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Merge pull request #24072 from smoogipoo/diffcalc-total-scorev1

Add difficulty attributes to facilitate conversion from legacy score, and convert existing scores
This commit is contained in:
Dean Herbert 2023-07-05 18:47:18 +09:00 committed by GitHub
commit 49e5558e4f
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30 changed files with 962 additions and 40 deletions

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@ -202,6 +202,8 @@ namespace osu.Game.Rulesets.Catch
public int LegacyID => 2;
public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new CatchLegacyScoreSimulator();
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new CatchReplayFrame();
public override HitObjectComposer CreateHitObjectComposer() => new CatchHitObjectComposer(this);

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@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// Todo: osu!catch should not output star rating in the 'aim' attribute.
yield return (ATTRIB_ID_AIM, StarRating);
yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
@ -36,7 +35,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
StarRating = values[ATTRIB_ID_AIM];
ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
}
}
}

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@ -25,9 +25,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
public override int Version => 20220701;
private readonly IWorkingBeatmap workingBeatmap;
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -38,13 +41,24 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
return new CatchDifficultyAttributes
CatchDifficultyAttributes attributes = new CatchDifficultyAttributes
{
StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
Mods = mods,
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)),
};
if (ComputeLegacyScoringValues)
{
CatchLegacyScoreSimulator sv1Simulator = new CatchLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)

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@ -0,0 +1,142 @@
// 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.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Difficulty
{
internal class CatchLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore { get; private set; }
public int ComboScore { get; private set; }
public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
private int legacyBonusScore;
private int modernBonusScore;
private int combo;
private double scoreMultiplier;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
{
IBeatmap baseBeatmap = workingBeatmap.Beatmap;
int countNormal = 0;
int countSlider = 0;
int countSpinner = 0;
foreach (HitObject obj in baseBeatmap.HitObjects)
{
switch (obj)
{
case IHasPath:
countSlider++;
break;
case IHasDuration:
countSpinner++;
break;
default:
countNormal++;
break;
}
}
int objectCount = countNormal + countSlider + countSpinner;
int drainLength = 0;
if (baseBeatmap.HitObjects.Count > 0)
{
int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000;
}
int difficultyPeppyStars = (int)Math.Round(
(baseBeatmap.Difficulty.DrainRate
+ baseBeatmap.Difficulty.OverallDifficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
scoreMultiplier = difficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
}
private void simulateHit(HitObject hitObject)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
bool isBonus = false;
HitResult bonusResult = HitResult.None;
int scoreIncrease = 0;
switch (hitObject)
{
case TinyDroplet:
scoreIncrease = 10;
increaseCombo = false;
break;
case Droplet:
scoreIncrease = 100;
break;
case Fruit:
scoreIncrease = 300;
addScoreComboMultiplier = true;
increaseCombo = true;
break;
case Banana:
scoreIncrease = 1100;
increaseCombo = false;
isBonus = true;
bonusResult = HitResult.LargeBonus;
break;
case JuiceStream:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
return;
case BananaShower:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
return;
}
if (addScoreComboMultiplier)
{
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
}
if (isBonus)
{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;
}
}
}

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@ -24,7 +24,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
foreach (var v in base.ToDatabaseAttributes())
yield return v;
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
}
@ -33,7 +32,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
{
base.FromDatabaseAttributes(values, onlineInfo);
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
StarRating = values[ATTRIB_ID_DIFFICULTY];
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
}

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@ -31,9 +31,13 @@ namespace osu.Game.Rulesets.Mania.Difficulty
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public ManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
originalOverallDifficulty = beatmap.BeatmapInfo.Difficulty.OverallDifficulty;
}
@ -46,15 +50,26 @@ namespace osu.Game.Rulesets.Mania.Difficulty
HitWindows hitWindows = new ManiaHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
return new ManiaDifficultyAttributes
ManiaDifficultyAttributes attributes = new ManiaDifficultyAttributes
{
StarRating = skills[0].DifficultyValue() * star_scaling_factor,
Mods = mods,
// In osu-stable mania, rate-adjustment mods don't affect the hit window.
// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
MaxCombo = beatmap.HitObjects.Sum(maxComboForObject)
MaxCombo = beatmap.HitObjects.Sum(maxComboForObject),
};
if (ComputeLegacyScoringValues)
{
ManiaLegacyScoreSimulator sv1Simulator = new ManiaLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}
private static int maxComboForObject(HitObject hitObject)

