// 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 Newtonsoft.Json; 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.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets; using osu.Game.Scoring; using osu.Game.Scoring.Legacy; using osu.Game.Screens.Play; namespace osu.Game { public partial class BackgroundBeatmapProcessor : Component { [Resolved] private RulesetStore rulesetStore { get; set; } = null!; [Resolved] private BeatmapManager beatmapManager { get; set; } = null!; [Resolved] private ScoreManager scoreManager { 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; } [Resolved] private INotificationOverlay? notificationOverlay { get; set; } protected virtual int TimeToSleepDuringGameplay => 30000; protected override void LoadComplete() { base.LoadComplete(); Task.Factory.StartNew(() => { Logger.Log("Beginning background beatmap processing.."); checkForOutdatedStarRatings(); processBeatmapSetsWithMissingMetrics(); processScoresWithMissingStatistics(); convertLegacyTotalScoreToStandardised(); }, TaskCreationOptions.LongRunning).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($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing."); int i = 0; foreach (var id in beatmapSetIds) { sleepIfRequired(); realmAccess.Run(r => { var set = r.Find(id); if (set != null) { try { Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})"); beatmapUpdater.Process(set); } catch (Exception e) { Logger.Log($"Background processing failed on {set}: {e}"); } } }); } } private void processScoresWithMissingStatistics() { HashSet scoreIds = new HashSet(); Logger.Log("Querying for scores to reprocess..."); realmAccess.Run(r => { foreach (var score in r.All()) { if (score.Statistics.Sum(kvp => kvp.Value) > 0 && score.MaximumStatistics.Sum(kvp => kvp.Value) == 0) scoreIds.Add(score.ID); } }); Logger.Log($"Found {scoreIds.Count} scores which require reprocessing."); foreach (var id in scoreIds) { sleepIfRequired(); try { var score = scoreManager.Query(s => s.ID == id); scoreManager.PopulateMaximumStatistics(score); // Can't use async overload because we're not on the update thread. // ReSharper disable once MethodHasAsyncOverload realmAccess.Write(r => { r.Find(id).MaximumStatisticsJson = JsonConvert.SerializeObject(score.MaximumStatistics); }); Logger.Log($"Populated maximum statistics for score {id}"); } catch (Exception e) { Logger.Log(@$"Failed to populate maximum statistics for {id}: {e}"); } } } private void convertLegacyTotalScoreToStandardised() { Logger.Log("Querying for scores that need total score conversion..."); HashSet scoreIds = realmAccess.Run(r => new HashSet(r.All().Where(s => s.Version == 30000002).AsEnumerable().Select(s => s.ID))); Logger.Log($"Found {scoreIds.Count} scores which require total score conversion."); if (scoreIds.Count == 0) return; ProgressNotification notification = new ProgressNotification { State = ProgressNotificationState.Active }; notificationOverlay?.Post(notification); int processedCount = 0; foreach (var id in scoreIds) { notification.Text = $"Upgrading scores to new scoring algorithm ({processedCount} of {scoreIds.Count})"; notification.Progress = (float)processedCount / scoreIds.Count; sleepIfRequired(); try { var score = scoreManager.Query(s => s.ID == id); long newTotalScore = StandardisedScoreMigrationTools.ConvertFromLegacyTotalScore(score, beatmapManager); // Can't use async overload because we're not on the update thread. // ReSharper disable once MethodHasAsyncOverload realmAccess.Write(r => { ScoreInfo s = r.Find(id); s.TotalScore = newTotalScore; s.Version = LegacyScoreEncoder.LATEST_VERSION; }); Logger.Log($"Converted total score for score {id}"); ++processedCount; } catch (Exception e) { Logger.Log($"Failed to convert total score for {id}: {e}"); } } if (processedCount == scoreIds.Count) { notification.CompletionText = $"{processedCount} score(s) have been upgraded to the new scoring algorithm"; notification.Progress = 1; notification.State = ProgressNotificationState.Completed; } else { notification.CompletionText = $"{processedCount} of {scoreIds.Count} score(s) have been upgraded to the new scoring algorithm. Check logs for issues with remaining scores."; notification.State = ProgressNotificationState.Cancelled; } } private void sleepIfRequired() { while (localUserPlayInfo?.IsPlaying.Value == true) { Logger.Log("Background processing sleeping due to active gameplay..."); Thread.Sleep(TimeToSleepDuringGameplay); } } } }