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Merge pull request #1517 from smoogipoo/performance-calculator
Implement PerformanceCalculator for osu! to calculate PP
This commit is contained in:
commit
4b826f3471
@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Catch
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{
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}
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public override double Calculate(Dictionary<string, string> categoryDifficulty = null) => 0;
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => 0;
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protected override BeatmapConverter<CatchHitObject> CreateBeatmapConverter(Beatmap beatmap) => new CatchBeatmapConverter();
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}
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16
osu.Game.Rulesets.Catch/Tests/TestCasePerformancePoints.cs
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16
osu.Game.Rulesets.Catch/Tests/TestCasePerformancePoints.cs
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@ -0,0 +1,16 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using NUnit.Framework;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[Ignore("getting CI working")]
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public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
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{
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public TestCasePerformancePoints()
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: base(new CatchRuleset(new RulesetInfo()))
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{
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}
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}
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}
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@ -65,6 +65,7 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Tests\TestCaseCatcherArea.cs" />
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<Compile Include="Tests\TestCaseCatchStacker.cs" />
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<Compile Include="Tests\TestCasePerformancePoints.cs" />
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<Compile Include="Tests\TestCaseCatchPlayer.cs" />
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<Compile Include="UI\CatcherArea.cs" />
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<Compile Include="UI\CatchRulesetContainer.cs" />
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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Mania
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{
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}
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public override double Calculate(Dictionary<string, string> categoryDifficulty = null) => 0;
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => 0;
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter(Beatmap beatmap) => new ManiaBeatmapConverter(true, (int)Math.Max(1, Math.Round(beatmap.BeatmapInfo.BaseDifficulty.CircleSize)));
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}
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16
osu.Game.Rulesets.Mania/Tests/TestCasePerformancePoints.cs
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16
osu.Game.Rulesets.Mania/Tests/TestCasePerformancePoints.cs
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@ -0,0 +1,16 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using NUnit.Framework;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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[Ignore("getting CI working")]
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public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
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{
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public TestCasePerformancePoints()
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: base(new ManiaRuleset(new RulesetInfo()))
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{
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}
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}
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}
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@ -83,6 +83,7 @@
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<Compile Include="ManiaInputManager.cs" />
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<Compile Include="Tests\TestCaseManiaHitObjects.cs" />
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<Compile Include="Tests\TestCaseManiaPlayfield.cs" />
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<Compile Include="Tests\TestCasePerformancePoints.cs" />
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<Compile Include="Timing\GravityScrollingContainer.cs" />
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<Compile Include="Timing\ScrollingAlgorithm.cs" />
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<Compile Include="UI\Column.cs" />
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@ -45,6 +45,18 @@ namespace osu.Game.Rulesets.Osu.Objects
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set { Curve.Distance = value; }
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}
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/// <summary>
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/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal Vector2? LazyEndPosition;
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/// <summary>
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/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal float LazyTravelDistance;
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public List<SampleInfoList> RepeatSamples { get; set; } = new List<SampleInfoList>();
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public int RepeatCount { get; set; } = 1;
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@ -33,9 +33,9 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty
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(h as Slider)?.Curve?.Calculate();
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}
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public override double Calculate(Dictionary<string, string> categoryDifficulty = null)
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap(Beatmap.HitObjects);
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OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap(Beatmap.HitObjects, TimeRate);
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Skill[] skills =
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{
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new Aim(),
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@ -67,8 +67,8 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty
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if (categoryDifficulty != null)
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{
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categoryDifficulty.Add("Aim", aimRating.ToString("0.00"));
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categoryDifficulty.Add("Speed", speedRating.ToString("0.00"));
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categoryDifficulty.Add("Aim", aimRating);
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categoryDifficulty.Add("Speed", speedRating);
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}
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return starRating;
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@ -20,12 +20,12 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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/// Creates an enumerator, which preprocesses a list of <see cref="OsuHitObject"/>s recieved as input, wrapping them as
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/// <see cref="OsuDifficultyHitObject"/> which contains extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyBeatmap(List<OsuHitObject> objects)
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public OsuDifficultyBeatmap(List<OsuHitObject> objects, double timeRate)
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{
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// Sort OsuHitObjects by StartTime - they are not correctly ordered in some cases.