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@ -0,0 +1,28 @@
// 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.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Difficulty
{
internal class ManiaLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore => 0;
public int ComboScore { get; private set; }
public double BonusScoreRatio => 0;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
{
double multiplier = mods.Where(m => m is not (ModHidden or ModHardRock or ModDoubleTime or ModFlashlight or ManiaModFadeIn))
.Select(m => m.ScoreMultiplier)
.Aggregate(1.0, (c, n) => c * n);
ComboScore = (int)(1000000 * multiplier);
}
}
}

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@ -302,6 +302,8 @@ namespace osu.Game.Rulesets.Mania
public int LegacyID => 3;
public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new ManiaLegacyScoreSimulator();
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new ManiaReplayFrame();
public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new ManiaRulesetConfigManager(settings, RulesetInfo);

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@ -93,7 +93,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
if (ShouldSerializeFlashlightRating())
@ -111,7 +110,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
SpeedDifficulty = values[ATTRIB_ID_SPEED];
OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
StarRating = values[ATTRIB_ID_DIFFICULTY];
FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];

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@ -26,9 +26,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -71,7 +74,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double starRating = basePerformance > 0.00001 ? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;
double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
@ -86,7 +91,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
return new OsuDifficultyAttributes
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
@ -103,6 +108,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
};
if (ComputeLegacyScoringValues)
{
OsuLegacyScoreSimulator sv1Simulator = new OsuLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)

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@ -0,0 +1,177 @@
// 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.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
internal class OsuLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore { get; private set; }
public int ComboScore { get; private set; }
public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
private int legacyBonusScore;
private int modernBonusScore;
private int combo;
private double scoreMultiplier;
private IBeatmap playableBeatmap = null!;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
{
this.playableBeatmap = playableBeatmap;
IBeatmap baseBeatmap = workingBeatmap.Beatmap;
int countNormal = 0;
int countSlider = 0;
int countSpinner = 0;
foreach (HitObject obj in workingBeatmap.Beatmap.HitObjects)
{
switch (obj)
{
case IHasPath:
countSlider++;
break;
case IHasDuration:
countSpinner++;
break;
default:
countNormal++;
break;
}
}
int objectCount = countNormal + countSlider + countSpinner;
int drainLength = 0;
if (baseBeatmap.HitObjects.Count > 0)
{
int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000;
}
int difficultyPeppyStars = (int)Math.Round(
(baseBeatmap.Difficulty.DrainRate
+ baseBeatmap.Difficulty.OverallDifficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
scoreMultiplier = difficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
}
private void simulateHit(HitObject hitObject)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
bool isBonus = false;
HitResult bonusResult = HitResult.None;
int scoreIncrease = 0;
switch (hitObject)
{
case SliderHeadCircle:
case SliderTailCircle:
case SliderRepeat:
scoreIncrease = 30;
break;
case SliderTick:
scoreIncrease = 10;
break;
case SpinnerBonusTick:
scoreIncrease = 1100;
increaseCombo = false;
isBonus = true;
bonusResult = HitResult.LargeBonus;
break;
case SpinnerTick:
scoreIncrease = 100;
increaseCombo = false;
isBonus = true;
bonusResult = HitResult.SmallBonus;
break;
case HitCircle:
scoreIncrease = 300;
addScoreComboMultiplier = true;
break;
case Slider:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
scoreIncrease = 300;
increaseCombo = false;
addScoreComboMultiplier = true;
break;
case Spinner spinner:
// The spinner object applies a lenience because gameplay mechanics differ from osu-stable.
// We'll redo the calculations to match osu-stable here...
const double maximum_rotations_per_second = 477.0 / 60;
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
double secondsDuration = spinner.Duration / 1000;
// The total amount of half spins possible for the entire spinner.
int totalHalfSpinsPossible = (int)(secondsDuration * maximum_rotations_per_second * 2);
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
// To be able to receive bonus points, the spinner must be rotated another 1.5 times.
int halfSpinsRequiredBeforeBonus = halfSpinsRequiredForCompletion + 3;
for (int i = 0; i <= totalHalfSpinsPossible; i++)
{
if (i > halfSpinsRequiredBeforeBonus && (i - halfSpinsRequiredBeforeBonus) % 2 == 0)
simulateHit(new SpinnerBonusTick());
else if (i > 1 && i % 2 == 0)
simulateHit(new SpinnerTick());
}
scoreIncrease = 300;
addScoreComboMultiplier = true;
break;
}
if (addScoreComboMultiplier)
{
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
}
if (isBonus)
{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;
}
}
}

