// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Logging; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Rulesets; using osu.Game.Screens.Play; namespace osu.Game { public class BackgroundBeatmapProcessor : Component { [Resolved] private RulesetStore rulesetStore { get; set; } = null!; [Resolved] private RealmAccess realmAccess { get; set; } = null!; [Resolved] private BeatmapUpdater beatmapUpdater { get; set; } = null!; [Resolved] private IBindable gameBeatmap { get; set; } = null!; [Resolved] private ILocalUserPlayInfo? localUserPlayInfo { get; set; } protected virtual int TimeToSleepDuringGameplay => 30000; protected override void LoadComplete() { base.LoadComplete(); Task.Run(() => { Logger.Log("Beginning background beatmap processing.."); checkForOutdatedStarRatings(); processBeatmapSetsWithMissingMetrics(); }).ContinueWith(t => { if (t.Exception?.InnerException is ObjectDisposedException) { Logger.Log("Finished background aborted during shutdown"); return; } Logger.Log("Finished background beatmap processing!"); }); } /// /// Check whether the databased difficulty calculation version matches the latest ruleset provided version. /// If it doesn't, clear out any existing difficulties so they can be incrementally recalculated. /// private void checkForOutdatedStarRatings() { foreach (var ruleset in rulesetStore.AvailableRulesets) { // beatmap being passed in is arbitrary here. just needs to be non-null. int currentVersion = ruleset.CreateInstance().CreateDifficultyCalculator(gameBeatmap.Value).Version; if (ruleset.LastAppliedDifficultyVersion < currentVersion) { Logger.Log($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})"); int countReset = 0; realmAccess.Write(r => { foreach (var b in r.All()) { if (b.Ruleset.ShortName == ruleset.ShortName) { b.StarRating = -1; countReset++; } } r.Find(ruleset.ShortName).LastAppliedDifficultyVersion = currentVersion; }); Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}"); } } } private void processBeatmapSetsWithMissingMetrics() { HashSet beatmapSetIds = new HashSet(); Logger.Log("Querying for beatmap sets to reprocess..."); realmAccess.Run(r => { foreach (var b in r.All().Where(b => b.StarRating < 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null))) { Debug.Assert(b.BeatmapSet != null); beatmapSetIds.Add(b.BeatmapSet.ID); } }); Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing."); int i = 0; foreach (var id in beatmapSetIds) { while (localUserPlayInfo?.IsPlaying.Value == true) { Logger.Log("Background processing sleeping due to active gameplay..."); Thread.Sleep(TimeToSleepDuringGameplay); } realmAccess.Run(r => { var set = r.Find(id); if (set != null) { Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})"); beatmapUpdater.Process(set); } }); } } } }