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// This should probably happen before the objects reach the difficulty calculator.
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objects.Sort((a, b) => a.StartTime.CompareTo(b.StartTime));
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difficultyObjects = createDifficultyObjectEnumerator(objects);
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difficultyObjects = createDifficultyObjectEnumerator(objects, timeRate);
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}
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/// <summary>
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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private IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects)
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private IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects, double timeRate)
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{
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// We will process OsuHitObjects in groups of three to form a triangle, so we can calculate an angle for each object.
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OsuHitObject[] triangle = new OsuHitObject[3];
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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triangle[1] = triangle[0];
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triangle[0] = objects[i];
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yield return new OsuDifficultyHitObject(triangle);
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yield return new OsuDifficultyHitObject(triangle, timeRate);
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}
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}
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}
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@ -2,6 +2,8 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using OpenTK;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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@ -33,13 +35,17 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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private const int normalized_radius = 52;
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private readonly double timeRate;
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private readonly OsuHitObject[] t;
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/// <summary>
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/// Initializes the object calculating extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyHitObject(OsuHitObject[] triangle)
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public OsuDifficultyHitObject(OsuHitObject[] triangle, double timeRate)
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{
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this.timeRate = timeRate;
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t = triangle;
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BaseObject = t[0];
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setDistances();
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@ -57,14 +63,53 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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Distance = (t[0].StackedPosition - t[1].StackedPosition).Length * scalingFactor;
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Vector2 lastCursorPosition = t[1].StackedPosition;
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float lastTravelDistance = 0;
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var lastSlider = t[1] as Slider;
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if (lastSlider != null)
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{
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computeSliderCursorPosition(lastSlider);
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lastCursorPosition = lastSlider.LazyEndPosition ?? lastCursorPosition;
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lastTravelDistance = lastSlider.LazyTravelDistance;
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}
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Distance = (lastTravelDistance + (BaseObject.StackedPosition - lastCursorPosition).Length) * scalingFactor;
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}
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private void setTimingValues()
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{
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// Every timing inverval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure.
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DeltaTime = Math.Max(40, t[0].StartTime - t[1].StartTime);
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DeltaTime = Math.Max(40, (t[0].StartTime - t[1].StartTime) / timeRate);
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TimeUntilHit = 450; // BaseObject.PreEmpt;
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}
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private void computeSliderCursorPosition(Slider slider)
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{
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if (slider.LazyEndPosition != null)
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return;
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slider.LazyEndPosition = slider.StackedPosition;
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float approxFollowCircleRadius = (float)(slider.Radius * 3);
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var computeVertex = new Action<double>(t =>
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{
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var diff = slider.PositionAt(t) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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if (dist > approxFollowCircleRadius)
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{
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// The cursor would be outside the follow circle, we need to move it
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diff.Normalize(); // Obtain direction of diff
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dist -= approxFollowCircleRadius;
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slider.LazyEndPosition += diff * dist;
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slider.LazyTravelDistance += dist;
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}
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});
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var scoringTimes = slider.Ticks.Select(t => t.StartTime).Concat(slider.RepeatPoints.Select(r => r.StartTime)).OrderBy(t => t);
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foreach (var time in scoringTimes)
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computeVertex(time);
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computeVertex(slider.EndTime);
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}
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}
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}
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@ -14,6 +14,8 @@ using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Overlays.Settings;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Osu.Scoring;
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namespace osu.Game.Rulesets.Osu
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{
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@ -114,6 +116,8 @@ namespace osu.Game.Rulesets.Osu
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new OsuDifficultyCalculator(beatmap, mods);
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public override PerformanceCalculator CreatePerformanceCalculator(Beatmap beatmap, Score score) => new OsuPerformanceCalculator(this, beatmap, score);
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public override string Description => "osu!";
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public override SettingsSubsection CreateSettings() => new OsuSettings();
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199
osu.Game.Rulesets.Osu/Scoring/OsuPerformanceCalculator.cs
Normal file
199
