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osu-lazer/osu.Game/Beatmaps/BeatmapDifficultyCache.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.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Lists;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
namespace osu.Game.Beatmaps
{
/// <summary>
/// A component which performs and acts as a central cache for difficulty calculations of beatmap/ruleset/mod combinations.
/// Currently not persisted between game sessions.
/// </summary>
public class BeatmapDifficultyCache : MemoryCachingComponent<BeatmapDifficultyCache.DifficultyCacheLookup, StarDifficulty>
{
// Too many simultaneous updates can lead to stutters. One thread seems to work fine for song select display purposes.
private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(1, nameof(BeatmapDifficultyCache));
/// <summary>
/// All bindables that should be updated along with the current ruleset + mods.
/// </summary>
private readonly WeakList<BindableStarDifficulty> trackedBindables = new WeakList<BindableStarDifficulty>();
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/// <summary>
/// Cancellation sources used by tracked bindables.
/// </summary>
private readonly List<CancellationTokenSource> linkedCancellationSources = new List<CancellationTokenSource>();
/// <summary>
/// Lock to be held when operating on <see cref="trackedBindables"/> or <see cref="linkedCancellationSources"/>.
/// </summary>
private readonly object bindableUpdateLock = new object();
private CancellationTokenSource trackedUpdateCancellationSource;
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[Resolved]
private BeatmapManager beatmapManager { get; set; }
[Resolved]
private Bindable<RulesetInfo> currentRuleset { get; set; }
[Resolved]
private Bindable<IReadOnlyList<Mod>> currentMods { get; set; }
private ModSettingChangeTracker modSettingChangeTracker;
private ScheduledDelegate debouncedModSettingsChange;
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protected override void LoadComplete()
{
base.LoadComplete();
currentRuleset.BindValueChanged(_ => updateTrackedBindables());
currentMods.BindValueChanged(mods =>
{
modSettingChangeTracker?.Dispose();
updateTrackedBindables();
modSettingChangeTracker = new ModSettingChangeTracker(mods.NewValue);
modSettingChangeTracker.SettingChanged += _ =>
{
debouncedModSettingsChange?.Cancel();
debouncedModSettingsChange = Scheduler.AddDelayed(updateTrackedBindables, 100);
};
}, true);
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}
/// <summary>
/// Retrieves a bindable containing the star difficulty of a <see cref="BeatmapInfo"/> that follows the currently-selected ruleset and mods.
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/// </summary>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
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/// <returns>A bindable that is updated to contain the star difficulty when it becomes available. Will be null while in an initial calculating state (but not during updates to ruleset and mods if a stale value is already propagated).</returns>
public IBindable<StarDifficulty?> GetBindableDifficulty([NotNull] BeatmapInfo beatmapInfo, CancellationToken cancellationToken = default)
{
var bindable = createBindable(beatmapInfo, currentRuleset.Value, currentMods.Value, cancellationToken);
lock (bindableUpdateLock)
trackedBindables.Add(bindable);
return bindable;
}
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/// <summary>
/// Retrieves a bindable containing the star difficulty of a <see cref="BeatmapInfo"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
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/// </summary>
/// <remarks>
/// The bindable will not update to follow the currently-selected ruleset and mods or its settings.
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/// </remarks>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with. If <c>null</c>, the <paramref name="beatmapInfo"/>'s ruleset is used.</param>
/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with. If <c>null</c>, no mods will be assumed.</param>
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/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
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/// <returns>A bindable that is updated to contain the star difficulty when it becomes available. Will be null while in an initial calculating state.</returns>
public IBindable<StarDifficulty?> GetBindableDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo, [CanBeNull] IEnumerable<Mod> mods,
CancellationToken cancellationToken = default)
=> createBindable(beatmapInfo, rulesetInfo, mods, cancellationToken);
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/// <summary>
/// Retrieves the difficulty of a <see cref="BeatmapInfo"/>.
