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Add better log output and sleeping during gameplay sections
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parent
57a41c6897
commit
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -13,6 +14,7 @@ using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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namespace osu.Game
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{
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@ -30,6 +32,9 @@ namespace osu.Game
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[Resolved]
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private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
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[Resolved]
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private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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@ -81,10 +86,10 @@ namespace osu.Game
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private void processBeatmapSetsWithMissingMetrics()
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{
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// TODO: rate limit and pause processing during gameplay.
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HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
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Logger.Log("Querying for beatmap sets to reprocess...");
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realmAccess.Run(r =>
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{
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foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating == 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)))
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@ -94,15 +99,25 @@ namespace osu.Game
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}
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});
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Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
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int i = 0;
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foreach (var id in beatmapSetIds)
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{
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while (localUserPlayInfo?.IsPlaying.Value == true)
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{
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Logger.Log("Background processing sleeping 30s due to active gameplay...");
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Thread.Sleep(30000);
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}
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realmAccess.Run(r =>
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{
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var set = r.Find<BeatmapSetInfo>(id);
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if (set != null)
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{
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Logger.Log($"Background processing {set}");
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Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})");
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beatmapUpdater.Process(set);
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}
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});
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