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osu-lazer/osu.Game.Benchmarks/BenchmarkScoreMultiplierCalculator.cs
James Wilson 45234b5b72 Add beatmap difficulty before mods as context for score multiplier calculations (#37921)
- Part of https://github.com/ppy/osu/issues/37818

Access to difficulty info is required for the upcoming multiplier
proposals. All places providing difficulty info intentionally use
`IBeatmapInfo` as the difficulty info exposed to the calculator should
_always_ be pre-mods for our usecase.

There's a couple of quirks:

- The usage in `ScoreProcessor` is a bit troubling to me but I can't see
a way to make it better without refactoring it. Essentially, we don't
have a beatmap until `ApplyBeatmap` is called, but most usages of
`ScoreProcessor` are setting `Mods` prior to `ApplyBeatmap` so there is
a `null` check in the logic for when mods change. Additionally, this
means a new bindable of the beatmap via `ApplyBeatmap` which also feels
a bit dirty. Open to suggestions.
- ~~`BeatmapLeaderboardScore.Tooltip` is using a null-forgiving on the
`BeatmapInfo`, but there's basically no context available on if this is
an issue - the only code path which sets the score is `SetContent` which
has no callers, so it's essentially dead code. Makes sense given it's
Select V1.~~

---------

Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2026-05-28 12:44:59 +02:00

68 lines
2.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using BenchmarkDotNet.Attributes;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Benchmarks
{
public class BenchmarkScoreMultiplierCalculator : BenchmarkTest
{
private ScoreMultiplierCalculator calculator = null!;
[Params(1, 10, 100)]
public int Times { get; set; }
public record ModTestCase(string Description, IEnumerable<Mod> Mods)
{
public override string ToString() => Description;
}
public static IEnumerable<ModTestCase> ValuesForMods =>
[
new ModTestCase("no mods", []),
new ModTestCase("single mod", [new OsuModHardRock()]),
new ModTestCase("single mod 2", [new OsuModEasy()]),
new ModTestCase("multiple mods", [new OsuModHidden(), new OsuModHardRock(), new OsuModDoubleTime()]),
new ModTestCase("mods with adjusted settings", [
new OsuModDoubleTime { SpeedChange = { Value = 2 } },
new OsuModHidden { OnlyFadeApproachCircles = { Value = true } },
new OsuModHardRock()
]),
];
[ParamsSource(nameof(ValuesForMods))]
public ModTestCase Mods { get; set; } = null!;
public override void SetUp()
{
base.SetUp();
calculator = new OsuRuleset().CreateScoreMultiplierCalculator(new ScoreMultiplierContext(new BeatmapDifficulty()));
}
[Benchmark]
public double ViaCalculator()
=> viaCalculator(Times, Mods);
[Test]
public void ViaCalculator([Values(100)] int times, [ValueSource(nameof(ValuesForMods))] ModTestCase mods)
=> viaCalculator(times, mods);
private double viaCalculator(int times, ModTestCase mods)
{
double scoreMultiplier = 1;
for (int i = 0; i < times; ++i)
scoreMultiplier = calculator.CalculateFor(mods.Mods);
return scoreMultiplier;
}
}
}