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Merge pull request #12850 from smoogipoo/fix-score-duplication

Only ignore online score id for database import
This commit is contained in:
Dean Herbert 2021-05-18 22:18:42 +09:00 committed by GitHub
commit 70b36cdc0d
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 15 additions and 9 deletions

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@ -929,11 +929,11 @@ namespace osu.Game.Screens.Play
/// </summary>
/// <param name="score">The <see cref="Score"/> to import.</param>
/// <returns>The imported score.</returns>
protected virtual Task ImportScore(Score score)
protected virtual async Task ImportScore(Score score)
{
// Replays are already populated and present in the game's database, so should not be re-imported.
if (DrawableRuleset.ReplayScore != null)
return Task.CompletedTask;
return;
LegacyByteArrayReader replayReader;
@ -943,7 +943,18 @@ namespace osu.Game.Screens.Play
replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
}
return scoreManager.Import(score.ScoreInfo, replayReader);
// For the time being, online ID responses are not really useful for anything.
// In addition, the IDs provided via new (lazer) endpoints are based on a different autoincrement from legacy (stable) scores.
//
// Until we better define the server-side logic behind this, let's not store the online ID to avoid potential unique constraint
// conflicts across various systems (ie. solo and multiplayer).
long? onlineScoreId = score.ScoreInfo.OnlineScoreID;
score.ScoreInfo.OnlineScoreID = null;
await scoreManager.Import(score.ScoreInfo, replayReader).ConfigureAwait(false);
// ... And restore the online ID for other processes to handle correctly (e.g. de-duplication for the results screen).
score.ScoreInfo.OnlineScoreID = onlineScoreId;
}
/// <summary>

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@ -116,12 +116,7 @@ namespace osu.Game.Screens.Play
request.Success += s =>
{
// For the time being, online ID responses are not really useful for anything.
// In addition, the IDs provided via new (lazer) endpoints are based on a different autoincrement from legacy (stable) scores.
//
// Until we better define the server-side logic behind this, let's not store the online ID to avoid potential unique constraint
// conflicts across various systems (ie. solo and multiplayer).
// score.ScoreInfo.OnlineScoreID = s.ID;
score.ScoreInfo.OnlineScoreID = s.ID;
tcs.SetResult(true);
};