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4f7dcb3a50
Addresses discussions such as https://github.com/ppy/osu/discussions/26407 or https://github.com/ppy/osu/discussions/25914 wherein: - the game would attempt to convert scores for custom rulesets, which makes no sense, especially so when they're not there, - the game would also "recalculate" lazer scores, but that was never the intention or was never supported; the game would just increment the score version on those but still include them in the converted tally.
444 lines
16 KiB
C#
444 lines
16 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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using osu.Game.Screens.Play;
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namespace osu.Game
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{
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/// <summary>
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/// Performs background updating of data stores at startup.
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/// </summary>
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public partial class BackgroundDataStoreProcessor : Component
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{
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protected Task ProcessingTask { get; private set; } = null!;
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[Resolved]
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private RulesetStore rulesetStore { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; } = null!;
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[Resolved]
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private ScoreManager scoreManager { get; set; } = null!;
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[Resolved]
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private RealmAccess realmAccess { get; set; } = null!;
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[Resolved]
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private BeatmapUpdater beatmapUpdater { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
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[Resolved]
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private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
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[Resolved]
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private INotificationOverlay? notificationOverlay { get; set; }
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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protected virtual int TimeToSleepDuringGameplay => 30000;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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ProcessingTask = Task.Factory.StartNew(() =>
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{
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Logger.Log("Beginning background data store processing..");
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checkForOutdatedStarRatings();
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processBeatmapSetsWithMissingMetrics();
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// Note that the previous method will also update these on a fresh run.
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processBeatmapsWithMissingObjectCounts();
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processScoresWithMissingStatistics();
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convertLegacyTotalScoreToStandardised();
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}, TaskCreationOptions.LongRunning).ContinueWith(t =>
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{
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if (t.Exception?.InnerException is ObjectDisposedException)
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{
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Logger.Log("Finished background aborted during shutdown");
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return;
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}
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Logger.Log("Finished background data store processing!");
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});
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}
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/// <summary>
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/// Check whether the databased difficulty calculation version matches the latest ruleset provided version.
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/// If it doesn't, clear out any existing difficulties so they can be incrementally recalculated.
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/// </summary>
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private void checkForOutdatedStarRatings()
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{
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foreach (var ruleset in rulesetStore.AvailableRulesets)
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{
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// beatmap being passed in is arbitrary here. just needs to be non-null.
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int currentVersion = ruleset.CreateInstance().CreateDifficultyCalculator(gameBeatmap.Value).Version;
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if (ruleset.LastAppliedDifficultyVersion < currentVersion)
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{
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Logger.Log($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
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int countReset = 0;
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realmAccess.Write(r =>
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{
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foreach (var b in r.All<BeatmapInfo>())
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{
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if (b.Ruleset.ShortName == ruleset.ShortName)
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{
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b.StarRating = -1;
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countReset++;
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}
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}
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r.Find<RulesetInfo>(ruleset.ShortName)!.LastAppliedDifficultyVersion = currentVersion;
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});
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Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}");
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}
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}
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}
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private void processBeatmapSetsWithMissingMetrics()
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{
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HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
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Logger.Log("Querying for beatmap sets to reprocess...");
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realmAccess.Run(r =>
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{
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// BeatmapProcessor is responsible for both online and local processing.
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// In the case a user isn't logged in, it won't update LastOnlineUpdate and therefore re-queue,
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// causing overhead from the non-online processing to redundantly run every startup.
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//
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// We may eventually consider making the Process call more specific (or avoid this in any number
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// of other possible ways), but for now avoid queueing if the user isn't logged in at startup.
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if (api.IsLoggedIn)
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{
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foreach (var b in r.All<BeatmapInfo>().Where(b => (b.StarRating < 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)) && b.BeatmapSet != null))
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beatmapSetIds.Add(b.BeatmapSet!.ID);
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}
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else
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{
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foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating < 0 && b.BeatmapSet != null))
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beatmapSetIds.Add(b.BeatmapSet!.ID);
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}
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});
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if (beatmapSetIds.Count == 0)
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return;
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Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
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// Technically this is doing more than just star ratings, but easier for the end user to understand.