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@ -253,6 +253,8 @@ namespace osu.Game.Rulesets.Osu
public int LegacyID => 0;
public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new OsuLegacyScoreSimulator();
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new OsuReplayFrame();
public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new OsuRulesetConfigManager(settings, RulesetInfo);

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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
private void addFlyingHit(HitType hitType)
{
var tick = new DrumRollTick { HitWindows = HitWindows.Empty, StartTime = DrawableRuleset.Playfield.Time.Current };
var tick = new DrumRollTick(new DrumRoll()) { HitWindows = HitWindows.Empty, StartTime = DrawableRuleset.Playfield.Time.Current };
DrawableDrumRollTick h;
DrawableRuleset.Playfield.Add(h = new DrawableDrumRollTick(tick) { JudgementType = hitType });

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@ -48,7 +48,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
foreach (var v in base.ToDatabaseAttributes())
yield return v;
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
}
@ -57,7 +56,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
base.FromDatabaseAttributes(values, onlineInfo);
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
StarRating = values[ATTRIB_ID_DIFFICULTY];
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
}

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@ -25,9 +25,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
@ -84,7 +87,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
return new TaikoDifficultyAttributes
TaikoDifficultyAttributes attributes = new TaikoDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
@ -95,6 +98,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
};
if (ComputeLegacyScoringValues)
{
TaikoLegacyScoreSimulator sv1Simulator = new TaikoLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}
/// <summary>

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@ -0,0 +1,202 @@
// 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.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
internal class TaikoLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore { get; private set; }
public int ComboScore { get; private set; }
public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
private int legacyBonusScore;
private int modernBonusScore;
private int combo;
private double modMultiplier;
private int difficultyPeppyStars;
private IBeatmap playableBeatmap = null!;
private IReadOnlyList<Mod> mods = null!;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
{
this.playableBeatmap = playableBeatmap;
this.mods = mods;
IBeatmap baseBeatmap = workingBeatmap.Beatmap;
int countNormal = 0;
int countSlider = 0;
int countSpinner = 0;
foreach (HitObject obj in baseBeatmap.HitObjects)
{
switch (obj)
{
case IHasPath:
countSlider++;
break;
case IHasDuration:
countSpinner++;
break;
default:
countNormal++;
break;
}
}
int objectCount = countNormal + countSlider + countSpinner;
int drainLength = 0;
if (baseBeatmap.HitObjects.Count > 0)
{
int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000;
}
difficultyPeppyStars = (int)Math.Round(
(baseBeatmap.Difficulty.DrainRate
+ baseBeatmap.Difficulty.OverallDifficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
modMultiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
}
private void simulateHit(HitObject hitObject)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
bool isBonus = false;
HitResult bonusResult = HitResult.None;
int scoreIncrease = 0;
switch (hitObject)
{
case SwellTick:
scoreIncrease = 300;
increaseCombo = false;
break;
case DrumRollTick:
scoreIncrease = 300;
increaseCombo = false;
isBonus = true;
bonusResult = HitResult.SmallBonus;
break;
case Swell swell:
// The taiko swell generally does not match the osu-stable implementation in any way.
// We'll redo the calculations to match osu-stable here...
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
double secondsDuration = swell.Duration / 1000;
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
if (mods.Any(m => m is ModDoubleTime))
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 0.75f));
if (mods.Any(m => m is ModHalfTime))
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
for (int i = 0; i <= halfSpinsRequiredForCompletion; i++)
simulateHit(new SwellTick());
scoreIncrease = 300;
addScoreComboMultiplier = true;
increaseCombo = false;
isBonus = true;
bonusResult = HitResult.LargeBonus;
break;
case Hit:
scoreIncrease = 300;
addScoreComboMultiplier = true;
break;
case DrumRoll:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
return;
}
if (hitObject is DrumRollTick tick)
{
if (playableBeatmap.ControlPointInfo.EffectPointAt(tick.Parent.StartTime).KiaiMode)
scoreIncrease = (int)(scoreIncrease * 1.2f);
if (tick.IsStrong)
scoreIncrease += scoreIncrease / 5;
}
// The score increase directly contributed to by the combo-multiplied portion.
int comboScoreIncrease = 0;
if (addScoreComboMultiplier)
{
int oldScoreIncrease = scoreIncrease;
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
scoreIncrease += (int)(scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * modMultiplier) * (Math.Min(100, combo) / 10);
if (hitObject is Swell)
{
if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.GetEndTime()).KiaiMode)
scoreIncrease = (int)(scoreIncrease * 1.2f);
}
else
{
if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
scoreIncrease = (int)(scoreIncrease * 1.2f);
}
comboScoreIncrease = scoreIncrease - oldScoreIncrease;
}
if (hitObject is Swell || (hitObject is TaikoStrongableHitObject strongable && strongable.IsStrong))
{
scoreIncrease *= 2;
comboScoreIncrease *= 2;
}
scoreIncrease -= comboScoreIncrease;
if (addScoreComboMultiplier)
ComboScore += comboScoreIncrease;
if (isBonus)
{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;
}
}
}