osu.Game.Rulesets.Osu/Scoring/OsuPerformanceCalculator.cs
Normal file
@ -0,0 +1,199 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class OsuPerformanceCalculator : PerformanceCalculator<OsuHitObject>
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{
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private readonly int countHitCircles;
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private readonly int beatmapMaxCombo;
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private Mod[] mods;
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private double realApproachRate;
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private double accuracy;
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private int scoreMaxCombo;
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private int count300;
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private int count100;
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private int count50;
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private int countMiss;
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public OsuPerformanceCalculator(Ruleset ruleset, Beatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
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beatmapMaxCombo = Beatmap.HitObjects.Count;
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beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.RepeatCount + s.Ticks.Count());
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}
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public override double Calculate(Dictionary<string, double> categoryRatings = null)
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{
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mods = Score.Mods;
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accuracy = Score.Accuracy;
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scoreMaxCombo = Score.MaxCombo;
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count300 = Convert.ToInt32(Score.Statistics["300"]);
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count100 = Convert.ToInt32(Score.Statistics["100"]);
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count50 = Convert.ToInt32(Score.Statistics["50"]);
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countMiss = Convert.ToInt32(Score.Statistics["x"]);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.Ranked))
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return 0;
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// Todo: In the future we should apply changes to PreEmpt/AR at an OsuHitObject/BaseDifficulty level, but this is done
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// locally for now as doing so would modify animations and other things unexpectedly
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// DO NOT MODIFY THIS
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double ar = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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if (mods.Any(m => m is OsuModHardRock))
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ar = Math.Min(10, ar * 1.4);
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if (mods.Any(m => m is OsuModEasy))
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ar = Math.Max(0, ar / 2);
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450);
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realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= 0.90f;
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if (mods.Any(m => m is OsuModSpunOut))
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multiplier *= 0.95f;
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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double totalValue =
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Math.Pow(
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Math.Pow(aimValue, 1.1f) +
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Math.Pow(speedValue, 1.1f) +
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Math.Pow(accuracyValue, 1.1f), 1.0f / 1.1f
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) * multiplier;
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if (categoryRatings != null)
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{
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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}
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return totalValue;
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}
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private double computeAimValue()
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{
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double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Aim"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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aimValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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aimValue *= Math.Pow(0.97f, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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double approachRateFactor = 1.0f;
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if (realApproachRate > 10.33f)
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approachRateFactor += 0.45f * (realApproachRate - 10.33f);
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else if (realApproachRate < 8.0f)
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{
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// HD is worth more with lower ar!
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if (mods.Any(h => h is OsuModHidden))
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approachRateFactor += 0.02f * (8.0f - realApproachRate);
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else
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approachRateFactor += 0.01f * (8.0f - realApproachRate);
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}
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aimValue *= approachRateFactor;
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.18f;
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if (mods.Any(h => h is OsuModFlashlight))
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{
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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aimValue *= 1.45f * lengthBonus;
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}
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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aimValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
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return aimValue;
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}
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private double computeSpeedValue()
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{
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double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Speed"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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speedValue *= Math.Pow(0.97f, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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// Scale the speed value with accuracy _slightly_
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speedValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
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return speedValue;
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}
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private double computeAccuracyValue()
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{
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = countHitCircles;
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if (amountHitObjectsWithAccuracy > 0)
|
||||
betterAccuracyPercentage = ((count300 - (totalHits - amountHitObjectsWithAccuracy)) * 6 + count100 * 2 + count50) / (amountHitObjectsWithAccuracy * 6);
|
||||
else
|
||||
betterAccuracyPercentage = 0;
|
||||
|
||||
// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points
|
||||
if (betterAccuracyPercentage < 0)
|
||||
betterAccuracyPercentage = 0;
|
||||
|
||||
// Lots of arbitrary values from testing.
