1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 15:57:24 +08:00
Commit Graph

1557 Commits

Author SHA1 Message Date
Dean Herbert
a3d239c11a
Remove unused method 2024-04-29 18:48:07 +08:00
Bartłomiej Dach
12acdeebf1
Merge pull request #27866 from Joehuu/fix-online-score-export
Fix replay export not working correctly from online leaderboards
2024-04-23 09:08:04 +02:00
Dean Herbert
a651cb8d50
Stop background processing from running when inside a high performance session 2024-04-16 10:04:38 +08:00
Joseph Madamba
f282152f99 Enable NRT to ScoreManager 2024-04-14 15:53:29 -07:00
Bartłomiej Dach
3d8fdc52a4
Merge pull request #27501 from turbedi/throw_helper
Use ThrowHelper methods in more places
2024-03-07 11:36:21 +01:00
Bartłomiej Dach
aa3cd402ca
Fix broken english 2024-03-06 21:30:31 +01:00
Bartłomiej Dach
08609e19d6
Fix osu! standardised score estimation algorithm violating basic invariants
As it turns out, the "lower" and "upper" estimates of the combo portion
of the score being converted were misnomers. In selected cases
(scores with high accuracy but combo being lower than max by more than
a few objects) the janky score-based math could overestimate the count
of remaining objects in a map. For instance, in one case the numbers
worked out something like this:

- Accuracy: practically 100%
- Max combo on beatmap: 571x
- Max combo for score: 551x

The score-based estimation attempts to extract a "remaining object
count" from score, by doing something along of sqrt(571^2 - 551^2). That
comes out to _almost 150_. Which leads to the estimation overshooting
the total max combo count on the beatmap by some hundred objects.

To curtail this nonsense, enforce some basic invariants:

- Neither estimate is allowed to exceed maximum achievable
- Ensure that lower estimate is really lower and upper is really upper
  by just looking at the values and making sure that is so rather than
  just saying that it is.
2024-03-06 11:40:10 +01:00
Berkan Diler
43841e210d Use ObjectDisposedException.ThrowIf throw helper 2024-03-05 09:58:46 +01:00
Dean Herbert
5c404d0f61
Merge pull request #27361 from bdach/difficulty-peppy-stars-zero-osu
Fix incorrect standardised score estimation on selected beatmaps in osu! ruleset
2024-02-29 11:45:53 +08:00
Bartłomiej Dach
f6ceedc7a6
Inline last version which touched ranks when checking for upgrade 2024-02-24 13:55:44 +01:00
Bartłomiej Dach
e80b08c46f
Fix incorrect standardised score estimation on selected beatmaps 2024-02-24 09:56:58 +01:00
Brandon
01d0ad506d Merge branch 'master' into delete_none_message 2024-02-22 17:37:26 -08:00
Brandon
c6ca812ea0 Add feedback to delete button even when no-op 2024-02-18 21:52:23 -08:00
Berkan Diler
6adf0ac01e Use new LINQ Order() instead of OrderBy() when possible 2024-02-08 18:01:00 +01:00
Bartłomiej Dach
6c169e3156
Do not reprocess ranks for custom rulesets
Chances are that because we've broken rank API, it would utterly fail
for all custom rulesets anyhow.
2024-01-23 12:59:36 +01:00
Bartłomiej Dach
cb87d6ce50
Move transferal of LegacyTotalScore back to original spot
This subtle detail was messing with server-side score import flows.
Server-side, legacy total score will *already* be in `LegacyTotalScore`
from the start, and `TotalScore` will be zero until recomputed via
`StandardisedScoreMigrationTools.UpdateFromLegacy()` - so in that
context, attempting to move it across is incorrect.
2024-01-23 12:42:57 +01:00
Bartłomiej Dach
fdd499a485
Fix rank background processing not working (and not bumping score version) 2024-01-22 21:34:28 +01:00
Bartłomiej Dach
24be6d92ce
Expand xmldoc 2024-01-22 21:13:59 +01:00
Bartłomiej Dach
217cbf684b
Remove superfluous recomputation of accuracy 2024-01-22 20:52:54 +01:00
Bartłomiej Dach
db4849442e
Unify legacy total score / accuracy / rank recomputation flows 2024-01-22 20:52:51 +01:00
Bartłomiej Dach
2958631c5d
Use lazer accuracy & rank implementations across the board 2024-01-22 20:30:16 +01:00
Dean Herbert
644e7d6fe6
Add migration 2024-01-22 21:43:32 +09:00
Dean Herbert
4eba3b5d70
Move BackgroundDataStoreProcessor to better namespace 2024-01-22 21:43:32 +09:00
Bartłomiej Dach
00a4c055b3
Merge branch 'master' into catch-scoring 2024-01-09 15:49:37 +01:00
Dean Herbert
eec9b6806a
Merge pull request #26434 from bdach/mania-conversion-accuracy
Fix mania score conversion using score V1 accuracy
2024-01-09 23:48:07 +09:00
Bartłomiej Dach
a8a70be04a
Reference property via nameof rather than hardcoding 2024-01-09 11:49:42 +01:00
Bartłomiej Dach
cac0b0de6d
Remove unused using directive 2024-01-09 11:38:01 +01:00
Dean Herbert
19d1fff536
Use native query to avoid huge overheads when cleaning up realm files 2024-01-09 15:37:29 +09:00
Bartłomiej Dach
c4ac53002c
Remove loop in combo score loss estimation calculation 2024-01-08 19:49:22 +01:00
Bartłomiej Dach
8c82bb006c
Fix mania score conversion using score V1 accuracy
Partially addresses https://github.com/ppy/osu/discussions/26416

