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Add basic background processor
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112
osu.Game/BackgroundBeatmapProcessor.cs
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112
osu.Game/BackgroundBeatmapProcessor.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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namespace osu.Game
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{
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public class BackgroundBeatmapProcessor : Component
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{
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[Resolved]
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private RulesetStore rulesetStore { get; set; } = null!;
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[Resolved]
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private RealmAccess realmAccess { get; set; } = null!;
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[Resolved]
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private BeatmapUpdater beatmapUpdater { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Task.Run(() =>
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{
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Logger.Log("Beginning background beatmap processing..");
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checkForOutdatedStarRatings();
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processBeatmapSetsWithMissingMetrics();
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Logger.Log("Finished background beatmap processing!");
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});
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}
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/// <summary>
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/// Check whether the databased difficulty calculation version matches the latest ruleset provided version.
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/// If it doesn't, clear out any existing difficulties so they can be incrementally recalculated.
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/// </summary>
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private void checkForOutdatedStarRatings()
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{
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foreach (var ruleset in rulesetStore.AvailableRulesets)
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{
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// beatmap being passed in is arbitrary here. just needs to be non-null.
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int currentVersion = ruleset.CreateInstance().CreateDifficultyCalculator(gameBeatmap.Value).Version;
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if (ruleset.LastAppliedDifficultyVersion < currentVersion)
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{
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Logger.Log($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
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int countReset = 0;
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realmAccess.Write(r =>
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{
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foreach (var b in r.All<BeatmapInfo>())
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{
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if (b.Ruleset.ShortName == ruleset.ShortName)
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{
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b.StarRating = 0;
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countReset++;
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}
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}
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r.Find<RulesetInfo>(ruleset.ShortName).LastAppliedDifficultyVersion = currentVersion;
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});
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Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}");
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}
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}
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}
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private void processBeatmapSetsWithMissingMetrics()
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{
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// TODO: rate limit and pause processing during gameplay.
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HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
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realmAccess.Run(r =>
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{
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foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating == 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)))
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{
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Debug.Assert(b.BeatmapSet != null);
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beatmapSetIds.Add(b.BeatmapSet.ID);
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}
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});
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foreach (var id in beatmapSetIds)
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{
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realmAccess.Run(r =>
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{
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var set = r.Find<BeatmapSetInfo>(id);
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if (set != null)
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{
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Logger.Log($"Background processing {set}");
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beatmapUpdater.Process(set);
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}
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});
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}
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}
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}
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}
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@ -904,6 +904,8 @@ namespace osu.Game
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loadComponentSingleFile(CreateHighPerformanceSession(), Add);
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loadComponentSingleFile(new BackgroundBeatmapProcessor(), Add);
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chatOverlay.State.BindValueChanged(_ => updateChatPollRate());
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// Multiplayer modes need to increase poll rate temporarily.
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API.Activity.BindValueChanged(_ => updateChatPollRate(), true);
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@ -280,8 +280,7 @@ namespace osu.Game
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AddInternal(difficultyCache);
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// TODO: OsuGame or OsuGameBase?
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beatmapUpdater = new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage);
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dependencies.CacheAs(beatmapUpdater = new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage));
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dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
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dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints));
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dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
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