|
||||
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
|
||||
double accuracyValue = Math.Pow(1.52163f, Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
|
||||
|
||||
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
|
||||
accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
|
||||
|
||||
if (mods.Any(m => m is OsuModHidden))
|
||||
accuracyValue *= 1.02f;
|
||||
if (mods.Any(m => m is OsuModFlashlight))
|
||||
accuracyValue *= 1.02f;
|
||||
|
||||
return accuracyValue;
|
||||
}
|
||||
|
||||
private double totalHits => count300 + count100 + count50 + countMiss;
|
||||
private double totalSuccessfulHits => count300 + count100 + count50;
|
||||
|
||||
protected override BeatmapConverter<OsuHitObject> CreateBeatmapConverter() => new OsuBeatmapConverter();
|
||||
}
|
||||
}
|
16
osu.Game.Rulesets.Osu/Tests/TestCasePerformancePoints.cs
Normal file
16
osu.Game.Rulesets.Osu/Tests/TestCasePerformancePoints.cs
Normal file
@ -0,0 +1,16 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
[Ignore("getting CI working")]
|
||||
public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
|
||||
{
|
||||
public TestCasePerformancePoints()
|
||||
: base(new OsuRuleset(new RulesetInfo()))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -85,9 +85,11 @@
|
||||
<Compile Include="OsuInputManager.cs" />
|
||||
<Compile Include="Replays\OsuReplayInputHandler.cs" />
|
||||
<Compile Include="Tests\TestCaseHitObjects.cs" />
|
||||
<Compile Include="Tests\TestCasePerformancePoints.cs" />
|
||||
<Compile Include="UI\Cursor\CursorTrail.cs" />
|
||||
<Compile Include="UI\Cursor\GameplayCursor.cs" />
|
||||
<Compile Include="UI\OsuSettings.cs" />
|
||||
<Compile Include="Scoring\OsuPerformanceCalculator.cs" />
|
||||
<Compile Include="Scoring\OsuScoreProcessor.cs" />
|
||||
<Compile Include="UI\OsuRulesetContainer.cs" />
|
||||
<Compile Include="UI\OsuPlayfield.cs" />
|
||||
|
@ -5,7 +5,6 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Taiko.Beatmaps;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko
|
||||
@ -36,7 +35,7 @@ namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
}
|
||||
|
||||
public override double Calculate(Dictionary<string, string> categoryDifficulty = null)
|
||||
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
||||
{
|
||||
// Fill our custom DifficultyHitObject class, that carries additional information
|
||||
difficultyHitObjects.Clear();
|
||||
@ -53,8 +52,8 @@ namespace osu.Game.Rulesets.Taiko
|
||||
|
||||
if (categoryDifficulty != null)
|
||||
{
|
||||
categoryDifficulty.Add("Strain", starRating.ToString("0.00", CultureInfo.InvariantCulture));
|
||||
categoryDifficulty.Add("Hit window 300", (35 /*HitObjectManager.HitWindow300*/ / TimeRate).ToString("0.00", CultureInfo.InvariantCulture));
|
||||
categoryDifficulty.Add("Strain", starRating);
|
||||
categoryDifficulty.Add("Hit window 300", 35 /*HitObjectManager.HitWindow300*/ / TimeRate);
|
||||
}
|
||||
|
||||
return starRating;
|
||||
|
16
osu.Game.Rulesets.Taiko/Tests/TestCasePerformancePoints.cs
Normal file
16
osu.Game.Rulesets.Taiko/Tests/TestCasePerformancePoints.cs
Normal file
@ -0,0 +1,16 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
[Ignore("getting CI working")]
|
||||
public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
|
||||
{
|
||||
public TestCasePerformancePoints()
|
||||
: base(new TaikoRuleset(new RulesetInfo()))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -83,6 +83,7 @@
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Scoring\TaikoScoreProcessor.cs" />
|
||||
<Compile Include="TaikoInputManager.cs" />
|
||||
<Compile Include="Tests\TestCasePerformancePoints.cs" />
|
||||
<Compile Include="Tests\TestCaseTaikoPlayfield.cs" />
|
||||
<Compile Include="UI\HitTarget.cs" />
|
||||
<Compile Include="UI\InputDrum.cs" />
|
||||
|
@ -14,7 +14,7 @@ namespace osu.Game.Beatmaps
|
||||
{
|
||||
protected double TimeRate = 1;
|
||||
|
||||
public abstract double Calculate(Dictionary<string, string> categoryDifficulty = null);
|
||||
