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osu-lazer/osu.Game/Scoring/Legacy/LegacyScoreDecoder.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.
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#nullable disable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
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using System.Linq;
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using Newtonsoft.Json;
using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.Legacy;
Fix incorrect accuracy and rank population when decoding lazer replays Closes https://github.com/ppy/osu/issues/24061. The gist of this change is that if the `LegacyReplaySoloScoreInfo` bolt-on is present in the replay, then it can (and is) used to recompute the accuracy, and rank is computed based on that. This was the missing part of https://github.com/ppy/osu/issues/24061#issuecomment-1888438151. The accuracy would change on import before that because the encode process is _lossy_ if the `LegacyReplaySoloScoreInfo` bolt-on is not used, as the legacy format only has 6 fields for encoding judgement counts, and some judgements that affect accuracy in lazer do not fit into that. Note that this _only_ fixes _relatively_ new lazer scores looking wrong after reimport. - Very old lazer scores, i.e. ones that don't have the `LegacyReplaySoloScoreInfo` bolt-on, obviously can't use it to repopulate. There's really not much good that can be done there, so the stable pathways are used as a fallback that always works. - For stable replays, `ScoreImporter` recalculates the accuracy of the score _again_ in https://github.com/ppy/osu/blob/15a5fd7e4c8e8e3c38382cfd3d5d676d107d7908/osu.Game/Scoring/ScoreImporter.cs#L106-L110 as `StandardisedScoreMigrationTools.UpdateFromLegacy()` recomputes _both_ total score and accuracy. This makes a _semblance_ of sense as it attempts to make the accuracy of stable and lazer replays comparable. In most cases it also won't matter, as the only ruleset where accuracy changed between the legacy implementation and current lazer accuracy is mania. But it is also an inaccurate process (as, again, some of the required data is not in the replay, namely judgement counts of ticks and so on). For whatever's worth, a similar thing happens server-side in https://github.com/ppy/osu-queue-score-statistics/blob/106c2948dbe695efcad5972d32cd46f4b36005cc/osu.Server.Queues.ScoreStatisticsProcessor/Commands/Queue/BatchInserter.cs#L319 - However, _ranks_ of stable scores will still use the local stable reimplementation of ranks, i.e. a 1-miss stable score in osu! ruleset will be an A rather than an S. See importer: https://github.com/ppy/osu-queue-score-statistics/blob/106c2948dbe695efcad5972d32cd46f4b36005cc/osu.Server.Queues.ScoreStatisticsProcessor/Commands/Queue/BatchInserter.cs#L237 (it's the same method which is renamed to `PopulateLegacyAccuracyAndRank()` in this commit). That is all a bit of a mess honestly, but I'm not sure where to even begin there...
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using osu.Game.Database;
using osu.Game.IO.Legacy;
using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Replays;
using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using SharpCompress.Compressors.LZMA;
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namespace osu.Game.Scoring.Legacy
{
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public abstract class LegacyScoreDecoder
{
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private IBeatmap currentBeatmap;
private Ruleset currentRuleset;
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private float beatmapOffset;
public Score Parse(Stream stream)
{
var score = new Score
{
Replay = new Replay()
};
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WorkingBeatmap workingBeatmap;
using (SerializationReader sr = new SerializationReader(stream))
{
currentRuleset = GetRuleset(sr.ReadByte());
var scoreInfo = new ScoreInfo { Ruleset = currentRuleset.RulesetInfo };
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score.ScoreInfo = scoreInfo;
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int version = sr.ReadInt32();
scoreInfo.IsLegacyScore = version < LegacyScoreEncoder.FIRST_LAZER_VERSION;
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// TotalScoreVersion gets initialised to LATEST_VERSION.
// In the case where the incoming score has either an osu!stable or old lazer version, we need
// to mark it with the correct version increment to trigger reprocessing to new standardised scoring.
//
// See StandardisedScoreMigrationTools.ShouldMigrateToNewStandardised().
scoreInfo.TotalScoreVersion = version < 30000002 ? 30000001 : LegacyScoreEncoder.LATEST_VERSION;
string beatmapHash = sr.ReadString();
workingBeatmap = GetBeatmap(beatmapHash);
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if (workingBeatmap is DummyWorkingBeatmap)
throw new BeatmapNotFoundException(beatmapHash);
scoreInfo.User = new APIUser { Username = sr.ReadString() };
// MD5Hash
sr.ReadString();
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scoreInfo.SetCount300(sr.ReadUInt16());
scoreInfo.SetCount100(sr.ReadUInt16());
scoreInfo.SetCount50(sr.ReadUInt16());
scoreInfo.SetCountGeki(sr.ReadUInt16());
scoreInfo.SetCountKatu(sr.ReadUInt16());
scoreInfo.SetCountMiss(sr.ReadUInt16());
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scoreInfo.TotalScore = sr.ReadInt32();
scoreInfo.MaxCombo = sr.ReadUInt16();
/* score.Perfect = */
sr.ReadBoolean();
scoreInfo.Mods = currentRuleset.ConvertFromLegacyMods((LegacyMods)sr.ReadInt32()).ToArray();
// lazer replays get a really high version number.