/// </summary>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops computing the star difficulty.</param>
/// <returns>The <see cref="StarDifficulty"/>.</returns>
public virtual Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null,
[CanBeNull] IEnumerable<Mod> mods = null, CancellationToken cancellationToken = default)
{
// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
rulesetInfo ??= beatmapInfo.Ruleset;
// Difficulty can only be computed if the beatmap and ruleset are locally available.
if (beatmapInfo.ID == 0 || rulesetInfo.ID == null)
{
// If not, fall back to the existing star difficulty (e.g. from an online source).
return Task.FromResult(new StarDifficulty(beatmapInfo.StarDifficulty, beatmapInfo.MaxCombo ?? 0));
}
return GetAsync(new DifficultyCacheLookup(beatmapInfo, rulesetInfo, mods), cancellationToken);
}
protected override Task<StarDifficulty> ComputeValueAsync(DifficultyCacheLookup lookup, CancellationToken token = default)
{
return Task.Factory.StartNew(() =>
{
if (CheckExists(lookup, out var existing))
return existing;
return computeDifficulty(lookup);
}, token, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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}
/// <summary>
/// Retrieves the <see cref="DifficultyRating"/> that describes a star rating.
/// </summary>
/// <remarks>
/// For more information, see: https://osu.ppy.sh/help/wiki/Difficulties
/// </remarks>
/// <param name="starRating">The star rating.</param>
/// <returns>The <see cref="DifficultyRating"/> that best describes <paramref name="starRating"/>.</returns>
public static DifficultyRating GetDifficultyRating(double starRating)
{
if (Precision.AlmostBigger(starRating, 6.5, 0.005))
return DifficultyRating.ExpertPlus;
if (Precision.AlmostBigger(starRating, 5.3, 0.005))
return DifficultyRating.Expert;
if (Precision.AlmostBigger(starRating, 4.0, 0.005))
return DifficultyRating.Insane;
if (Precision.AlmostBigger(starRating, 2.7, 0.005))
return DifficultyRating.Hard;
if (Precision.AlmostBigger(starRating, 2.0, 0.005))
return DifficultyRating.Normal;
return DifficultyRating.Easy;
}
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/// <summary>
/// Updates all tracked <see cref="BindableStarDifficulty"/> using the current ruleset and mods.
/// </summary>
private void updateTrackedBindables()
{
lock (bindableUpdateLock)
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{
cancelTrackedBindableUpdate();
trackedUpdateCancellationSource = new CancellationTokenSource();
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foreach (var b in trackedBindables)
{
var linkedSource = CancellationTokenSource.CreateLinkedTokenSource(trackedUpdateCancellationSource.Token, b.CancellationToken);
linkedCancellationSources.Add(linkedSource);
updateBindable(b, currentRuleset.Value, currentMods.Value, linkedSource.Token);
}
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}
}
/// <summary>
/// Cancels the existing update of all tracked <see cref="BindableStarDifficulty"/> via <see cref="updateTrackedBindables"/>.
/// </summary>
private void cancelTrackedBindableUpdate()
{
lock (bindableUpdateLock)
{
trackedUpdateCancellationSource?.Cancel();
trackedUpdateCancellationSource = null;
if (linkedCancellationSources != null)
{
foreach (var c in linkedCancellationSources)
c.Dispose();
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linkedCancellationSources.Clear();
}
}
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}
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/// <summary>
/// Creates a new <see cref="BindableStarDifficulty"/> and triggers an initial value update.
/// </summary>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> that star difficulty should correspond to.</param>
/// <param name="initialRulesetInfo">The initial <see cref="RulesetInfo"/> to get the difficulty with.</param>
/// <param name="initialMods">The initial <see cref="Mod"/>s to get the difficulty with.</param>
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
/// <returns>The <see cref="BindableStarDifficulty"/>.</returns>
private BindableStarDifficulty createBindable([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo initialRulesetInfo, [CanBeNull] IEnumerable<Mod> initialMods,
CancellationToken cancellationToken)
{
var bindable = new BindableStarDifficulty(beatmapInfo, cancellationToken);
updateBindable(bindable, initialRulesetInfo, initialMods, cancellationToken);
return bindable;
}
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/// <summary>
/// Updates the value of a <see cref="BindableStarDifficulty"/> with a given ruleset + mods.
/// </summary>
/// <param name="bindable">The <see cref="BindableStarDifficulty"/> to update.</param>
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to update with.</param>
/// <param name="mods">The <see cref="Mod"/>s to update with.</param>
/// <param name="cancellationToken">A token that may be used to cancel this update.</param>
private void updateBindable([NotNull] BindableStarDifficulty bindable, [CanBeNull] RulesetInfo rulesetInfo, [CanBeNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
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{
// GetDifficultyAsync will fall back to existing data from BeatmapInfo if not locally available
// (contrary to GetAsync)
GetDifficultyAsync(bindable.Beatmap, rulesetInfo, mods, cancellationToken)
.ContinueWith(t =>
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{
// We're on a threadpool thread, but we should exit back to the update thread so consumers can safely handle value-changed events.