As pointed out in the discussion thread above, the total score
conversion process for mania was using accuracy directly from the
replay. In mania accuracy is calculated differently in score V1 than in
score V2, which meant that scores coming from stable were treated more
favourably (due to weighting GREAT and PERFECT equally).

To fix, recompute accuracy locally and use that for the accuracy
portion.

Note that this will still not be (and cannot be made) 100% accurate, as
in stable score V2, as well as in lazer, hold notes are *two*
judgements, not one as in stable score V1, meaning that full and correct
score statistics are not available without playing back the replay.

The effects of the change can be previewed on the following spreadsheet:

https://docs.google.com/spreadsheets/d/1wxD4UwLjwcr7n9y5Yq7EN0lgiLBN93kpd4gBnAlG-E0/edit#gid=1711190356

Top 5 changed scores with replays:

| score                                                                                                                            | master  | this PR | replay  |
| :------------------------------------------------------------------------------------------------------------------------------- | ------: | ------: | ------: |
| [Outlasted on Uwa!! So Holiday by toby fox [[4K] easy] (0.71\*)](https://osu.ppy.sh/scores/mania/460404716)                      | 935,917 | 927,269 | 920,579 |
| [ag0 on Emotional Uplifting Orchestral by bradbreeck [[4K] Rocket's Normal] (0.76\*)](https://osu.ppy.sh/scores/mania/453133066) | 921,636 | 913,535 | 875,549 |
| [rlarkgus on Zen Zen Zense by Gom (HoneyWorks) [[5K] Normal] (1.68\*)](https://osu.ppy.sh/scores/mania/458368312)                | 934,340 | 926,787 | 918,855 |
| [YuJJun on Harumachi Clover by R3 Music Box [4K Catastrophe] (1.80\*)](https://osu.ppy.sh/scores/mania/548215786)                | 918,606 | 911,111 | 885,454 |
| [Fritte on 45-byou by respon feat. Hatsune Miku & Megpoid [[5K] Normal] (1.52\*)](https://osu.ppy.sh/scores/mania/516079410)     | 900,024 | 892,569 | 907,456 |
2024-01-08 16:38:43 +01:00
Bartłomiej Dach
7b663a27bd
Fix score conversion incorrectly assuming zero combo score in certain cases 2024-01-08 10:47:22 +01:00
Bartłomiej Dach
ea7078fab5
Implement approximate score conversion algorithm matching score V2 2024-01-05 20:46:11 +01:00
Bartłomiej Dach
b0cfea4916
Fix standardised score conversion failing for some taiko scores due to overestimating accuracy portion
Standardised score conversion would return a negative total score for
https://osu.ppy.sh/scores/taiko/182230346.

The underlying reason for this is that the estimation of the accuracy
portion for a score can be above the actual accuracy portion in the
taiko ruleset.

When calculating the maximum accuracy portion achievable,
`TaikoLegacyScoreSimulator` will include the extra 300 points from
a double hit on a strong hit, per strong hit. However, this double hit
is not factored into accuracy.