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@ -90,7 +90,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
{
cancellationToken.ThrowIfCancellationRequested();
AddNested(new DrumRollTick
AddNested(new DrumRollTick(this)
{
FirstTick = first,
TickSpacing = tickSpacing,

View File

@ -9,6 +9,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRollTick : TaikoStrongableHitObject
{
public readonly DrumRoll Parent;
/// <summary>
/// Whether this is the first (initial) tick of the slider.
/// </summary>
@ -25,6 +27,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary>
public double HitWindow => TickSpacing / 2;
public DrumRollTick(DrumRoll parent)
{
Parent = parent;
}
public override Judgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;

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@ -197,6 +197,8 @@ namespace osu.Game.Rulesets.Taiko
public int LegacyID => 1;
public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new TaikoLegacyScoreSimulator();
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();
public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new TaikoRulesetConfigManager(settings, RulesetInfo);

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@ -14,8 +14,11 @@ using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Screens.Play;
namespace osu.Game
@ -25,6 +28,9 @@ namespace osu.Game
[Resolved]
private RulesetStore rulesetStore { get; set; } = null!;
[Resolved]
private BeatmapManager beatmapManager { get; set; } = null!;
[Resolved]
private ScoreManager scoreManager { get; set; } = null!;
@ -40,19 +46,23 @@ namespace osu.Game
[Resolved]
private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
[Resolved]
private INotificationOverlay? notificationOverlay { get; set; }
protected virtual int TimeToSleepDuringGameplay => 30000;
protected override void LoadComplete()
{
base.LoadComplete();
Task.Run(() =>
Task.Factory.StartNew(() =>
{
Logger.Log("Beginning background beatmap processing..");
checkForOutdatedStarRatings();
processBeatmapSetsWithMissingMetrics();
processScoresWithMissingStatistics();
}).ContinueWith(t =>
convertLegacyTotalScoreToStandardised();
}, TaskCreationOptions.LongRunning).ContinueWith(t =>
{
if (t.Exception?.InnerException is ObjectDisposedException)
{
@ -121,11 +131,7 @@ namespace osu.Game
foreach (var id in beatmapSetIds)
{
while (localUserPlayInfo?.IsPlaying.Value == true)
{
Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);
}
sleepIfRequired();
realmAccess.Run(r =>
{
@ -166,11 +172,7 @@ namespace osu.Game
foreach (var id in scoreIds)
{
while (localUserPlayInfo?.IsPlaying.Value == true)
{
Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);
}
sleepIfRequired();
try
{
@ -187,11 +189,98 @@ namespace osu.Game
Logger.Log($"Populated maximum statistics for score {id}");
}
catch (ObjectDisposedException)
{
throw;
}
catch (Exception e)
{
Logger.Log(@$"Failed to populate maximum statistics for {id}: {e}");
}
}
}
private void convertLegacyTotalScoreToStandardised()
{
Logger.Log("Querying for scores that need total score conversion...");
HashSet<Guid> scoreIds = realmAccess.Run(r => new HashSet<Guid>(r.All<ScoreInfo>().Where(s => s.TotalScoreVersion == 30000002).AsEnumerable().Select(s => s.ID)));
Logger.Log($"Found {scoreIds.Count} scores which require total score conversion.");