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if (version < LegacyScoreEncoder.FIRST_LAZER_VERSION)
scoreInfo.Mods = scoreInfo.Mods.Append(currentRuleset.CreateMod<ModClassic>()).ToArray();
currentBeatmap = workingBeatmap.GetPlayableBeatmap(currentRuleset.RulesetInfo, scoreInfo.Mods);
scoreInfo.BeatmapInfo = currentBeatmap.BeatmapInfo;
// As this is baked into hitobject timing (see `LegacyBeatmapDecoder`) we also need to apply this to replay frame timing.
beatmapOffset = currentBeatmap.BeatmapInfo.BeatmapVersion < 5 ? LegacyBeatmapDecoder.EARLY_VERSION_TIMING_OFFSET : 0;
/* score.HpGraphString = */
sr.ReadString();
scoreInfo.Date = sr.ReadDateTime();
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byte[] compressedReplay = sr.ReadByteArray();
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if (version >= 20140721)
scoreInfo.LegacyOnlineID = sr.ReadInt64();
else if (version >= 20121008)
scoreInfo.LegacyOnlineID = sr.ReadInt32();
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byte[] compressedScoreInfo = null;
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if (version >= 30000001)
compressedScoreInfo = sr.ReadByteArray();
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if (compressedReplay?.Length > 0)
readCompressedData(compressedReplay, reader => readLegacyReplay(score.Replay, reader));
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if (compressedScoreInfo?.Length > 0)
{
readCompressedData(compressedScoreInfo, reader =>
{
LegacyReplaySoloScoreInfo readScore = JsonConvert.DeserializeObject<LegacyReplaySoloScoreInfo>(reader.ReadToEnd());
Debug.Assert(readScore != null);
score.ScoreInfo.OnlineID = readScore.OnlineID;
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score.ScoreInfo.Statistics = readScore.Statistics;
score.ScoreInfo.MaximumStatistics = readScore.MaximumStatistics;
score.ScoreInfo.Mods = readScore.Mods.Select(m => m.ToMod(currentRuleset)).ToArray();
score.ScoreInfo.ClientVersion = readScore.ClientVersion;
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});
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}
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}
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PopulateMaximumStatistics(score.ScoreInfo, workingBeatmap);
if (score.ScoreInfo.IsLegacyScore)
score.ScoreInfo.LegacyTotalScore = score.ScoreInfo.TotalScore;
StandardisedScoreMigrationTools.UpdateFromLegacy(score.ScoreInfo, workingBeatmap);
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// before returning for database import, we must restore the database-sourced BeatmapInfo.
// if not, the clone operation in GetPlayableBeatmap will cause a dereference and subsequent database exception.
score.ScoreInfo.BeatmapInfo = workingBeatmap.BeatmapInfo;
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score.ScoreInfo.BeatmapHash = workingBeatmap.BeatmapInfo.Hash;
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return score;
}
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private void readCompressedData(byte[] data, Action<StreamReader> readFunc)
{
using (var replayInStream = new MemoryStream(data))
{
byte[] properties = new byte[5];
if (replayInStream.Read(properties, 0, 5) != 5)
throw new IOException("input .lzma is too short");
long outSize = 0;
for (int i = 0; i < 8; i++)
{
int v = replayInStream.ReadByte();
if (v < 0)
throw new IOException("Can't Read 1");
outSize |= (long)(byte)v << (8 * i);
}
long compressedSize = replayInStream.Length - replayInStream.Position;
using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize))
using (var reader = new StreamReader(lzma))
readFunc(reader);
}
}
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/// <summary>
/// Populates the <see cref="ScoreInfo.MaximumStatistics"/> for a given <see cref="ScoreInfo"/>.
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/// </summary>
/// <param name="score">The score to populate the statistics of.</param>
/// <param name="workingBeatmap">The corresponding <see cref="WorkingBeatmap"/>.</param>
public static void PopulateMaximumStatistics(ScoreInfo score, WorkingBeatmap workingBeatmap)
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{
Debug.Assert(score.BeatmapInfo != null);
if (score.MaximumStatistics.Select(kvp => kvp.Value).Sum() > 0)
return;
var ruleset = score.Ruleset.Detach();
var rulesetInstance = ruleset.CreateInstance();
var scoreProcessor = rulesetInstance.CreateScoreProcessor();
// Populate the maximum statistics.
HitResult maxBasicResult = rulesetInstance.GetHitResults()
.Select(h => h.result)
.Where(h => h.IsBasic()).MaxBy(scoreProcessor.GetBaseScoreForResult);
foreach ((HitResult result, int count) in score.Statistics)
{
switch (result)
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{
case HitResult.LargeTickHit:
case HitResult.LargeTickMiss:
score.MaximumStatistics[HitResult.LargeTickHit] = score.MaximumStatistics.GetValueOrDefault(HitResult.LargeTickHit) + count;
break;
case HitResult.SmallTickHit:
case HitResult.SmallTickMiss:
score.MaximumStatistics[HitResult.SmallTickHit] = score.MaximumStatistics.GetValueOrDefault(HitResult.SmallTickHit) + count;
break;
case HitResult.IgnoreHit:
case HitResult.IgnoreMiss:
case HitResult.SmallBonus:
case HitResult.LargeBonus:
break;
default:
score.MaximumStatistics[maxBasicResult] = score.MaximumStatistics.GetValueOrDefault(maxBasicResult) + count;
break;
}
}
if (!score.IsLegacyScore)
return;
#pragma warning disable CS0618
// In osu! and osu!mania, some judgements affect combo but aren't stored to scores.
