1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 23:27:24 +08:00
Commit Graph

15 Commits

Author SHA1 Message Date
Salman Ahmed
e0728a6e19 Make BeatmapDifficultyCache.GetDifficultyAsync virtual 2021-05-14 15:52:36 +03:00
Dean Herbert
5fa9bf61b6 Update xmldoc 2021-02-25 16:22:40 +09:00
Dean Herbert
03771ce8ec Allow determining a BeatmapDifficultyCache's bindable return's completion state via nullability 2021-02-25 16:19:01 +09:00
Dean Herbert
8a0b975d71 Fix deadlock scenario when calculating fallback difficulty
The previous code would run a calcaulation for the beatmap's own ruleset
if the current one failed. While this does make sense, with the current
way we use this component (and the implementation flow) it is quite unsafe.

The to the call on `.Result` in the `catch` block, this would 100%
deadlock due to the thread concurrency of the `ThreadedTaskScheduler`
being 1. Even if the nested run could be run inline (it should be), the
task scheduler won't even get to the point of checking whether this is
feasible due to it being saturated by the already running task.

I'm not sure if we still need this fallback lookup logic. After removing
it, it's feasible that 0 stars will be returned during the scenario that
previously caused a deadlock, but I don't necessarily think this is
incorrect. There may be another reason for this needing to exist which
I'm not aware of (diffcalc?) but if that's the case we may want to move
the try-catch handling to the point of usage.

To reproduce the deadlock scenario with 100% success (the repro
instructions in the linked issue aren't that simple and require some
patience and good timing), the main portion of the lookup can be changed
to randomly trigger a nested lookup:

```
if (RNG.NextSingle() > 0.5f)
    return GetAsync(new
DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset,
key.OrderedMods)).Result;
else
    return new StarDifficulty(attributes);
```

After switching beatmap once or twice, pausing debug and viewing the
state of threads should show exactly what is going on.
2021-01-14 18:25:34 +09:00
Dean Herbert
6cc0bf17a9 Add explicit lock object and some xmldoc for clarity 2020-11-10 14:31:52 +09:00
smoogipoo
66ea1572c7 Fix unsafe list manipulation in BeatmapDifficultyCache 2020-11-10 01:10:00 +09:00
Bartłomiej Dach
6d4bb4316c Fix difficulty retrieval for online-sourced beatmaps 2020-11-08 00:12:25 +01:00
Dean Herbert
c1c3d37720 Remove non-null assert 2020-11-06 17:24:28 +09:00
Dean Herbert
f51cb0dd14 Add ruleset fallback logic into cache lookup class 2020-11-06 16:58:53 +09:00
Dean Herbert
c5b172d0dd Remove synchronous lookup path from BeatmapDifficultyCache 2020-11-06 14:53:15 +09:00
Dean Herbert
b69ada64e8 Update BeatmapDifficultyCache to use base implementation logic 2020-11-06 14:31:21 +09:00
Dean Herbert
517a656899 Move StarDifficulty to own file 2020-11-06 13:51:25 +09:00
Dean Herbert
74ca2faa31 Remove unused using 2020-11-06 13:48:06 +09:00
Dean Herbert
0103b12575 Add basic base class to begin to standardise function across caching components 2020-11-06 13:26:39 +09:00
Dean Herbert
5113d4af8f Rename BeatmapDifficultyManager to BeatmapDifficultyCache 2020-11-06 13:14:29 +09:00