Schedule(() =>
{
if (!cancellationToken.IsCancellationRequested)
bindable.Value = t.Result;
});
}, cancellationToken);
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}
/// <summary>
/// Computes the difficulty defined by a <see cref="DifficultyCacheLookup"/> key, and stores it to the timed cache.
/// </summary>
/// <param name="key">The <see cref="DifficultyCacheLookup"/> that defines the computation parameters.</param>
/// <returns>The <see cref="StarDifficulty"/>.</returns>
private StarDifficulty computeDifficulty(in DifficultyCacheLookup key)
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{
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// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
var beatmapInfo = key.Beatmap;
var rulesetInfo = key.Ruleset;
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try
{
var ruleset = rulesetInfo.CreateInstance();
Debug.Assert(ruleset != null);
var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(key.Beatmap));
var attributes = calculator.Calculate(key.OrderedMods);
return new StarDifficulty(attributes);
}
catch (BeatmapInvalidForRulesetException e)
{
if (rulesetInfo.Equals(beatmapInfo.Ruleset))
Logger.Error(e, $"Failed to convert {beatmapInfo.OnlineBeatmapID} to the beatmap's default ruleset ({beatmapInfo.Ruleset}).");
Fix deadlock scenario when calculating fallback difficulty The previous code would run a calcaulation for the beatmap's own ruleset if the current one failed. While this does make sense, with the current way we use this component (and the implementation flow) it is quite unsafe. The to the call on `.Result` in the `catch` block, this would 100% deadlock due to the thread concurrency of the `ThreadedTaskScheduler` being 1. Even if the nested run could be run inline (it should be), the task scheduler won't even get to the point of checking whether this is feasible due to it being saturated by the already running task. I'm not sure if we still need this fallback lookup logic. After removing it, it's feasible that 0 stars will be returned during the scenario that previously caused a deadlock, but I don't necessarily think this is incorrect. There may be another reason for this needing to exist which I'm not aware of (diffcalc?) but if that's the case we may want to move the try-catch handling to the point of usage. To reproduce the deadlock scenario with 100% success (the repro instructions in the linked issue aren't that simple and require some patience and good timing), the main portion of the lookup can be changed to randomly trigger a nested lookup: ``` if (RNG.NextSingle() > 0.5f) return GetAsync(new DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset, key.OrderedMods)).Result; else return new StarDifficulty(attributes); ``` After switching beatmap once or twice, pausing debug and viewing the state of threads should show exactly what is going on.
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return new StarDifficulty();
}
catch
{
return new StarDifficulty();
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}
}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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modSettingChangeTracker?.Dispose();
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cancelTrackedBindableUpdate();
updateScheduler?.Dispose();
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}
public readonly struct DifficultyCacheLookup : IEquatable<DifficultyCacheLookup>
{
public readonly BeatmapInfo Beatmap;
public readonly RulesetInfo Ruleset;
public readonly Mod[] OrderedMods;
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public DifficultyCacheLookup([NotNull] BeatmapInfo beatmap, [CanBeNull] RulesetInfo ruleset, IEnumerable<Mod> mods)
{
Beatmap = beatmap;
// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
Ruleset = ruleset ?? Beatmap.Ruleset;
OrderedMods = mods?.OrderBy(m => m.Acronym).Select(mod => mod.DeepClone()).ToArray() ?? Array.Empty<Mod>();
}
public bool Equals(DifficultyCacheLookup other)
=> Beatmap.ID == other.Beatmap.ID
&& Ruleset.ID == other.Ruleset.ID
&& OrderedMods.SequenceEqual(other.OrderedMods);
public override int GetHashCode()
{
var hashCode = new HashCode();
hashCode.Add(Beatmap.ID);
hashCode.Add(Ruleset.ID);
foreach (var mod in OrderedMods)
hashCode.Add(mod);
return hashCode.ToHashCode();
}
}
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private class BindableStarDifficulty : Bindable<StarDifficulty?>
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{
public readonly BeatmapInfo Beatmap;
public readonly CancellationToken CancellationToken;
public BindableStarDifficulty(BeatmapInfo beatmap, CancellationToken cancellationToken)
{
Beatmap = beatmap;
CancellationToken = cancellationToken;
}
}
}
}