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var notification = showProgressNotification(beatmapSetIds.Count, "Reprocessing star rating for beatmaps", "beatmaps' star ratings have been updated");
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int processedCount = 0;
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int failedCount = 0;
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foreach (var id in beatmapSetIds)
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{
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if (notification?.State == ProgressNotificationState.Cancelled)
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break;
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updateNotificationProgress(notification, processedCount, beatmapSetIds.Count);
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sleepIfRequired();
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realmAccess.Run(r =>
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{
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var set = r.Find<BeatmapSetInfo>(id);
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if (set != null)
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{
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try
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{
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beatmapUpdater.Process(set);
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++processedCount;
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}
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catch (Exception e)
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{
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Logger.Log($"Background processing failed on {set}: {e}");
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++failedCount;
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}
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}
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});
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}
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completeNotification(notification, processedCount, beatmapSetIds.Count, failedCount);
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}
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private void processBeatmapsWithMissingObjectCounts()
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{
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Logger.Log("Querying for beatmaps with missing hitobject counts to reprocess...");
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HashSet<Guid> beatmapIds = new HashSet<Guid>();
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realmAccess.Run(r =>
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{
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foreach (var b in r.All<BeatmapInfo>().Where(b => b.TotalObjectCount < 0 || b.EndTimeObjectCount < 0))
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beatmapIds.Add(b.ID);
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});
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if (beatmapIds.Count == 0)
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return;
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Logger.Log($"Found {beatmapIds.Count} beatmaps which require statistics population.");
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var notification = showProgressNotification(beatmapIds.Count, "Populating missing statistics for beatmaps", "beatmaps have been populated with missing statistics");
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int processedCount = 0;
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int failedCount = 0;
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foreach (var id in beatmapIds)
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{
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if (notification?.State == ProgressNotificationState.Cancelled)
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break;
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updateNotificationProgress(notification, processedCount, beatmapIds.Count);
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sleepIfRequired();
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realmAccess.Run(r =>
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{
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var beatmap = r.Find<BeatmapInfo>(id);
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if (beatmap != null)
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{
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try
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{
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beatmapUpdater.ProcessObjectCounts(beatmap);
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++processedCount;
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}
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catch (Exception e)
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{
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Logger.Log($"Background processing failed on {beatmap}: {e}");
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++failedCount;
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}
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}
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});
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}
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completeNotification(notification, processedCount, beatmapIds.Count, failedCount);
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}
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private void processScoresWithMissingStatistics()
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{
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HashSet<Guid> scoreIds = new HashSet<Guid>();
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Logger.Log("Querying for scores to reprocess...");
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realmAccess.Run(r =>
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{
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foreach (var score in r.All<ScoreInfo>().Where(s => !s.BackgroundReprocessingFailed))
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{
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if (score.BeatmapInfo != null
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&& score.Statistics.Sum(kvp => kvp.Value) > 0
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&& score.MaximumStatistics.Sum(kvp => kvp.Value) == 0)
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{
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scoreIds.Add(score.ID);
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}
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}
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});
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if (scoreIds.Count == 0)
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return;
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Logger.Log($"Found {scoreIds.Count} scores which require statistics population.");
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var notification = showProgressNotification(scoreIds.Count, "Populating missing statistics for scores", "scores have been populated with missing statistics");
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int processedCount = 0;
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int failedCount = 0;
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foreach (var id in scoreIds)
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{
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if (notification?.State == ProgressNotificationState.Cancelled)
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break;
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updateNotificationProgress(notification, processedCount, scoreIds.Count);
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sleepIfRequired();
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try
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{
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var score = scoreManager.Query(s => s.ID == id);
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scoreManager.PopulateMaximumStatistics(score);
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// Can't use async overload because we're not on the update thread.
