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Update BeatmapDifficultyCache to use base implementation logic
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@ -3,6 +3,7 @@
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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@ -14,8 +15,8 @@ namespace osu.Game.Tests.Beatmaps
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[Test]
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public void TestKeyEqualsWithDifferentModInstances()
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{
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var key1 = new BeatmapDifficultyCache.DifficultyCacheLookup(1234, 0, new Mod[] { new OsuModHardRock(), new OsuModHidden() });
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var key2 = new BeatmapDifficultyCache.DifficultyCacheLookup(1234, 0, new Mod[] { new OsuModHardRock(), new OsuModHidden() });
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var key1 = new BeatmapDifficultyCache.DifficultyCacheLookup(new BeatmapInfo { ID = 1234 }, new RulesetInfo { ID = 0 }, new Mod[] { new OsuModHardRock(), new OsuModHidden() });
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var key2 = new BeatmapDifficultyCache.DifficultyCacheLookup(new BeatmapInfo { ID = 1234 }, new RulesetInfo { ID = 0 }, new Mod[] { new OsuModHardRock(), new OsuModHidden() });
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Assert.That(key1, Is.EqualTo(key2));
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}
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@ -23,8 +24,8 @@ namespace osu.Game.Tests.Beatmaps
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[Test]
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public void TestKeyEqualsWithDifferentModOrder()
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{
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var key1 = new BeatmapDifficultyCache.DifficultyCacheLookup(1234, 0, new Mod[] { new OsuModHardRock(), new OsuModHidden() });
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var key2 = new BeatmapDifficultyCache.DifficultyCacheLookup(1234, 0, new Mod[] { new OsuModHidden(), new OsuModHardRock() });
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var key1 = new BeatmapDifficultyCache.DifficultyCacheLookup(new BeatmapInfo { ID = 1234 }, new RulesetInfo { ID = 0 }, new Mod[] { new OsuModHardRock(), new OsuModHidden() });
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var key2 = new BeatmapDifficultyCache.DifficultyCacheLookup(new BeatmapInfo { ID = 1234 }, new RulesetInfo { ID = 0 }, new Mod[] { new OsuModHidden(), new OsuModHardRock() });
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Assert.That(key1, Is.EqualTo(key2));
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}
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@ -86,20 +86,30 @@ namespace osu.Game.Beatmaps
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/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
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/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops computing the star difficulty.</param>
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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public async Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IEnumerable<Mod> mods = null,
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CancellationToken cancellationToken = default)
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public Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IEnumerable<Mod> mods = null, CancellationToken cancellationToken = default)
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{
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if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
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return existing;
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// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
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rulesetInfo ??= beatmapInfo.Ruleset;
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return await Task.Factory.StartNew(() =>
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// Difficulty can only be computed if the beatmap and ruleset are locally available.
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if (beatmapInfo.ID == 0 || rulesetInfo.ID == null)
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{
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// Computation may have finished in a previous task.
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if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out existing, out _))
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// If not, fall back to the existing star difficulty (e.g. from an online source).
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return Task.FromResult(new StarDifficulty(beatmapInfo.StarDifficulty, beatmapInfo.MaxCombo ?? 0));
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}
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return GetAsync(new DifficultyCacheLookup(beatmapInfo, rulesetInfo, mods), cancellationToken);
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}
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protected override Task<StarDifficulty> ComputeValueAsync(DifficultyCacheLookup lookup, CancellationToken token = default)
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{
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return Task.Factory.StartNew(() =>
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{
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if (CheckExists(lookup, out var existing))
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return existing;
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return computeDifficulty(key, beatmapInfo, rulesetInfo);
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}, cancellationToken, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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return computeDifficulty(lookup);
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}, token, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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}
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/// <summary>
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@ -111,10 +121,8 @@ namespace osu.Game.Beatmaps
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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public StarDifficulty GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IEnumerable<Mod> mods = null)
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{
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if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
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return existing;
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return computeDifficulty(key, beatmapInfo, rulesetInfo);
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// this is safe in this usage because the only asynchronous part is handled by the local scheduler.
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return GetDifficultyAsync(beatmapInfo, rulesetInfo, mods).Result;
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}
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/// <summary>
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@ -207,38 +215,38 @@ namespace osu.Game.Beatmaps
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/// <param name="cancellationToken">A token that may be used to cancel this update.</param>
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private void updateBindable([NotNull] BindableStarDifficulty bindable, [CanBeNull] RulesetInfo rulesetInfo, [CanBeNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
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{
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GetDifficultyAsync(bindable.Beatmap, rulesetInfo, mods, cancellationToken).ContinueWith(t =>
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{
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// We're on a threadpool thread, but we should exit back to the update thread so consumers can safely handle value-changed events.
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Schedule(() =>
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GetAsync(new DifficultyCacheLookup(bindable.Beatmap, rulesetInfo, mods), cancellationToken)
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.ContinueWith(t =>
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{
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if (!cancellationToken.IsCancellationRequested)
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bindable.Value = t.Result;
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});
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}, cancellationToken);
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// We're on a threadpool thread, but we should exit back to the update thread so consumers can safely handle value-changed events.
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Schedule(() =>
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{
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if (!cancellationToken.IsCancellationRequested)
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bindable.Value = t.Result;
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});
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}, cancellationToken);
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}
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/// <summary>
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/// Computes the difficulty defined by a <see cref="DifficultyCacheLookup"/> key, and stores it to the timed cache.