if (scoreIds.Count == 0)
return;
ProgressNotification notification = new ProgressNotification { State = ProgressNotificationState.Active };
notificationOverlay?.Post(notification);
int processedCount = 0;
int failedCount = 0;
foreach (var id in scoreIds)
{
if (notification.State == ProgressNotificationState.Cancelled)
break;
notification.Text = $"Upgrading scores to new scoring algorithm ({processedCount} of {scoreIds.Count})";
notification.Progress = (float)processedCount / scoreIds.Count;
sleepIfRequired();
try
{
var score = scoreManager.Query(s => s.ID == id);
long newTotalScore = StandardisedScoreMigrationTools.ConvertFromLegacyTotalScore(score, beatmapManager);
// Can't use async overload because we're not on the update thread.
// ReSharper disable once MethodHasAsyncOverload
realmAccess.Write(r =>
{
ScoreInfo s = r.Find<ScoreInfo>(id);
s.TotalScore = newTotalScore;
s.TotalScoreVersion = LegacyScoreEncoder.LATEST_VERSION;
});
Logger.Log($"Converted total score for score {id}");
++processedCount;
}
catch (ObjectDisposedException)
{
throw;
}
catch (Exception e)
{
Logger.Log($"Failed to convert total score for {id}: {e}");
++failedCount;
}
}
if (processedCount == scoreIds.Count)
{
notification.CompletionText = $"{processedCount} score(s) have been upgraded to the new scoring algorithm";
notification.Progress = 1;
notification.State = ProgressNotificationState.Completed;
}
else
{
notification.Text = $"{processedCount} of {scoreIds.Count} score(s) have been upgraded to the new scoring algorithm.";
// We may have arrived here due to user cancellation or completion with failures.
if (failedCount > 0)
notification.Text += $" Check logs for issues with {failedCount} failed upgrades.";
notification.State = ProgressNotificationState.Cancelled;
}
}
private void sleepIfRequired()
{
while (localUserPlayInfo?.IsPlaying.Value == true)
{
Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);
}
}
}
}

View File

@ -78,8 +78,9 @@ namespace osu.Game.Database
/// 28 2023-06-08 Added IsLegacyScore to ScoreInfo, parsed from replay files.
/// 29 2023-06-12 Run migration of old lazer scores to be best-effort in the new scoring number space. No actual realm changes.
/// 30 2023-06-16 Run migration of old lazer scores again. This time with more correct rounding considerations.
/// 31 2023-06-26 Add Version and LegacyTotalScore to ScoreInfo, set Version to 30000002 and copy TotalScore into LegacyTotalScore for legacy scores.
/// </summary>
private const int schema_version = 30;
private const int schema_version = 31;
/// <summary>
/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking realm retrieval during blocking periods.
@ -966,6 +967,25 @@ namespace osu.Game.Database
break;
}
case 31:
{
foreach (var score in migration.NewRealm.All<ScoreInfo>())
{
if (score.IsLegacyScore && score.Ruleset.IsLegacyRuleset())
{
// Scores with this version will trigger the score upgrade process in BackgroundBeatmapProcessor.
score.TotalScoreVersion = 30000002;
// Transfer known legacy scores to a permanent storage field for preservation.
score.LegacyTotalScore = score.TotalScore;
}
else
score.TotalScoreVersion = LegacyScoreEncoder.LATEST_VERSION;
}
break;
}
}
Logger.Log($"Migration completed in {stopwatch.ElapsedMilliseconds}ms");

