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Merge pull request #3312 from smoogipoo/better-mania-failsafe
Aggressively check for valid columns before iterating endlessly in mania conversion
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commit
a2a1277b91
@ -173,26 +173,18 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int usableColumns = TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects;
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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int nextColumn = GetRandomColumn();
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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// Find available column
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RunWhile(() => pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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nextColumn = FindAvailableColumn(nextColumn, pattern, PreviousPattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
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}
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// This is can't be combined with the above loop due to RNG
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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RunWhile(() => pattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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nextColumn = FindAvailableColumn(nextColumn, pattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
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}
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@ -217,23 +209,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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RunWhile(() => PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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}
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nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
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int lastColumn = nextColumn;
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for (int i = 0; i < noteCount; i++)
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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RunWhile(() => nextColumn == lastColumn, () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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nextColumn = FindAvailableColumn(nextColumn, validation: c => c != lastColumn);
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lastColumn = nextColumn;
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startTime += SegmentDuration;
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}
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@ -325,7 +307,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (TotalColumns > 2)
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addToPattern(pattern, nextColumn, startTime, startTime);
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nextColumn = Random.Next(RandomStart, TotalColumns);
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nextColumn = GetRandomColumn();
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startTime += SegmentDuration;
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}
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@ -404,20 +386,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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RunWhile(() => PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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}
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nextColumn = FindAvailableColumn(nextColumn, PreviousPattern);
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for (int i = 0; i < columnRepeat; i++)
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{
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RunWhile(() => pattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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nextColumn = FindAvailableColumn(nextColumn, pattern);
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addToPattern(pattern, nextColumn, startTime, EndTime);
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startTime += SegmentDuration;
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}
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@ -442,17 +415,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if (convertType.HasFlag(PatternType.ForceNotStack) && PreviousPattern.ColumnWithObjects < TotalColumns)
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{
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RunWhile(() => PreviousPattern.ColumnHasObject(holdColumn), () =>
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{
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holdColumn = Random.Next(RandomStart, TotalColumns);
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});
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}
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holdColumn = FindAvailableColumn(holdColumn, PreviousPattern);
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// Create the hold note
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addToPattern(pattern, holdColumn, startTime, EndTime);
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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int nextColumn = GetRandomColumn();
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int noteCount;
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if (ConversionDifficulty > 6.5)
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noteCount = GetRandomNoteCount(0.63, 0);
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@ -473,11 +441,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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for (int j = 0; j < noteCount; j++)
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{
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RunWhile(() => rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn, () =>
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{
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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nextColumn = FindAvailableColumn(nextColumn, validation: c => c != holdColumn, patterns: rowPattern);
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addToPattern(rowPattern, nextColumn, startTime, startTime);
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}
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}
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@ -39,34 +39,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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addToPattern(pattern, 0, generateHold);
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break;
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case 8:
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addToPattern(pattern, getNextRandomColumn(RandomStart), generateHold);
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addToPattern(pattern, FindAvailableColumn(GetRandomColumn(), PreviousPattern), generateHold);
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break;
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default:
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if (TotalColumns > 0)
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addToPattern(pattern, getNextRandomColumn(0), generateHold);
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addToPattern(pattern, GetRandomColumn(), generateHold);
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break;
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}
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return pattern;
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}
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/// <summary>
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/// Picks a random column after a column.
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/// </summary>
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/// <param name="start">The starting column.</param>
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/// <returns>A random column after <paramref name="start"/>.</returns>
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private int getNextRandomColumn(int start)
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{
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int nextColumn = Random.Next(start, TotalColumns);
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RunWhile(() => PreviousPattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(start, TotalColumns);
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});
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return nextColumn;
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}
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/// <summary>
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/// Constructs and adds a note to a pattern.
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/// </summary>
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@ -231,22 +231,27 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
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{
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RunWhile(() => pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn) && !allowStacking, () =>
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{
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if (convertType.HasFlag(PatternType.Gathered))
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{
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nextColumn++;
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if (nextColumn == TotalColumns)
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nextColumn = RandomStart;
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}
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else
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nextColumn = Random.Next(RandomStart, TotalColumns);
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});
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nextColumn = allowStacking
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? FindAvailableColumn(nextColumn, nextColumn: getNextColumn, patterns: pattern)
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: FindAvailableColumn(nextColumn, nextColumn: getNextColumn, patterns: new[] { pattern, PreviousPattern });
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addToPattern(pattern, nextColumn);
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}
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return pattern;
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int getNextColumn(int last)
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{
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if (convertType.HasFlag(PatternType.Gathered))
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{
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last++;
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if (last == TotalColumns)
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last = RandomStart;
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}
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else
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last = GetRandomColumn();
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return last;
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}
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}
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/// <summary>
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@ -292,13 +297,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out addToCentre);
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int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
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int nextColumn = Random.Next(RandomStart, columnLimit);
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int nextColumn = GetRandomColumn(upperBound: columnLimit);
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for (int i = 0; i < noteCount; i++)
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{
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RunWhile(() => pattern.ColumnHasObject(nextColumn), () =>
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{
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nextColumn = Random.Next(RandomStart, columnLimit);
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});
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nextColumn = FindAvailableColumn(nextColumn, upperBound: columnLimit, patterns: pattern);
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// Add normal note
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addToPattern(pattern, nextColumn);
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@ -3,6 +3,7 @@
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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@ -90,6 +91,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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}
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private double? conversionDifficulty;
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/// <summary>
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/// A difficulty factor used for various conversion methods from osu!stable.
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/// </summary>
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@ -116,5 +118,82 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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return conversionDifficulty.Value;
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}
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}
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/// <summary>
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/// Finds a new column in which a <see cref="HitObject"/> can be placed.