public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
|
||||
}
|
||||
|
||||
public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject
|
||||
|
@ -10,6 +10,7 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Overlays.Settings;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets
|
||||
@ -49,6 +50,8 @@ namespace osu.Game.Rulesets
|
||||
|
||||
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null);
|
||||
|
||||
public virtual PerformanceCalculator CreatePerformanceCalculator(Beatmap beatmap, Score score) => null;
|
||||
|
||||
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
|
||||
|
||||
public abstract string Description { get; }
|
||||
|
35
osu.Game/Rulesets/Scoring/PerformanceCalculator.cs
Normal file
35
osu.Game/Rulesets/Scoring/PerformanceCalculator.cs
Normal file
@ -0,0 +1,35 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public abstract class PerformanceCalculator
|
||||
{
|
||||
public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
|
||||
}
|
||||
|
||||
public abstract class PerformanceCalculator<TObject> : PerformanceCalculator
|
||||
where TObject : HitObject
|
||||
{
|
||||
private readonly Dictionary<string, double> attributes = new Dictionary<string, double>();
|
||||
protected IDictionary<string, double> Attributes => attributes;
|
||||
|
||||
protected readonly Beatmap<TObject> Beatmap;
|
||||
protected readonly Score Score;
|
||||
|
||||
protected PerformanceCalculator(Ruleset ruleset, Beatmap beatmap, Score score)
|
||||
{
|
||||
Beatmap = CreateBeatmapConverter().Convert(beatmap);
|
||||
Score = score;
|
||||
|
||||
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
|
||||
diffCalc.Calculate(attributes);
|
||||
}
|
||||
|
||||
protected abstract BeatmapConverter<TObject> CreateBeatmapConverter();
|
||||
}
|
||||
}
|
395
osu.Game/Tests/Visual/TestCasePerformancePoints.cs
Normal file
395
osu.Game/Tests/Visual/TestCasePerformancePoints.cs
Normal file
@ -0,0 +1,395 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Caching;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Cursor;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Online.API.Requests;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Tests.Visual
|
||||
{
|
||||
public abstract class TestCasePerformancePoints : OsuTestCase
|
||||
{
|
||||
protected TestCasePerformancePoints(Ruleset ruleset)
|
||||
{
|
||||
Child = new GridContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Content = new[]
|
||||
{
|
||||
new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black,
|
||||
Alpha = 0.5f,
|
||||
},
|
||||
new ScrollContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new BeatmapList(ruleset)
|
||||
}
|
||||
}
|
||||
},
|
||||
null,
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black,
|
||||
Alpha = 0.5f,
|
||||
},
|
||||
new ScrollContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new StarRatingGrid()
|
||||
}
|
||||
}
|
||||
},
|
||||
null,
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black,
|
||||
Alpha = 0.5f,
|
||||
},
|
||||
new ScrollContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new PerformanceList()
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
ColumnDimensions = new[]
|
||||
{
|
||||
new Dimension(),
|
||||
new Dimension(GridSizeMode.Absolute, 20),
|
||||
new Dimension(),
|
||||
new Dimension(GridSizeMode.Absolute, 20)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private class BeatmapList : CompositeDrawable
|
||||
{
|
||||
private readonly Container<BeatmapDisplay> beatmapDisplays;
|
||||
private readonly Ruleset ruleset;
|
||||
|
||||
public BeatmapList(Ruleset ruleset)
|
||||
{
|
||||
this.ruleset = ruleset;
|
||||
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
InternalChild = beatmapDisplays = new FillFlowContainer<BeatmapDisplay>
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Direction = FillDirection.Vertical,
|
||||
Spacing = new Vector2(0, 4)
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(BeatmapManager beatmaps)
|
||||
{
|
||||