View File

@ -3,8 +3,11 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
@ -185,6 +188,100 @@ namespace osu.Game.Database
return (long)Math.Round((1000000 * (accuracyPortion * accuracyScore + (1 - accuracyPortion) * comboScore) + bonusScore) * modMultiplier);
}
/// <summary>
/// Converts from <see cref="ScoreInfo.LegacyTotalScore"/> to the new standardised scoring of <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="score">The score to convert the total score of.</param>
/// <param name="beatmaps">A <see cref="BeatmapManager"/> used for <see cref="WorkingBeatmap"/> lookups.</param>
/// <returns>The standardised total score.</returns>
public static long ConvertFromLegacyTotalScore(ScoreInfo score, BeatmapManager beatmaps)
{
if (!score.IsLegacyScore)
return score.TotalScore;
WorkingBeatmap beatmap = beatmaps.GetWorkingBeatmap(score.BeatmapInfo);
Ruleset ruleset = score.Ruleset.CreateInstance();
if (ruleset is not ILegacyRuleset legacyRuleset)
return score.TotalScore;
var playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods);
if (playableBeatmap.HitObjects.Count == 0)
throw new InvalidOperationException("Beatmap contains no hit objects!");
ILegacyScoreSimulator sv1Simulator = legacyRuleset.CreateLegacyScoreSimulator();
sv1Simulator.Simulate(beatmap, playableBeatmap, score.Mods);
return ConvertFromLegacyTotalScore(score, new DifficultyAttributes
{
LegacyAccuracyScore = sv1Simulator.AccuracyScore,
LegacyComboScore = sv1Simulator.ComboScore,
LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio
});
}
/// <summary>
/// Converts from <see cref="ScoreInfo.LegacyTotalScore"/> to the new standardised scoring of <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="score">The score to convert the total score of.</param>
/// <param name="attributes">Difficulty attributes providing the legacy scoring values
/// (<see cref="DifficultyAttributes.LegacyAccuracyScore"/>, <see cref="DifficultyAttributes.LegacyComboScore"/>, and <see cref="DifficultyAttributes.LegacyBonusScoreRatio"/>)
/// for the beatmap which the score was set on.</param>
/// <returns>The standardised total score.</returns>
public static long ConvertFromLegacyTotalScore(ScoreInfo score, DifficultyAttributes attributes)
{
if (!score.IsLegacyScore)
return score.TotalScore;
Debug.Assert(score.LegacyTotalScore != null);
int maximumLegacyAccuracyScore = attributes.LegacyAccuracyScore;
int maximumLegacyComboScore = attributes.LegacyComboScore;
double maximumLegacyBonusRatio = attributes.LegacyBonusScoreRatio;
double modMultiplier = score.Mods.Select(m => m.ScoreMultiplier).Aggregate(1.0, (c, n) => c * n);
// The part of total score that doesn't include bonus.
int maximumLegacyBaseScore = maximumLegacyAccuracyScore + maximumLegacyComboScore;
// The combo proportion is calculated as a proportion of maximumLegacyBaseScore.
double comboProportion = Math.Min(1, (double)score.LegacyTotalScore / maximumLegacyBaseScore);
// The bonus proportion makes up the rest of the score that exceeds maximumLegacyBaseScore.
double bonusProportion = Math.Max(0, ((long)score.LegacyTotalScore - maximumLegacyBaseScore) * maximumLegacyBonusRatio);
switch (score.Ruleset.OnlineID)
{
case 0:
return (long)Math.Round((
700000 * comboProportion
+ 300000 * Math.Pow(score.Accuracy, 10)
+ bonusProportion) * modMultiplier);
case 1:
return (long)Math.Round((
250000 * comboProportion
+ 750000 * Math.Pow(score.Accuracy, 3.6)
+ bonusProportion) * modMultiplier);
case 2:
return (long)Math.Round((
600000 * comboProportion
+ 400000 * score.Accuracy
+ bonusProportion) * modMultiplier);
case 3:
return (long)Math.Round((
990000 * comboProportion
+ 10000 * Math.Pow(score.Accuracy, 2 + 2 * score.Accuracy)
+ bonusProportion) * modMultiplier);
default:
return score.TotalScore;
}
}
private class FakeHit : HitObject
{
private readonly Judgement judgement;