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/// This uses <see cref="GetRandomColumn"/> to pick the next candidate column.
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/// </summary>
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/// <param name="initialColumn">The initial column to test. This may be returned if it is already a valid column.</param>
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/// <param name="patterns">A list of patterns for which the validity of a column should be checked against.
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/// A column is not a valid candidate if a <see cref="HitObject"/> occupies the same column in any of the patterns.</param>
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/// <returns>A column for which there are no <see cref="HitObject"/>s in any of <paramref name="patterns"/> occupying the same column.</returns>
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/// <exception cref="NotEnoughColumnsException">If there are no valid candidate columns.</exception>
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protected int FindAvailableColumn(int initialColumn, params Pattern[] patterns)
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=> FindAvailableColumn(initialColumn, null, patterns: patterns);
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/// <summary>
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/// Finds a new column in which a <see cref="HitObject"/> can be placed.
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/// </summary>
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/// <param name="initialColumn">The initial column to test. This may be returned if it is already a valid column.</param>
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/// <param name="nextColumn">A function to retrieve the next column. If null, a randomisation scheme will be used.</param>
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/// <param name="validation">A function to perform additional validation checks to determine if a column is a valid candidate for a <see cref="HitObject"/>.</param>
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/// <param name="lowerBound">The minimum column index. If null, <see cref="RandomStart"/> is used.</param>
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/// <param name="upperBound">The maximum column index. If null, <see cref="PatternGenerator.TotalColumns"/> is used.</param>
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/// <param name="patterns">A list of patterns for which the validity of a column should be checked against.
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/// A column is not a valid candidate if a <see cref="HitObject"/> occupies the same column in any of the patterns.</param>
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/// <returns>A column which has passed the <paramref name="validation"/> check and for which there are no
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/// <see cref="HitObject"/>s in any of <paramref name="patterns"/> occupying the same column.</returns>
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/// <exception cref="NotEnoughColumnsException">If there are no valid candidate columns.</exception>
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protected int FindAvailableColumn(int initialColumn, int? lowerBound = null, int? upperBound = null, Func<int, int> nextColumn = null, [InstantHandle] Func<int, bool> validation = null,
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params Pattern[] patterns)
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{
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lowerBound = lowerBound ?? RandomStart;
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upperBound = upperBound ?? TotalColumns;
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nextColumn = nextColumn ?? (_ => GetRandomColumn(lowerBound, upperBound));
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// Check for the initial column
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if (isValid(initialColumn))
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return initialColumn;
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// Ensure that we have at least one free column, so that an endless loop is avoided
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bool hasValidColumns = false;
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for (int i = lowerBound.Value; i < upperBound.Value; i++)
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{
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hasValidColumns = isValid(i);
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if (hasValidColumns)
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break;
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}
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if (!hasValidColumns)
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throw new NotEnoughColumnsException();
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// Iterate until a valid column is found. This is a random iteration in the default case.
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do
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{
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initialColumn = nextColumn(initialColumn);
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} while (!isValid(initialColumn));
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return initialColumn;
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bool isValid(int column) => validation?.Invoke(column) != false && !patterns.Any(p => p.ColumnHasObject(column));
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}
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/// <summary>
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/// Returns a random column index in the range [<paramref name="lowerBound"/>, <paramref name="upperBound"/>).
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/// </summary>
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/// <param name="lowerBound">The minimum column index. If null, <see cref="RandomStart"/> is used.</param>
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/// <param name="upperBound">The maximum column index. If null, <see cref="PatternGenerator.TotalColumns"/> is used.</param>
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protected int GetRandomColumn(int? lowerBound = null, int? upperBound = null) => Random.Next(lowerBound ?? RandomStart, upperBound ?? TotalColumns);
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/// <summary>
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/// Occurs when mania conversion is stuck in an infinite loop unable to find columns to place new hitobjects in.
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/// </summary>
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public class NotEnoughColumnsException : Exception
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{
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public NotEnoughColumnsException()
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: base("There were not enough columns to complete conversion.")
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{
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}
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}
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}
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}
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@ -3,9 +3,6 @@
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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 JetBrains.Annotations;
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using osu.Framework.Logging;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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@ -15,14 +12,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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/// </summary>
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internal abstract class PatternGenerator
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{
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/// <summary>
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/// An arbitrary maximum amount of iterations to perform in <see cref="RunWhile"/>.
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/// The specific value is not super important - enough such that no false-positives occur.
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///
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/// /b/933228 requires at least 23 iterations.
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/// </summary>
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private const int max_rng_iterations = 30;
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/// <summary>
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/// The last pattern.
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/// </summary>
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@ -53,44 +42,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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TotalColumns = Beatmap.TotalColumns;
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}
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protected void RunWhile([InstantHandle] Func<bool> condition, Action action)
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{
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int iterations = 0;
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while (condition())
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{
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if (iterations++ >= max_rng_iterations)
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{
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// log an error but don't throw. we want to continue execution.
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Logger.Error(new ExceededAllowedIterationsException(new StackTrace(0)),
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"Conversion encountered errors. The beatmap may not be correctly converted.");
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return;
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}
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action();
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}
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}
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/// <summary>
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/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
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/// </summary>
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/// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns>
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public abstract IEnumerable<Pattern> Generate();
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/// <summary>
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/// Denotes when a single conversion operation is in an infinitely looping state.
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/// </summary>
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public class ExceededAllowedIterationsException : Exception
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{
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private readonly string stackTrace;
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public ExceededAllowedIterationsException(StackTrace stackTrace)
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{
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this.stackTrace = stackTrace.ToString();
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}
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public override string StackTrace => stackTrace;
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public override string ToString() => $"{GetType().Name}: {Message}\r\n{StackTrace}";
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}
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}
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}
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