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osu-lazer/osu.Game/BackgroundBeatmapProcessor.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;
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using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
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namespace osu.Game
{
public class BackgroundBeatmapProcessor : Component
{
[Resolved]
private RulesetStore rulesetStore { get; set; } = null!;
[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; }
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protected virtual int TimeToSleepDuringGameplay => 30000;
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protected override void LoadComplete()
{
base.LoadComplete();
Task.Run(() =>
{
Logger.Log("Beginning background beatmap processing..");
checkForOutdatedStarRatings();
processBeatmapSetsWithMissingMetrics();
}).ContinueWith(t =>
{
if (t.Exception?.InnerException is ObjectDisposedException)
{
Logger.Log("Finished background aborted during shutdown");
return;
}
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Logger.Log("Finished background beatmap processing!");
});
}
/// <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($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
int countReset = 0;
realmAccess.Write(r =>
{
foreach (var b in r.All<BeatmapInfo>())
{
if (b.Ruleset.ShortName == ruleset.ShortName)
{
b.StarRating = -1;
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countReset++;
}
}
r.Find<RulesetInfo>(ruleset.ShortName).LastAppliedDifficultyVersion = currentVersion;
});
Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}");
}
}
}
private void processBeatmapSetsWithMissingMetrics()
{
HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
Logger.Log("Querying for beatmap sets to reprocess...");
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realmAccess.Run(r =>
{
foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating < 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)))
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{
Debug.Assert(b.BeatmapSet != null);
beatmapSetIds.Add(b.BeatmapSet.ID);
}
});
Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
int i = 0;
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foreach (var id in beatmapSetIds)
{
while (localUserPlayInfo?.IsPlaying.Value == true)
{
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Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);
}
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realmAccess.Run(r =>
{
var set = r.Find<BeatmapSetInfo>(id);
if (set != null)
{
try
{
Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})");
beatmapUpdater.Process(set);
}
catch (Exception e)
{
Logger.Log($"Background processing failed on {set}: {e}");
}
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}
});
}
}
}
}