View File

@ -3,10 +3,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Difficulty
{
@ -27,6 +27,9 @@ namespace osu.Game.Rulesets.Difficulty
protected const int ATTRIB_ID_FLASHLIGHT = 17;
protected const int ATTRIB_ID_SLIDER_FACTOR = 19;
protected const int ATTRIB_ID_SPEED_NOTE_COUNT = 21;
protected const int ATTRIB_ID_LEGACY_ACCURACY_SCORE = 23;
protected const int ATTRIB_ID_LEGACY_COMBO_SCORE = 25;
protected const int ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO = 27;
/// <summary>
/// The mods which were applied to the beatmap.
@ -45,6 +48,22 @@ namespace osu.Game.Rulesets.Difficulty
[JsonProperty("max_combo", Order = -2)]
public int MaxCombo { get; set; }
/// <summary>
/// The accuracy portion of the legacy (ScoreV1) total score.
/// </summary>
public int LegacyAccuracyScore { get; set; }
/// <summary>
/// The combo-multiplied portion of the legacy (ScoreV1) total score.
/// </summary>
public int LegacyComboScore { get; set; }
/// <summary>
/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
/// </summary>
public double LegacyBonusScoreRatio { get; set; }
/// <summary>
/// Creates new <see cref="DifficultyAttributes"/>.
/// </summary>
@ -69,7 +88,13 @@ namespace osu.Game.Rulesets.Difficulty
/// <remarks>
/// See: osu_difficulty_attribs table.
/// </remarks>
public virtual IEnumerable<(int attributeId, object value)> ToDatabaseAttributes() => Enumerable.Empty<(int, object)>();
public virtual IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_LEGACY_ACCURACY_SCORE, LegacyAccuracyScore);
yield return (ATTRIB_ID_LEGACY_COMBO_SCORE, LegacyComboScore);
yield return (ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO, LegacyBonusScoreRatio);
}
/// <summary>
/// Reads osu-web database attribute mappings into this <see cref="DifficultyAttributes"/> object.
@ -78,6 +103,10 @@ namespace osu.Game.Rulesets.Difficulty
/// <param name="onlineInfo">The <see cref="IBeatmapOnlineInfo"/> where more information about the beatmap may be extracted from (such as AR/CS/OD/etc).</param>
public virtual void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
{
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
LegacyAccuracyScore = (int)values[ATTRIB_ID_LEGACY_ACCURACY_SCORE];
LegacyComboScore = (int)values[ATTRIB_ID_LEGACY_COMBO_SCORE];
LegacyBonusScoreRatio = (int)values[ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO];
}
}
}

View File

@ -23,6 +23,13 @@ namespace osu.Game.Rulesets.Difficulty
{
public abstract class DifficultyCalculator
{
/// <summary>
/// Whether legacy scoring values (ScoreV1) should be computed to populate the difficulty attributes
/// <see cref="DifficultyAttributes.LegacyAccuracyScore"/>, <see cref="DifficultyAttributes.LegacyComboScore"/>,
/// and <see cref="DifficultyAttributes.LegacyBonusScoreRatio"/>.
/// </summary>
public bool ComputeLegacyScoringValues;
/// <summary>
/// The beatmap for which difficulty will be calculated.
/// </summary>

View File

@ -1,6 +1,8 @@
// 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 osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets
{
public interface ILegacyRuleset
@ -11,5 +13,7 @@ namespace osu.Game.Rulesets
/// Identifies the server-side ID of a legacy ruleset.
/// </summary>
int LegacyID { get; }
ILegacyScoreSimulator CreateLegacyScoreSimulator();
}
}

