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Merge pull request #19272 from peppy/beatmap-background-reprocessing
Add background beatmap processing
This commit is contained in:
commit
d9105c9785
@ -25,6 +25,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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private float halfCatcherWidth;
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public override int Version => 20220701;
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public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@ -31,6 +31,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private readonly bool isForCurrentRuleset;
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private readonly double originalOverallDifficulty;
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public override int Version => 20220701;
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public ManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@ -25,6 +25,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private const double difficulty_multiplier = 0.0675;
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private double hitWindowGreat;
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public override int Version => 20220701;
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public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@ -26,6 +26,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private const double colour_skill_multiplier = 0.01;
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private const double stamina_skill_multiplier = 0.021;
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public override int Version => 20220701;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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132
osu.Game.Tests/Database/BackgroundBeatmapProcessorTests.cs
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132
osu.Game.Tests/Database/BackgroundBeatmapProcessorTests.cs
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@ -0,0 +1,132 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.Database
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{
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[HeadlessTest]
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public class BackgroundBeatmapProcessorTests : OsuTestScene, ILocalUserPlayInfo
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{
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public IBindable<bool> IsPlaying => isPlaying;
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private readonly Bindable<bool> isPlaying = new Bindable<bool>();
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private BeatmapSetInfo importedSet = null!;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osu)
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{
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importedSet = BeatmapImportHelper.LoadQuickOszIntoOsu(osu).GetResultSafely();
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}
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Set not playing", () => isPlaying.Value = false);
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}
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[Test]
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public void TestDifficultyProcessing()
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{
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AddAssert("Difficulty is initially set", () =>
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{
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return Realm.Run(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
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});
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});
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AddStep("Reset difficulty", () =>
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{
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Realm.Write(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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foreach (var b in beatmapSetInfo.Beatmaps)
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b.StarRating = -1;
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});
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});
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AddStep("Run background processor", () =>
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{
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Add(new TestBackgroundBeatmapProcessor());
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});
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AddUntilStep("wait for difficulties repopulated", () =>
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{
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return Realm.Run(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
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});
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});
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}
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[Test]
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public void TestDifficultyProcessingWhilePlaying()
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{
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AddAssert("Difficulty is initially set", () =>
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{
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return Realm.Run(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
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});
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});
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AddStep("Set playing", () => isPlaying.Value = true);
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AddStep("Reset difficulty", () =>
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{
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Realm.Write(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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foreach (var b in beatmapSetInfo.Beatmaps)
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b.StarRating = -1;
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});
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});
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AddStep("Run background processor", () =>
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{
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Add(new TestBackgroundBeatmapProcessor());
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});
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AddWaitStep("wait some", 500);
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AddAssert("Difficulty still not populated", () =>
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{
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return Realm.Run(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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return beatmapSetInfo.Beatmaps.All(b => b.StarRating == -1);
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});
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});
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AddStep("Set not playing", () => isPlaying.Value = false);
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AddUntilStep("wait for difficulties repopulated", () =>
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{
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return Realm.Run(r =>
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{
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var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID);
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return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
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});
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});
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}
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public class TestBackgroundBeatmapProcessor : BackgroundBeatmapProcessor
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{
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protected override int TimeToSleepDuringGameplay => 10;
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}
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}
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}
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137
osu.Game/BackgroundBeatmapProcessor.cs
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137
osu.Game/BackgroundBeatmapProcessor.cs
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@ -0,0 +1,137 @@
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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;
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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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using osu.Game.Screens.Play;
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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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[Resolved]
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private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
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protected virtual int TimeToSleepDuringGameplay => 30000;
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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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}).ContinueWith(t =>
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{
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if (t.Exception?.InnerException is ObjectDisposedException)
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{
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Logger.Log("Finished background aborted during shutdown");
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return;
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}
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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($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
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int countReset = 0;
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realmAccess.Write(r =>
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{
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foreach (var b in r.All<BeatmapInfo>())
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{
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if (b.Ruleset.ShortName == ruleset.ShortName)
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{
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b.StarRating = -1;
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countReset++;
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}
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}
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r.Find<RulesetInfo>(ruleset.ShortName).LastAppliedDifficultyVersion = currentVersion;
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});
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Logger.Log($"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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HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
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Logger.Log("Querying for beatmap sets to reprocess...");
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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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Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
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int i = 0;
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foreach (var id in beatmapSetIds)
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{
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while (localUserPlayInfo?.IsPlaying.Value == true)
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{
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Logger.Log("Background processing sleeping due to active gameplay...");
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Thread.Sleep(TimeToSleepDuringGameplay);
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}
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realmAccess.Run(r =>
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{
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var set = r.Find<BeatmapSetInfo>(id);
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if (set != null)
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{
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Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})");
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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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@ -87,7 +87,11 @@ namespace osu.Game.Beatmaps
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public string Hash { get; set; } = string.Empty;
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public double StarRating { get; set; }
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/// <summary>
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/// Defaults to -1 (meaning not-yet-calculated).
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/// Will likely be superseded with a better storage considering ruleset/mods.
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/// </summary>
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public double StarRating { get; set; } = -1;
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[Indexed]
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public string MD5Hash { get; set; } = string.Empty;
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@ -63,8 +63,9 @@ namespace osu.Game.Database
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/// 17 2022-07-16 Added CountryCode to RealmUser.
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/// 18 2022-07-19 Added OnlineMD5Hash and LastOnlineUpdate to BeatmapInfo.
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/// 19 2022-07-19 Added DateSubmitted and DateRanked to BeatmapSetInfo.
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/// 20 2022-07-21 Added LastAppliedDifficultyVersion to RulesetInfo, changed default value of BeatmapInfo.StarRating to -1.
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/// </summary>
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private const int schema_version = 19;
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private const int schema_version = 20;
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/// <summary>
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/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking realm retrieval during blocking periods.
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@ -780,6 +781,15 @@ namespace osu.Game.Database
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case 14:
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foreach (var beatmap in migration.NewRealm.All<BeatmapInfo>())
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beatmap.UserSettings = new BeatmapUserSettings();
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break;
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case 20:
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// As we now have versioned difficulty calculations, let's reset
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// all star ratings and have `BackgroundBeatmapProcessor` recalculate them.
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foreach (var beatmap in migration.NewRealm.All<BeatmapInfo>())
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beatmap.StarRating = -1;
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break;
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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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@ -34,6 +34,11 @@ namespace osu.Game.Rulesets.Difficulty
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private readonly IRulesetInfo ruleset;
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private readonly IWorkingBeatmap beatmap;
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/// <summary>
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/// A yymmdd version which is used to discern when reprocessing is required.
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/// </summary>
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public virtual int Version => 0;
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protected DifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
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@ -4,6 +4,7 @@
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Difficulty;
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using Realms;
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namespace osu.Game.Rulesets
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@ -22,6 +23,11 @@ namespace osu.Game.Rulesets
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public string InstantiationInfo { get; set; } = string.Empty;
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/// <summary>
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/// Stores the last applied <see cref="DifficultyCalculator.Version"/>
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/// </summary>
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public int LastAppliedDifficultyVersion { get; set; }
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public RulesetInfo(string shortName, string name, string instantiationInfo, int onlineID)
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{
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ShortName = shortName;
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@ -86,7 +92,8 @@ namespace osu.Game.Rulesets
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Name = Name,
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ShortName = ShortName,
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InstantiationInfo = InstantiationInfo,
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Available = Available
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Available = Available,
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LastAppliedDifficultyVersion = LastAppliedDifficultyVersion,
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};
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public Ruleset CreateInstance()
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