// 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.Diagnostics; using System.IO; using System.Linq; using Newtonsoft.Json; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Formats; using osu.Game.Beatmaps.Legacy; using osu.Game.IO.Legacy; using osu.Game.Online.API.Requests.Responses; using osu.Game.Replays; using osu.Game.Replays.Legacy; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Replays; using SharpCompress.Compressors.LZMA; namespace osu.Game.Scoring.Legacy { public abstract class LegacyScoreDecoder { private IBeatmap currentBeatmap; private Ruleset currentRuleset; private float beatmapOffset; public Score Parse(Stream stream) { var score = new Score { Replay = new Replay() }; WorkingBeatmap workingBeatmap; using (SerializationReader sr = new SerializationReader(stream)) { currentRuleset = GetRuleset(sr.ReadByte()); var scoreInfo = new ScoreInfo { Ruleset = currentRuleset.RulesetInfo }; score.ScoreInfo = scoreInfo; int version = sr.ReadInt32(); scoreInfo.IsLegacyScore = version < LegacyScoreEncoder.FIRST_LAZER_VERSION; // TotalScoreVersion gets initialised to LATEST_VERSION. // In the case where the incoming score has either an osu!stable or old lazer version, we need // to mark it with the correct version increment to trigger reprocessing to new standardised scoring. // // See StandardisedScoreMigrationTools.ShouldMigrateToNewStandardised(). scoreInfo.TotalScoreVersion = version < 30000002 ? 30000001 : LegacyScoreEncoder.LATEST_VERSION; string beatmapHash = sr.ReadString(); workingBeatmap = GetBeatmap(beatmapHash); if (workingBeatmap is DummyWorkingBeatmap) throw new BeatmapNotFoundException(beatmapHash); scoreInfo.User = new APIUser { Username = sr.ReadString() }; // MD5Hash sr.ReadString(); scoreInfo.SetCount300(sr.ReadUInt16()); scoreInfo.SetCount100(sr.ReadUInt16()); scoreInfo.SetCount50(sr.ReadUInt16()); scoreInfo.SetCountGeki(sr.ReadUInt16()); scoreInfo.SetCountKatu(sr.ReadUInt16()); scoreInfo.SetCountMiss(sr.ReadUInt16()); scoreInfo.TotalScore = sr.ReadInt32(); scoreInfo.MaxCombo = sr.ReadUInt16(); /* score.Perfect = */ sr.ReadBoolean(); scoreInfo.Mods = currentRuleset.ConvertFromLegacyMods((LegacyMods)sr.ReadInt32()).ToArray(); // lazer replays get a really high version number. if (version < LegacyScoreEncoder.FIRST_LAZER_VERSION) scoreInfo.Mods = scoreInfo.Mods.Append(currentRuleset.CreateMod()).ToArray(); currentBeatmap = workingBeatmap.GetPlayableBeatmap(currentRuleset.RulesetInfo, scoreInfo.Mods); scoreInfo.BeatmapInfo = currentBeatmap.BeatmapInfo; // As this is baked into hitobject timing (see `LegacyBeatmapDecoder`) we also need to apply this to replay frame timing. beatmapOffset = currentBeatmap.BeatmapInfo.BeatmapVersion < 5 ? LegacyBeatmapDecoder.EARLY_VERSION_TIMING_OFFSET : 0; /* score.HpGraphString = */ sr.ReadString(); scoreInfo.Date = sr.ReadDateTime(); byte[] compressedReplay = sr.ReadByteArray(); if (version >= 20140721) scoreInfo.OnlineID = sr.ReadInt64(); else if (version >= 20121008) scoreInfo.OnlineID = sr.ReadInt32(); byte[] compressedScoreInfo = null; if (version >= 30000001) compressedScoreInfo = sr.ReadByteArray(); if (compressedReplay?.Length > 0) readCompressedData(compressedReplay, reader => readLegacyReplay(score.Replay, reader)); if (compressedScoreInfo?.Length > 0) { readCompressedData(compressedScoreInfo, reader => { LegacyReplaySoloScoreInfo readScore = JsonConvert.DeserializeObject(reader.ReadToEnd()); Debug.Assert(readScore != null); score.ScoreInfo.Statistics = readScore.Statistics; score.ScoreInfo.MaximumStatistics = readScore.MaximumStatistics; score.ScoreInfo.Mods = readScore.Mods.Select(m => m.ToMod(currentRuleset)).ToArray(); }); } } PopulateAccuracy(score.ScoreInfo); // before returning for database import, we must restore the database-sourced BeatmapInfo. // if not, the clone operation in GetPlayableBeatmap will cause a dereference and subsequent database exception. score.ScoreInfo.BeatmapInfo = workingBeatmap.BeatmapInfo; score.ScoreInfo.BeatmapHash = workingBeatmap.BeatmapInfo.Hash; return score; } private void readCompressedData(byte[] data, Action readFunc) { using (var replayInStream = new MemoryStream(data)) { byte[] properties = new byte[5]; if (replayInStream.Read(properties, 0, 5) != 5) throw new IOException("input .lzma is too short"); long outSize = 0; for (int i = 0; i < 8; i++) { int v = replayInStream.ReadByte(); if (v < 0) throw new IOException("Can't Read 1"); outSize |= (long)(byte)v << (8 * i); } long compressedSize = replayInStream.Length - replayInStream.Position; using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize)) using (var reader = new StreamReader(lzma)) readFunc(reader); } } /// /// Populates the accuracy of a given from its contained statistics. /// /// /// Legacy use only. /// /// The to populate. public static void PopulateAccuracy(ScoreInfo score) { int countMiss = score.GetCountMiss() ?? 0; int count50 = score.GetCount50() ?? 0; int count100 = score.GetCount100() ?? 