View File

@ -0,0 +1,40 @@
// 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.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Scoring
{
/// <summary>
/// Generates attributes which are required to calculate old-style Score V1 scores.
/// </summary>
public interface ILegacyScoreSimulator
{
/// <summary>
/// The accuracy portion of the legacy (ScoreV1) total score.
/// </summary>
int AccuracyScore { get; }
/// <summary>
/// The combo-multiplied portion of the legacy (ScoreV1) total score.
/// </summary>
int ComboScore { get; }
/// <summary>
/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
/// </summary>
double BonusScoreRatio { get; }
/// <summary>
/// Performs the simulation, computing the maximum <see cref="AccuracyScore"/>, <see cref="ComboScore"/>,
/// and <see cref="BonusScoreRatio"/> achievable for the given beatmap.
/// </summary>
/// <param name="workingBeatmap">The working beatmap.</param>
/// <param name="playableBeatmap">A playable version of the beatmap for the ruleset.</param>
/// <param name="mods">The applied mods.</param>
void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods);
}
}

View File

@ -28,10 +28,11 @@ namespace osu.Game.Scoring.Legacy
/// <remarks>
/// <list type="bullet">
/// <item><description>30000001: Appends <see cref="LegacyReplaySoloScoreInfo"/> to the end of scores.</description></item>
/// <item><description>30000002: Score stored to replay calculated using the Score V2 algorithm.</description></item>
/// <item><description>30000002: Score stored to replay calculated using the Score V2 algorithm. Legacy scores on this version are candidate to Score V1 -> V2 conversion.</description></item>
/// <item><description>30000003: First version after converting legacy total score to standardised.</description></item>
/// </list>
/// </remarks>
public const int LATEST_VERSION = 30000002;
public const int LATEST_VERSION = 30000003;
/// <summary>
/// The first stable-compatible YYYYMMDD format version given to lazer usage of replays.

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@ -14,13 +14,7 @@ namespace osu.Game.Scoring.Legacy
=> getDisplayScore(scoreProcessor.Ruleset.RulesetInfo.OnlineID, scoreProcessor.TotalScore.Value, mode, scoreProcessor.MaximumStatistics);
public static long GetDisplayScore(this ScoreInfo scoreInfo, ScoringMode mode)
{
// Temporary to not scale stable scores that are already in the XX-millions with the classic scoring mode.
if (scoreInfo.IsLegacyScore)
return scoreInfo.TotalScore;
return getDisplayScore(scoreInfo.Ruleset.OnlineID, scoreInfo.TotalScore, mode, scoreInfo.MaximumStatistics);
}
=> getDisplayScore(scoreInfo.Ruleset.OnlineID, scoreInfo.TotalScore, mode, scoreInfo.MaximumStatistics);
private static long getDisplayScore(int rulesetId, long score, ScoringMode mode, IReadOnlyDictionary<HitResult, int> maximumStatistics)
{

View File

@ -88,6 +88,11 @@ namespace osu.Game.Scoring
// this requires: max combo, statistics, max statistics (where available), and mods to already be populated on the score.
if (StandardisedScoreMigrationTools.ShouldMigrateToNewStandardised(model))
model.TotalScore = StandardisedScoreMigrationTools.GetNewStandardised(model);
else if (model.IsLegacyScore)
{
model.LegacyTotalScore = model.TotalScore;
model.TotalScore = StandardisedScoreMigrationTools.ConvertFromLegacyTotalScore(model, beatmaps());
}
}
/// <summary>

View File

@ -15,6 +15,7 @@ using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Users;
using osu.Game.Utils;
using Realms;
@ -53,6 +54,26 @@ namespace osu.Game.Scoring
public long TotalScore { get; set; }
/// <summary>
/// The version of processing applied to calculate total score as stored in the database.
/// If this does not match <see cref="LegacyScoreEncoder.LATEST_VERSION"/>,
/// the total score has not yet been updated to reflect the current scoring values.
///
/// See <see cref="BackgroundBeatmapProcessor"/>'s conversion logic.
/// </summary>
/// <remarks>
/// This may not match the version stored in the replay files.
/// </remarks>
internal int TotalScoreVersion { get; set; } = LegacyScoreEncoder.LATEST_VERSION;
/// <summary>
/// Used to preserve the total score for legacy scores.
/// </summary>
/// <remarks>
/// Not populated if <see cref="IsLegacyScore"/> is <c>false</c>.
/// </remarks>
internal long? LegacyTotalScore { get; set; }
public int MaxCombo { get; set; }
public double Accuracy { get; set; }