var sets = beatmaps.GetAllUsableBeatmapSets();
|
||||
var allBeatmaps = sets.SelectMany(s => s.Beatmaps).Where(b => ruleset.LegacyID < 0 || b.RulesetID == ruleset.LegacyID);
|
||||
|
||||
allBeatmaps.ForEach(b => beatmapDisplays.Add(new BeatmapDisplay(b)));
|
||||
}
|
||||
|
||||
private class BeatmapDisplay : CompositeDrawable, IHasTooltip
|
||||
{
|
||||
private readonly OsuSpriteText text;
|
||||
private readonly BeatmapInfo beatmap;
|
||||
|
||||
private BeatmapManager beatmaps;
|
||||
private OsuGameBase osuGame;
|
||||
|
||||
private bool isSelected;
|
||||
|
||||
public string TooltipText => text.Text;
|
||||
|
||||
public BeatmapDisplay(BeatmapInfo beatmap)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
|
||||
AutoSizeAxes = Axes.Both;
|
||||
InternalChild = text = new OsuSpriteText();
|
||||
}
|
||||
|
||||
protected override bool OnClick(InputState state)
|
||||
{
|
||||
if (osuGame.Beatmap.Value.BeatmapInfo.ID == beatmap.ID)
|
||||
return false;
|
||||
|
||||
osuGame.Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
|
||||
isSelected = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnHover(InputState state)
|
||||
{
|
||||
if (isSelected)
|
||||
return false;
|
||||
this.FadeColour(Color4.Yellow, 100);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(InputState state)
|
||||
{
|
||||
if (isSelected)
|
||||
return;
|
||||
this.FadeColour(Color4.White, 100);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame, BeatmapManager beatmaps)
|
||||
{
|
||||
this.osuGame = osuGame;
|
||||
this.beatmaps = beatmaps;
|
||||
|
||||
var working = beatmaps.GetWorkingBeatmap(beatmap);
|
||||
text.Text = $"{working.Metadata.Artist} - {working.Metadata.Title} ({working.Metadata.AuthorString}) [{working.BeatmapInfo.Version}]";
|
||||
|
||||
osuGame.Beatmap.ValueChanged += beatmapChanged;
|
||||
}
|
||||
|
||||
private void beatmapChanged(WorkingBeatmap newBeatmap)
|
||||
{
|
||||
if (isSelected)
|
||||
this.FadeColour(Color4.White, 100);
|
||||
isSelected = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class PerformanceList : CompositeDrawable
|
||||
{
|
||||
private readonly FillFlowContainer<PerformanceDisplay> scores;
|
||||
private APIAccess api;
|
||||
|
||||
public PerformanceList()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
InternalChild = scores = new FillFlowContainer<PerformanceDisplay>
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Direction = FillDirection.Vertical,
|
||||
Spacing = new Vector2(0, 4)
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame, APIAccess api)
|
||||
{
|
||||
this.api = api;
|
||||
|
||||
if (!api.IsLoggedIn)
|
||||
{
|
||||
InternalChild = new SpriteText
|
||||
{
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
Text = "Please login to see online scores",
|
||||
};
|
||||
}
|
||||
|
||||
osuGame.Beatmap.ValueChanged += beatmapChanged;
|
||||
}
|
||||
|
||||
private GetScoresRequest lastRequest;
|
||||
private void beatmapChanged(WorkingBeatmap newBeatmap)
|
||||
{
|
||||
lastRequest?.Cancel();
|
||||
scores.Clear();
|
||||
|
||||
if (!api.IsLoggedIn)
|
||||
return;
|
||||
|
||||
lastRequest = new GetScoresRequest(newBeatmap.BeatmapInfo);
|
||||
lastRequest.Success += res => res.Scores.ForEach(s => scores.Add(new PerformanceDisplay(s, newBeatmap.Beatmap)));
|
||||
api.Queue(lastRequest);
|
||||
}
|
||||
|
||||
private class PerformanceDisplay : CompositeDrawable
|
||||
{
|
||||
private readonly OsuSpriteText text;
|
||||
|
||||
private readonly Score score;
|
||||
private readonly Beatmap beatmap;
|
||||
|
||||
public PerformanceDisplay(Score score, Beatmap beatmap)
|
||||
{
|
||||
this.score = score;
|
||||
this.beatmap = beatmap;
|
||||
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
InternalChild = text = new OsuSpriteText();
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
var ruleset = beatmap.BeatmapInfo.Ruleset.CreateInstance();
|
||||
var calculator = ruleset.CreatePerformanceCalculator(beatmap, score);
|
||||
if (calculator == null)
|
||||
return;