Both of the aforementioned facts mean that in taiko

	maximumLegacyAccuracyScore * score.Accuracy

- which normally in other rulesets can be used pretty reliably as the
exact number of points gained from the accuracy portion - is an
estimate in the case of taiko, and an _upper_ estimate at that,
because it implicitly assumes that the user has also hit
`score.Accuracy` percent of all double hits possible in the beatmap. If
this assumption is not upheld, then the user will have earned _less_
points than that from the accuracy portion, which means that the combo
proportion estimate will go below zero.

It is possible that this has happened on other scores before, but did
not result in the total score going negative as the accuracy portion
gained would have counteracted the effect of that due to being larger in
magnitude than the score loss incurred from the negative combo
portion. In the case of the score in question this was not the case due
to very low accuracy _and_ very low max combo.
2024-01-02 10:11:49 +01:00
Bartłomiej Dach
3a2ed3677b
Fix standardised score conversion failing for scores set with 0.0x mod mutliplier
Closes https://github.com/ppy/osu/issues/26073.
2023-12-23 13:28:39 +01:00
Bartłomiej Dach
007ea51e20
Add extra safety against returning negative total score in conversion operation 2023-12-23 13:07:29 +01:00
Bartłomiej Dach
fbf19ea598
Merge branch 'master' into add-score-version 2023-12-21 13:06:53 +01:00
Dean Herbert
a4baa0a716
Add versioning of local scores
For any potential future usage
2023-12-21 18:37:15 +09:00
Dan Balasescu
eb072a1d24
Add accuracy conversion, fix usages 2023-12-21 15:09:56 +09:00
Dan Balasescu
6b4b2a57fc
Expose only as one method 2023-12-21 14:58:23 +09:00
Dan Balasescu
4e3b994142
Relocate HitResult numeric score to ScoreProcessor 2023-12-21 14:52:31 +09:00
Bartłomiej Dach
8c06d3873d
Merge branch 'master' into mania-scorev2-values 2023-12-20 15:54:31 +01:00
Dan Balasescu
38d6b7f45b
Update total score conversion 2023-12-20 20:03:13 +09:00
Dan Balasescu
72274041eb
Merge pull request #25876 from bdach/fix-standardised-score-conversion
Fix osu! standardised score conversion sometimes exceeding bounds
2023-12-20 18:54:33 +09:00
Bartłomiej Dach
3f41c20ac6
Use safer fix for now 2023-12-19 17:25:15 +01:00
Dean Herbert
f09c6b8c1b
Change default values of new object counts to -1 to identify non-processed values 2023-12-19 18:20:02 +09:00
Bartłomiej Dach
ddb67c87a8
Roll back incorrect change in ShouldMigrateToNewStandardised() 2023-12-19 08:13:02 +01:00
Bartłomiej Dach
9c8df4e6d1
Run score conversion for previously-imported scores 2023-12-18 22:27:51 +01:00
Bartłomiej Dach
017003deea
Fix osu! standardised score conversion sometimes exceeding bounds
Co-authored-by: Zyf <zyfarok@gmail.com>

Closes https://github.com/ppy/osu/issues/25860

Users reported that some stable scores would convert to large negative
total scores in lazer after the introduction of combo exponent. Those
large negative total scores were actually mangled NaNs.

The root cause of this was the following calculation going below zero
unexpectedly:

	8e8d9b2cd9/osu.Game/Database/StandardisedScoreMigrationTools.cs (L323)

which then propagates negative numbers onward until

	8e8d9b2cd9/osu.Game/Database/StandardisedScoreMigrationTools.cs (L337)

which yields a NaN due to attempting to take the square root of a
negative number.

To fix, clamp `comboPortionInScoreV1` to sane limits: to
`comboPortionFromLongestComboInScoreV1` from below, and to
`maximumAchievableComboPortionInScoreV1` from above. This is a less
direct fix than perhaps imagined, but it seems like a better one as it
will also affect the calculation of both the lower and the upper
estimate of the score.
2023-12-18 22:05:19 +01:00
Bartłomiej Dach
b384c9f938
Extract common method for determining stable import usability of directory 2023-12-15 15:42:19 +01:00
Dan Balasescu
812f52e793
Bump version number 2023-12-13 17:38:59 +09:00