0; int count300 = score.GetCount300() ?? 0; int countGeki = score.GetCountGeki() ?? 0; int countKatu = score.GetCountKatu() ?? 0; switch (score.Ruleset.OnlineID) { case 0: { int totalHits = count50 + count100 + count300 + countMiss; score.Accuracy = totalHits > 0 ? (double)(count50 * 50 + count100 * 100 + count300 * 300) / (totalHits * 300) : 1; float ratio300 = (float)count300 / totalHits; float ratio50 = (float)count50 / totalHits; if (ratio300 == 1) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X; else if (ratio300 > 0.9 && ratio50 <= 0.01 && countMiss == 0) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S; else if ((ratio300 > 0.8 && countMiss == 0) || ratio300 > 0.9) score.Rank = ScoreRank.A; else if ((ratio300 > 0.7 && countMiss == 0) || ratio300 > 0.8) score.Rank = ScoreRank.B; else if (ratio300 > 0.6) score.Rank = ScoreRank.C; else score.Rank = ScoreRank.D; break; } case 1: { int totalHits = count50 + count100 + count300 + countMiss; score.Accuracy = totalHits > 0 ? (double)(count100 * 150 + count300 * 300) / (totalHits * 300) : 1; float ratio300 = (float)count300 / totalHits; float ratio50 = (float)count50 / totalHits; if (ratio300 == 1) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X; else if (ratio300 > 0.9 && ratio50 <= 0.01 && countMiss == 0) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S; else if ((ratio300 > 0.8 && countMiss == 0) || ratio300 > 0.9) score.Rank = ScoreRank.A; else if ((ratio300 > 0.7 && countMiss == 0) || ratio300 > 0.8) score.Rank = ScoreRank.B; else if (ratio300 > 0.6) score.Rank = ScoreRank.C; else score.Rank = ScoreRank.D; break; } case 2: { int totalHits = count50 + count100 + count300 + countMiss + countKatu; score.Accuracy = totalHits > 0 ? (double)(count50 + count100 + count300) / totalHits : 1; if (score.Accuracy == 1) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X; else if (score.Accuracy > 0.98) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S; else if (score.Accuracy > 0.94) score.Rank = ScoreRank.A; else if (score.Accuracy > 0.9) score.Rank = ScoreRank.B; else if (score.Accuracy > 0.85) score.Rank = ScoreRank.C; else score.Rank = ScoreRank.D; break; } case 3: { int totalHits = count50 + count100 + count300 + countMiss + countGeki + countKatu; score.Accuracy = totalHits > 0 ? (double)(count50 * 50 + count100 * 100 + countKatu * 200 + (count300 + countGeki) * 300) / (totalHits * 300) : 1; if (score.Accuracy == 1) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X; else if (score.Accuracy > 0.95) score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S; else if (score.Accuracy > 0.9) score.Rank = ScoreRank.A; else if (score.Accuracy > 0.8) score.Rank = ScoreRank.B; else if (score.Accuracy > 0.7) score.Rank = ScoreRank.C; else score.Rank = ScoreRank.D; break; } } } private void readLegacyReplay(Replay replay, StreamReader reader) { float lastTime = beatmapOffset; ReplayFrame currentFrame = null; string[] frames = reader.ReadToEnd().Split(','); for (int i = 0; i < frames.Length; i++) { string[] split = frames[i].Split('|'); if (split.Length < 4) continue; if (split[0] == "-12345") { // Todo: The seed is provided in split[3], which we'll need to use at some point continue; } float diff = Parsing.ParseFloat(split[0]); float mouseX = Parsing.ParseFloat(split[1], Parsing.MAX_COORDINATE_VALUE); float mouseY = Parsing.ParseFloat(split[2], Parsing.MAX_COORDINATE_VALUE); lastTime += diff; if (i < 2 && mouseX == 256 && mouseY == -500) // at the start of the replay, stable places two replay frames, at time 0 and SkipBoundary - 1, respectively. // both frames use a position of (256, -500). // ignore these frames as they serve no real purpose (and can even mislead ruleset-specific handlers - see mania) continue; // Todo: At some point we probably want to rewind and play back the negative-time frames // but for now we'll achieve equal playback to stable by skipping negative frames if (diff < 0) continue; currentFrame = convertFrame(new LegacyReplayFrame(lastTime, mouseX, mouseY, (ReplayButtonState)Parsing.ParseInt(split[3])), currentFrame); replay.Frames.Add(currentFrame); } } private ReplayFrame convertFrame(LegacyReplayFrame currentFrame, ReplayFrame lastFrame) { var convertible = currentRuleset.CreateConvertibleReplayFrame(); if (convertible == null) throw new InvalidOperationException($"Legacy replay cannot be converted for the ruleset: {currentRuleset.Description}"); convertible.FromLegacy(currentFrame, currentBeatmap, lastFrame); var frame = (ReplayFrame)convertible; frame.Time = currentFrame.Time; return frame; } /// /// Retrieves the for a specific id. /// /// The id. /// The . protected abstract Ruleset GetRuleset(int rulesetId); /// /// Retrieves the corresponding to an MD5 hash. /// /// The MD5 hash. /// The . protected abstract WorkingBeatmap GetBeatmap(string md5Hash); public class BeatmapNotFoundException : Exception { public string Hash { get; } public BeatmapNotFoundException(string hash) { Hash = hash; } } } }