|
||||
|
||||
var attributes = new Dictionary<string, double>();
|
||||
double performance = calculator.Calculate(attributes);
|
||||
|
||||
text.Text = $"{score.User.Username} -> online: {score.PP:n2}pp | local: {performance:n2}pp";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class StarRatingGrid : CompositeDrawable
|
||||
{
|
||||
private readonly FillFlowContainer<OsuCheckbox> modFlow;
|
||||
private readonly OsuSpriteText totalText;
|
||||
private readonly FillFlowContainer categoryTexts;
|
||||
|
||||
public StarRatingGrid()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
AutoSizeAxes = Axes.Y;
|
||||
InternalChild = new FillFlowContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
modFlow = new FillFlowContainer<OsuCheckbox>
|
||||
{
|
||||
Name = "Checkbox flow",
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Spacing = new Vector2(4, 4)
|
||||
},
|
||||
new FillFlowContainer
|
||||
{
|
||||
Name = "Information display",
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Spacing = new Vector2(0, 4),
|
||||
Direction = FillDirection.Vertical,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
totalText = new OsuSpriteText { TextSize = 24 },
|
||||
categoryTexts = new FillFlowContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Direction = FillDirection.Vertical
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame)
|
||||
{
|
||||
osuGame.Beatmap.ValueChanged += beatmapChanged;
|
||||
}
|
||||
|
||||
private Cached informationCache = new Cached();
|
||||
|
||||
private Ruleset ruleset;
|
||||
private WorkingBeatmap beatmap;
|
||||
|
||||
private void beatmapChanged(WorkingBeatmap newBeatmap)
|
||||
{
|
||||
beatmap = newBeatmap;
|
||||
|
||||
modFlow.Clear();
|
||||
|
||||
ruleset = newBeatmap.BeatmapInfo.Ruleset.CreateInstance();
|
||||
foreach (var mod in ruleset.GetAllMods())
|
||||
{
|
||||
var checkBox = new OsuCheckbox
|
||||
{
|
||||
RelativeSizeAxes = Axes.None,
|
||||
Width = 50,
|
||||
LabelText = mod.ShortenedName
|
||||
};
|
||||
|
||||
checkBox.Current.ValueChanged += v => informationCache.Invalidate();
|
||||
modFlow.Add(checkBox);
|
||||
}
|
||||
|
||||
informationCache.Invalidate();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (ruleset == null)
|
||||
return;
|
||||
|
||||
if (!informationCache.IsValid)
|
||||
{
|
||||
totalText.Text = string.Empty;
|
||||
categoryTexts.Clear();
|
||||
|
||||
var allMods = ruleset.GetAllMods().ToList();
|
||||
Mod[] activeMods = modFlow.Where(c => c.Current.Value).Select(c => allMods.First(m => m.ShortenedName == c.LabelText)).ToArray();
|
||||
|
||||
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap.Beatmap, activeMods);
|
||||
if (diffCalc != null)
|
||||
{
|
||||
var categories = new Dictionary<string, double>();
|
||||
double totalSr = diffCalc.Calculate(categories);
|
||||
|
||||
totalText.Text = $"Star rating: {totalSr:n2}";
|
||||
foreach (var kvp in categories)
|
||||
categoryTexts.Add(new OsuSpriteText { Text = $"{kvp.Key}: {kvp.Value:n2}" });
|
||||
}
|
||||
|
||||
informationCache.Validate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -632,6 +632,7 @@
|
||||
<Compile Include="Rulesets\Ruleset.cs" />
|
||||
<Compile Include="Rulesets\RulesetInfo.cs" />
|
||||
<Compile Include="Rulesets\RulesetStore.cs" />
|
||||
<Compile Include="Rulesets\Scoring\PerformanceCalculator.cs" />
|
||||
<Compile Include="Rulesets\Scoring\Score.cs" />
|
||||
<Compile Include="Rulesets\Scoring\ScoreProcessor.cs" />
|
||||
<Compile Include="Rulesets\Scoring\ScoreRank.cs" />
|
||||
@ -787,6 +788,7 @@
|
||||
<Compile Include="Tests\Beatmaps\TestWorkingBeatmap.cs" />
|
||||
<Compile Include="Tests\Platform\TestStorage.cs" />
|
||||
<Compile Include="Tests\Visual\OsuTestCase.cs" />
|
||||
<Compile Include="Tests\Visual\TestCasePerformancePoints.cs" />
|
||||
<Compile Include="Tests\Visual\ScreenTestCase.cs" />
|
||||
<Compile Include="Tests\Visual\TestCasePlayer.cs" />
|
||||
<Compile Include="Users\Avatar.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user