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/// </summary>
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/// <param name="key">The <see cref="DifficultyCacheLookup"/> that defines the computation parameters.</param>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to compute the difficulty of.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to compute the difficulty with.</param>
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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private StarDifficulty computeDifficulty(in DifficultyCacheLookup key, BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo)
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private StarDifficulty computeDifficulty(in DifficultyCacheLookup key)
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{
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// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
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rulesetInfo ??= beatmapInfo.Ruleset;
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var beatmapInfo = key.Beatmap;
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var rulesetInfo = key.Ruleset;
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try
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{
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var ruleset = rulesetInfo.CreateInstance();
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Debug.Assert(ruleset != null);
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var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(beatmapInfo));
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var attributes = calculator.Calculate(key.Mods);
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var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(key.Beatmap));
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var attributes = calculator.Calculate(key.OrderedMods);
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return Cache[key] = new StarDifficulty(attributes);
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return new StarDifficulty(attributes);
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}
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catch (BeatmapInvalidForRulesetException e)
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{
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@ -249,49 +257,17 @@ namespace osu.Game.Beatmaps
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if (rulesetInfo.Equals(beatmapInfo.Ruleset))
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{
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Logger.Error(e, $"Failed to convert {beatmapInfo.OnlineBeatmapID} to the beatmap's default ruleset ({beatmapInfo.Ruleset}).");
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return Cache[key] = new StarDifficulty();
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return new StarDifficulty();
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}
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// Check the cache first because this is now a different ruleset than the one previously guarded against.
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if (tryGetExisting(beatmapInfo, beatmapInfo.Ruleset, Array.Empty<Mod>(), out var existingDefault, out var existingDefaultKey))
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return existingDefault;
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return computeDifficulty(existingDefaultKey, beatmapInfo, beatmapInfo.Ruleset);
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return GetAsync(new DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset, key.OrderedMods)).Result;
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}
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catch
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{
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return Cache[key] = new StarDifficulty();
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return new StarDifficulty();
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}
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}
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/// <summary>
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/// Attempts to retrieve an existing difficulty for the combination.
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/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/>.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/>.</param>
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/// <param name="mods">The <see cref="Mod"/>s.</param>
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/// <param name="existingDifficulty">The existing difficulty value, if present.</param>
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/// <param name="key">The <see cref="DifficultyCacheLookup"/> key that was used to perform this lookup. This can be further used to query <see cref="computeDifficulty"/>.</param>
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/// <returns>Whether an existing difficulty was found.</returns>
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private bool tryGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IEnumerable<Mod> mods, out StarDifficulty existingDifficulty, out DifficultyCacheLookup key)
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{
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// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
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rulesetInfo ??= beatmapInfo.Ruleset;
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// Difficulty can only be computed if the beatmap and ruleset are locally available.
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if (beatmapInfo.ID == 0 || rulesetInfo.ID == null)
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{
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// If not, fall back to the existing star difficulty (e.g. from an online source).
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existingDifficulty = new StarDifficulty(beatmapInfo.StarDifficulty, beatmapInfo.MaxCombo ?? 0);
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key = default;
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return true;
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}
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key = new DifficultyCacheLookup(beatmapInfo.ID, rulesetInfo.ID.Value, mods);
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return Cache.TryGetValue(key, out existingDifficulty);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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@ -302,29 +278,31 @@ namespace osu.Game.Beatmaps
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public readonly struct DifficultyCacheLookup : IEquatable<DifficultyCacheLookup>
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{
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public readonly int BeatmapId;
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public readonly int RulesetId;
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public readonly Mod[] Mods;
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public readonly BeatmapInfo Beatmap;
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public readonly RulesetInfo Ruleset;
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public DifficultyCacheLookup(int beatmapId, int rulesetId, IEnumerable<Mod> mods)
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public readonly Mod[] OrderedMods;
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public DifficultyCacheLookup([NotNull] BeatmapInfo beatmap, [NotNull] RulesetInfo ruleset, IEnumerable<Mod> mods)
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{
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BeatmapId = beatmapId;
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RulesetId = rulesetId;
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Mods = mods?.OrderBy(m => m.Acronym).ToArray() ?? Array.Empty<Mod>();
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Beatmap = beatmap;
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Ruleset = ruleset;
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OrderedMods = mods?.OrderBy(m => m.Acronym).ToArray() ?? Array.Empty<Mod>();
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}
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public bool Equals(DifficultyCacheLookup other)
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=> BeatmapId == other.BeatmapId
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&& RulesetId == other.RulesetId
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&& Mods.Select(m => m.Acronym).SequenceEqual(other.Mods.Select(m => m.Acronym));
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=> Beatmap.ID == other.Beatmap.ID
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&& Ruleset.ID == other.Ruleset.ID
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&& OrderedMods.Select(m => m.Acronym).SequenceEqual(other.OrderedMods.Select(m => m.Acronym));
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public override int GetHashCode()
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{
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var hashCode = new HashCode();
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hashCode.Add(BeatmapId);
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hashCode.Add(RulesetId);
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foreach (var mod in Mods)
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hashCode.Add(Beatmap.ID);
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hashCode.Add(Ruleset.ID);
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foreach (var mod in OrderedMods)
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hashCode.Add(mod.Acronym);
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return hashCode.ToHashCode();
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@ -20,7 +20,7 @@ namespace osu.Game.Database
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protected virtual bool CacheNullValues => true;
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/// <summary>
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/// Retrieve the cached value for the given <see cref="TLookup"/>.
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/// Retrieve the cached value for the given lookup.
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/// </summary>
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/// <param name="lookup">The lookup to retrieve.</param>
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/// <param name="token">An optional <see cref="CancellationToken"/> to cancel the operation.</param>
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@ -37,6 +37,9 @@ namespace osu.Game.Database
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return computed;
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}
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protected bool CheckExists([NotNull] TLookup lookup, out TValue value) =>
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cache.TryGetValue(lookup, out value);
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/// <summary>
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/// Called on cache miss to compute the value for the specified lookup.
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/// </summary>
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