboPortionFromLongestComboInScoreV1;
double remainingComboPortionInScoreV1 = comboPortionInScoreV1 - comboPortionFromRepeatedLongestCombosInScoreV1;
// `remainingComboPortionInScoreV1` is in the "score ballpark" realm, which means it's proportional to combo squared.
// To convert that back to a raw combo length, we need to take the square root...
double remainingCombo = Math.Sqrt(remainingComboPortionInScoreV1);
// ...and then based on that raw combo length, we calculate how much this last combo is worth in standardised score.
double remainingComboPortionInStandardisedScore = Math.Pow(remainingCombo, 1 + ScoreProcessor.COMBO_EXPONENT);
double lowerEstimateOfComboPortionInStandardisedScore
= maximumOccurrencesOfLongestCombo * comboPortionFromLongestComboInStandardisedScore
+ remainingComboPortionInStandardisedScore;
// Compute approximate upper estimate new score for that play.
// This time, divide the remaining combo among remaining objects equally to achieve longest possible combo lengths.
// There is no rigorous proof that doing this will yield a correct upper bound, but it seems to work out in practice.
remainingComboPortionInScoreV1 = comboPortionInScoreV1 - comboPortionFromLongestComboInScoreV1;
double remainingCountOfObjectsGivingCombo = maximumLegacyCombo - score.MaxCombo - score.Statistics.GetValueOrDefault(HitResult.Miss);
// Because we assumed all combos were equal, `remainingComboPortionInScoreV1`
// can be approximated by n * x^2, wherein n is the assumed number of equal combos,
// and x is the assumed length of every one of those combos.
// The remaining count of objects giving combo is, using those terms, equal to n * x.
// Therefore, dividing the two will result in x, i.e. the assumed length of the remaining combos.
double lengthOfRemainingCombos = remainingCountOfObjectsGivingCombo > 0
? remainingComboPortionInScoreV1 / remainingCountOfObjectsGivingCombo
: 0;
// In standardised scoring, each combo yields a score proportional to combo length to the power 1 + COMBO_EXPONENT.
// Using the symbols introduced above, that would be x ^ 1.5 per combo, n times (because there are n assumed equal-length combos).
// However, because `remainingCountOfObjectsGivingCombo` - using the symbols introduced above - is assumed to be equal to n * x,
// we can skip adding the 1 and just multiply by x ^ 0.5.
remainingComboPortionInStandardisedScore = remainingCountOfObjectsGivingCombo * Math.Pow(lengthOfRemainingCombos, ScoreProcessor.COMBO_EXPONENT);
double upperEstimateOfComboPortionInStandardisedScore = comboPortionFromLongestComboInStandardisedScore + remainingComboPortionInStandardisedScore;
// Approximate by combining lower and upper estimates.
// As the lower-estimate is very pessimistic, we use a 30/70 ratio
// and cap it with 1.2 times the middle-point to avoid overestimates.
double estimatedComboPortionInStandardisedScore = Math.Min(
0.3 * lowerEstimateOfComboPortionInStandardisedScore + 0.7 * upperEstimateOfComboPortionInStandardisedScore,
1.2 * (lowerEstimateOfComboPortionInStandardisedScore + upperEstimateOfComboPortionInStandardisedScore) / 2
);
double newComboScoreProportion = estimatedComboPortionInStandardisedScore / maximumAchievableComboPortionInStandardisedScore;
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return (long)Math.Round((
500000 * newComboScoreProportion * score.Accuracy
+ 500000 * Math.Pow(score.Accuracy, 5)
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+ bonusProportion) * modMultiplier);
case 1:
return (long)Math.Round((
250000 * comboProportion
+ 750000 * Math.Pow(score.Accuracy, 3.6)
+ bonusProportion) * modMultiplier);
case 2:
return (long)Math.Round((
600000 * comboProportion
+ 400000 * score.Accuracy
+ bonusProportion) * modMultiplier);
case 3:
return (long)Math.Round((
990000 * comboProportion
+ 10000 * Math.Pow(score.Accuracy, 2 + 2 * score.Accuracy)
+ bonusProportion) * modMultiplier);
default:
return score.TotalScore;
}
}
/// <summary>
/// Used to populate the <paramref name="score"/> model using data parsed from its corresponding replay file.
/// </summary>
/// <param name="score">The score to run population from replay for.</param>
/// <param name="files">A <see cref="RealmFileStore"/> instance to use for fetching replay.</param>
/// <param name="populationFunc">
/// Delegate describing the population to execute.
/// The delegate's argument is a <see cref="SerializationReader"/> instance which permits to read data from the replay stream.
/// </param>
public static void PopulateFromReplay(this ScoreInfo score, RealmFileStore files, Action<SerializationReader> populationFunc)
{
string? replayFilename = score.Files.FirstOrDefault(f => f.Filename.EndsWith(@".osr", StringComparison.InvariantCultureIgnoreCase))?.File.GetStoragePath();
if (replayFilename == null)
return;
try
{
using (var stream = files.Store.GetStream(replayFilename))
{
if (stream == null)
return;
using (SerializationReader sr = new SerializationReader(stream))
populationFunc.Invoke(sr);
}
}
catch (Exception e)
{
Logger.Error(e, $"Failed to read replay {replayFilename} during score migration", LoggingTarget.Database);
}
}
private class FakeHit : HitObject
{
private readonly Judgement judgement;
public override Judgement CreateJudgement() => judgement;
public FakeHit(Judgement judgement)
{
this.judgement = judgement;
}
}
private class FakeJudgement : Judgement
{
public override HitResult MaxResult { get; }
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public FakeJudgement(HitResult maxResult)
{
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MaxResult = maxResult;
}
}
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}
}