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15feb17da8
The recent changes related to adding support for working beatmap load cancellation exposed a flaw in the beatmap difficulty cache. With the way the difficulty computation logic was written, any error in the calculation process (including beatmap load timeout, or cancellation) would result in a 0.00 star rating being permanently cached in memory for the given beatmap. To resolve, change the difficulty cache's return type to nullable. In failure scenarios, `null` is returned, rather than `default(StarDifficulty)` as done previously.
71 lines
2.5 KiB
C#
71 lines
2.5 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.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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namespace osu.Game.Scoring
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{
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/// <summary>
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/// A component which performs and acts as a central cache for performance calculations of locally databased scores.
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/// Currently not persisted between game sessions.
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/// </summary>
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public class ScorePerformanceCache : MemoryCachingComponent<ScorePerformanceCache.PerformanceCacheLookup, double?>
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{
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; }
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protected override bool CacheNullValues => false;
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/// <summary>
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/// Calculates performance for the given <see cref="ScoreInfo"/>.
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/// </summary>
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/// <param name="score">The score to do the calculation on. </param>
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/// <param name="token">An optional <see cref="CancellationToken"/> to cancel the operation.</param>
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public Task<double?> CalculatePerformanceAsync([NotNull] ScoreInfo score, CancellationToken token = default) =>
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GetAsync(new PerformanceCacheLookup(score), token);
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protected override async Task<double?> ComputeValueAsync(PerformanceCacheLookup lookup, CancellationToken token = default)
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{
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var score = lookup.ScoreInfo;
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var attributes = await difficultyCache.GetDifficultyAsync(score.BeatmapInfo, score.Ruleset, score.Mods, token).ConfigureAwait(false);
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// Performance calculation requires the beatmap and ruleset to be locally available. If not, return a default value.
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if (attributes?.Attributes == null)
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return null;
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token.ThrowIfCancellationRequested();
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var calculator = score.Ruleset.CreateInstance().CreatePerformanceCalculator(attributes.Value.Attributes, score);
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return calculator?.Calculate();
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}
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public readonly struct PerformanceCacheLookup
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{
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public readonly ScoreInfo ScoreInfo;
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public PerformanceCacheLookup(ScoreInfo info)
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{
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ScoreInfo = info;
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}
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public override int GetHashCode()
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{
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var hash = new HashCode();
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hash.Add(ScoreInfo.Hash);
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hash.Add(ScoreInfo.ID);
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return hash.ToHashCode();
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}
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}
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}
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}
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