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// ReSharper disable once MethodHasAsyncOverload
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realmAccess.Write(r =>
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{
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r.Find<ScoreInfo>(id)!.MaximumStatisticsJson = JsonConvert.SerializeObject(score.MaximumStatistics);
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});
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++processedCount;
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}
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catch (ObjectDisposedException)
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{
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throw;
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}
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catch (Exception e)
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{
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Logger.Log(@$"Failed to populate maximum statistics for {id}: {e}");
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realmAccess.Write(r => r.Find<ScoreInfo>(id)!.BackgroundReprocessingFailed = true);
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++failedCount;
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}
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}
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completeNotification(notification, processedCount, scoreIds.Count, failedCount);
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}
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private void convertLegacyTotalScoreToStandardised()
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{
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Logger.Log("Querying for scores that need total score conversion...");
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HashSet<Guid> scoreIds = realmAccess.Run(r => new HashSet<Guid>(
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r.All<ScoreInfo>()
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.Where(s => !s.BackgroundReprocessingFailed
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&& s.BeatmapInfo != null
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&& s.IsLegacyScore
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&& s.TotalScoreVersion < LegacyScoreEncoder.LATEST_VERSION)
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.AsEnumerable()
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// must be done after materialisation, as realm doesn't want to support
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// nested property predicates
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.Where(s => s.Ruleset.IsLegacyRuleset())
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.Select(s => s.ID)));
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Logger.Log($"Found {scoreIds.Count} scores which require total score conversion.");
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if (scoreIds.Count == 0)
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return;
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var notification = showProgressNotification(scoreIds.Count, "Upgrading scores to new scoring algorithm", "scores have been upgraded to the new scoring algorithm");
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int processedCount = 0;
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int failedCount = 0;
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foreach (var id in scoreIds)
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{
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if (notification?.State == ProgressNotificationState.Cancelled)
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break;
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updateNotificationProgress(notification, processedCount, scoreIds.Count);
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sleepIfRequired();
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try
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{
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// Can't use async overload because we're not on the update thread.
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// ReSharper disable once MethodHasAsyncOverload
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realmAccess.Write(r =>
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{
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ScoreInfo s = r.Find<ScoreInfo>(id)!;
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StandardisedScoreMigrationTools.UpdateFromLegacy(s, beatmapManager);
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s.TotalScoreVersion = LegacyScoreEncoder.LATEST_VERSION;
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});
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++processedCount;
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}
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catch (ObjectDisposedException)
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{
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throw;
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}
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catch (Exception e)
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{
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Logger.Log($"Failed to convert total score for {id}: {e}");
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realmAccess.Write(r => r.Find<ScoreInfo>(id)!.BackgroundReprocessingFailed = true);
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++failedCount;
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}
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}
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completeNotification(notification, processedCount, scoreIds.Count, failedCount);
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}
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private void updateNotificationProgress(ProgressNotification? notification, int processedCount, int totalCount)
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{
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if (notification == null)
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return;
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notification.Text = notification.Text.ToString().Split('(').First().TrimEnd() + $" ({processedCount} of {totalCount})";
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notification.Progress = (float)processedCount / totalCount;
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if (processedCount % 100 == 0)
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Logger.Log(notification.Text.ToString());
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}
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private void completeNotification(ProgressNotification? notification, int processedCount, int totalCount, int? failedCount = null)
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{
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if (notification == null)
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return;
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if (processedCount == totalCount)
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{
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notification.CompletionText = $"{processedCount} {notification.CompletionText}";
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notification.Progress = 1;
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notification.State = ProgressNotificationState.Completed;
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}
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else
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{
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notification.Text = $"{processedCount} of {totalCount} {notification.CompletionText}";
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// We may have arrived here due to user cancellation or completion with failures.
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if (failedCount > 0)
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notification.Text += $" Check logs for issues with {failedCount} failed items.";
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notification.State = ProgressNotificationState.Cancelled;
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}
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}
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private ProgressNotification? showProgressNotification(int totalCount, string running, string completed)
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{
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if (notificationOverlay == null)
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return null;
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if (totalCount < 10)
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return null;
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ProgressNotification notification = new ProgressNotification
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{
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Text = running,
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CompletionText = completed,
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State = ProgressNotificationState.Active
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};
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notificationOverlay?.Post(notification);
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return notification;
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}
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private void sleepIfRequired()
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{
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while (localUserPlayInfo?.IsPlaying.Value == true)
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{
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Logger.Log("Background processing sleeping due to active gameplay...");
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Thread.Sleep(TimeToSleepDuringGameplay);
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}
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}
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}
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}
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