// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading; using System.Threading.Tasks; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Textures; using osu.Framework.Localisation; using osu.Game.Beatmaps; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Skinning; namespace osu.Game.Screens.Play.HUD { public abstract partial class GameplayPerformancePointsCounter : RollingCounter { protected override bool IsRollingProportional => true; protected override double RollingDuration => 1000; private const float alpha_when_invalid = 0.3f; [Resolved] private ScoreProcessor scoreProcessor { get; set; } [Resolved] private GameplayState gameplayState { get; set; } [CanBeNull] private List timedAttributes; private readonly CancellationTokenSource loadCancellationSource = new CancellationTokenSource(); private JudgementResult lastJudgement; private PerformanceCalculator performanceCalculator; private ScoreInfo scoreInfo; protected GameplayPerformancePointsCounter() { Current.Value = DisplayedCount = 0; } private Mod[] clonedMods; [BackgroundDependencyLoader] private void load(BeatmapDifficultyCache difficultyCache) { DrawableCount.Alpha = alpha_when_invalid; if (gameplayState != null) { performanceCalculator = gameplayState.Ruleset.CreatePerformanceCalculator(); clonedMods = gameplayState.Mods.Select(m => m.DeepClone()).ToArray(); scoreInfo = new ScoreInfo(gameplayState.Score.ScoreInfo.BeatmapInfo, gameplayState.Score.ScoreInfo.Ruleset) { Mods = clonedMods }; var gameplayWorkingBeatmap = new GameplayWorkingBeatmap(gameplayState.Beatmap); difficultyCache.GetTimedDifficultyAttributesAsync(gameplayWorkingBeatmap, gameplayState.Ruleset, clonedMods, loadCancellationSource.Token) .ContinueWith(task => Schedule(() => { timedAttributes = task.GetResultSafely(); IsValid = true; if (lastJudgement != null) onJudgementChanged(lastJudgement); }), TaskContinuationOptions.OnlyOnRanToCompletion); } } protected override void LoadComplete() { base.LoadComplete(); if (scoreProcessor != null) { scoreProcessor.NewJudgement += onJudgementChanged; scoreProcessor.JudgementReverted += onJudgementChanged; } if (gameplayState?.LastJudgementResult.Value != null) onJudgementChanged(gameplayState.LastJudgementResult.Value); } private bool isValid; protected bool IsValid { set { if (value == isValid) return; isValid = value; DrawableCount.FadeTo(isValid ? 1 : alpha_when_invalid, 1000, Easing.OutQuint); } } private void onJudgementChanged(JudgementResult judgement) { lastJudgement = judgement; var attrib = getAttributeAtTime(judgement); if (gameplayState == null || attrib == null || scoreProcessor == null) { IsValid = false; return; } scoreProcessor.PopulateScore(scoreInfo); Current.Value = (int)Math.Round(performanceCalculator?.Calculate(scoreInfo, attrib).Total ?? 0, MidpointRounding.AwayFromZero); IsValid = true; } [CanBeNull] private DifficultyAttributes getAttributeAtTime(JudgementResult judgement) { if (timedAttributes == null || timedAttributes.Count == 0) return null; int attribIndex = timedAttributes.BinarySearch(new TimedDifficultyAttributes(judgement.HitObject.GetEndTime(), null)); if (attribIndex < 0) attribIndex = ~attribIndex - 1; return timedAttributes[Math.Clamp(attribIndex, 0, timedAttributes.Count - 1)].Attributes; } protected override LocalisableString FormatCount(int count) => count.ToString(@"D"); protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (scoreProcessor != null) { scoreProcessor.NewJudgement -= onJudgementChanged; scoreProcessor.JudgementReverted -= onJudgementChanged; } loadCancellationSource?.Cancel(); } // TODO: This class shouldn't exist, but requires breaking changes to allow DifficultyCalculator to receive an IBeatmap. private class GameplayWorkingBeatmap : WorkingBeatmap { private readonly IBeatmap gameplayBeatmap; public GameplayWorkingBeatmap(IBeatmap gameplayBeatmap) : base(gameplayBeatmap.BeatmapInfo, null) { this.gameplayBeatmap = gameplayBeatmap; } public override IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList mods, CancellationToken cancellationToken) => gameplayBeatmap; protected override IBeatmap GetBeatmap() => gameplayBeatmap; public override Texture GetBackground() => throw new NotImplementedException(); protected override Track GetBeatmapTrack() => throw new NotImplementedException(); protected internal override ISkin GetSkin() => throw new NotImplementedException(); public override Stream GetStream(string storagePath) => throw new NotImplementedException(); } } }