// A special hit result is used to pad out the combo value to match, based on the max combo from the difficulty attributes.
var calculator = rulesetInstance.CreateDifficultyCalculator(workingBeatmap);
var attributes = calculator.Calculate(score.Mods);
int maxComboFromStatistics = score.MaximumStatistics.Where(kvp => kvp.Key.AffectsCombo()).Select(kvp => kvp.Value).DefaultIfEmpty(0).Sum();
if (attributes.MaxCombo > maxComboFromStatistics)
score.MaximumStatistics[HitResult.LegacyComboIncrease] = attributes.MaxCombo - maxComboFromStatistics;
#pragma warning restore CS0618
}
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private void readLegacyReplay(Replay replay, StreamReader reader)
{
float lastTime = beatmapOffset;
bool negativeFrameEncounted = false;
ReplayFrame currentFrame = null;
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// the negative time amount that must be "paid back" by positive frames before we start including frames again.
// When a negative frame occurs in a replay, all future frames are skipped until the sum total of their times
// is equal to or greater than the time of that negative frame.
// This value will be negative if we are in a time deficit, ie we have a negative frame that must be paid back.
// Otherwise it will be 0.
float timeDeficit = 0;
string[] frames = reader.ReadToEnd().Split(',');
for (int i = 0; i < frames.Length; i++)
{
string[] split = frames[i].Split('|');
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if (split.Length < 4)
continue;
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if (split[0] == "-12345")
{
// Todo: The seed is provided in split[3], which we'll need to use at some point
continue;
}
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float diff = Parsing.ParseFloat(split[0]);
float mouseX = Parsing.ParseFloat(split[1], Parsing.MAX_COORDINATE_VALUE);
float mouseY = Parsing.ParseFloat(split[2], Parsing.MAX_COORDINATE_VALUE);
lastTime += diff;
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if (i < 2 && mouseX == 256 && mouseY == -500)
// at the start of the replay, stable places two replay frames, at time 0 and SkipBoundary - 1, respectively.
// both frames use a position of (256, -500).
// ignore these frames as they serve no real purpose (and can even mislead ruleset-specific handlers - see mania)
continue;
// negative frames are only counted towards the deficit after the very beginning of the replay.
// When the two skip frames are present (see directly above), the third frame will have a large
// negative time roughly equal to SkipBoundary. This shouldn't be counted towards the deficit, otherwise
// any replay data before the skip would be, well, skipped.
//
// On testing against stable, it appears that stable ignores the negative time of only the first
// negative frame of the first three replay frames, regardless of if the skip frames are present.
// Hence the condition here.
// But there is a possibility this is incorrect and may need to be revisited later.
if (i > 2 || negativeFrameEncounted)
{
timeDeficit += diff;
timeDeficit = Math.Min(0, timeDeficit);
}
if (diff < 0)
negativeFrameEncounted = true;
// still paying back the deficit from a negative frame. Skip this frame.
if (timeDeficit < 0)
continue;
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currentFrame = convertFrame(new LegacyReplayFrame(lastTime,
mouseX,
mouseY,
(ReplayButtonState)Parsing.ParseInt(split[3])), currentFrame);
replay.Frames.Add(currentFrame);
}
}
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private ReplayFrame convertFrame(LegacyReplayFrame currentFrame, ReplayFrame lastFrame)
{
var convertible = currentRuleset.CreateConvertibleReplayFrame();
if (convertible == null)
throw new InvalidOperationException($"Legacy replay cannot be converted for the ruleset: {currentRuleset.Description}");
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convertible.FromLegacy(currentFrame, currentBeatmap, lastFrame);
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var frame = (ReplayFrame)convertible;
frame.Time = currentFrame.Time;
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return frame;
}
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/// <summary>
/// Retrieves the <see cref="Ruleset"/> for a specific id.
/// </summary>
/// <param name="rulesetId">The id.</param>
/// <returns>The <see cref="Ruleset"/>.</returns>
protected abstract Ruleset GetRuleset(int rulesetId);
/// <summary>
/// Retrieves the <see cref="WorkingBeatmap"/> corresponding to an MD5 hash.
/// </summary>
/// <param name="md5Hash">The MD5 hash.</param>
/// <returns>The <see cref="WorkingBeatmap"/>.</returns>
protected abstract WorkingBeatmap GetBeatmap(string md5Hash);
public class BeatmapNotFoundException : Exception
{
public string Hash { get; }
public BeatmapNotFoundException(string hash)
{
Hash = hash;
}
}
}
}