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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_ in15a5fd7e4c/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 in106c2948db/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:106c2948db/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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@ -11,6 +11,7 @@ using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Database;
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using osu.Game.IO.Legacy;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Replays;
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@ -37,6 +38,7 @@ namespace osu.Game.Scoring.Legacy
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};
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WorkingBeatmap workingBeatmap;
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byte[] compressedScoreInfo = null;
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using (SerializationReader sr = new SerializationReader(stream))
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{
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@ -105,8 +107,6 @@ namespace osu.Game.Scoring.Legacy
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else if (version >= 20121008)
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scoreInfo.LegacyOnlineID = sr.ReadInt32();
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byte[] compressedScoreInfo = null;
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if (version >= 30000001)
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compressedScoreInfo = sr.ReadByteArray();
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@ -130,7 +130,10 @@ namespace osu.Game.Scoring.Legacy
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}
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}
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PopulateAccuracy(score.ScoreInfo);
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if (score.ScoreInfo.IsLegacyScore || compressedScoreInfo == null)
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PopulateLegacyAccuracyAndRank(score.ScoreInfo);
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else
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populateLazerAccuracyAndRank(score.ScoreInfo);
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// before returning for database import, we must restore the database-sourced BeatmapInfo.
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// if not, the clone operation in GetPlayableBeatmap will cause a dereference and subsequent database exception.
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@ -174,7 +177,7 @@ namespace osu.Game.Scoring.Legacy
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/// Legacy use only.
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/// </remarks>
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/// <param name="score">The <see cref="ScoreInfo"/> to populate.</param>
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public static void PopulateAccuracy(ScoreInfo score)
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public static void PopulateLegacyAccuracyAndRank(ScoreInfo score)
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{
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int countMiss = score.GetCountMiss() ?? 0;
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int count50 = score.GetCount50() ?? 0;
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@ -273,6 +276,18 @@ namespace osu.Game.Scoring.Legacy
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}
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}
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private void populateLazerAccuracyAndRank(ScoreInfo scoreInfo)
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{
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scoreInfo.Accuracy = StandardisedScoreMigrationTools.ComputeAccuracy(scoreInfo);
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var rank = currentRuleset.CreateScoreProcessor().RankFromAccuracy(scoreInfo.Accuracy);
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foreach (var mod in scoreInfo.Mods.OfType<IApplicableToScoreProcessor>())
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rank = mod.AdjustRank(rank, scoreInfo.Accuracy);
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scoreInfo.Rank = rank;
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}
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private void readLegacyReplay(Replay replay, StreamReader reader)
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{
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float lastTime = beatmapOffset;
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