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osu-lazer/osu.Game/Scoring/Legacy/LegacyScoreDecoder.cs
T
Bartłomiej Dach 56e17dd7ba Fix possible replay playback inaccuracy with very large lead-in time
Closes https://github.com/ppy/osu/issues/22086

While this *is* a case of aspire-tier breakage, I hesitate to dismiss it
as wontfix, because the fix is somewhat easy, and probably results in
better accuracy across the board.

The issue in question here manifests when there is a significant amount
of lead-in time, like what the beatmap linked in the aforementioned
issue (https://osu.ppy.sh/beatmapsets/948643#osu/1981090) does.

Both stable and lazer record replay frames using absolute timestamps,
*but* the legacy replay format after the first frame uses time *deltas*,
i.e. amounts of time elapsed since the previous frame. This means that
the decoding process of the replay has to reconstruct absolute timestamps
by doing cumulative summation starting from the first frame.

When the very first frame has a timestamp that is very large in
magnitude (say, like the negative 2 billion that the beatmap in question
uses), this will lead to error if the cumulative summation is using
floating point numbers, because it will be adding a small magnitude
frame delta to a large magnitude cumulative absolute time. Which means
that sometimes adding the frame delta to the cumulative time *will not
change the cumulative time*, leading to the loss of time and thus replay
de-synchronisation.

Knowing that the legacy replay format only deals in integral time
values, however, this can be circumvented by just using a large enough
integral number type for the cumulative time tracking instead. I think
`long` in this case can be safely used "large enough" for our purposes:

	> Console.WriteLine(long.MaxValue);
	9223372036854775807

	9 223 372 036 854 775 807 ms equals 292 277 024,6269277149 years
2025-05-16 12:52:49 +02:00

372 lines
16 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.
#nullable disable
using System;
using System.Collections.Generic;
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.Database;
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 osu.Game.Rulesets.Scoring;
using osuTK;
using SharpCompress.Compressors.LZMA;
namespace osu.Game.Scoring.Legacy
{
public abstract class LegacyScoreDecoder
{
private IBeatmap currentBeatmap;
private Ruleset currentRuleset;
private long beatmapOffset;
public Score Parse(Stream stream)
{
var score = new Score
{
Replay = new Replay()
};
WorkingBeatmap workingBeatmap;
ScoreRank? decodedRank = null;
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<ModClassic>()).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.BeatmapVersion < 5 ? LegacyBeatmapDecoder.EARLY_VERSION_TIMING_OFFSET : 0;
/* score.HpGraphString = */
sr.ReadString();
scoreInfo.Date = sr.ReadDateTime();
byte[] compressedReplay = sr.ReadByteArray();
if (version >= 20140721)
scoreInfo.LegacyOnlineID = sr.ReadInt64();
else if (version >= 20121008)
scoreInfo.LegacyOnlineID = 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<LegacyReplaySoloScoreInfo>(reader.ReadToEnd());
Debug.Assert(readScore != null);
score.ScoreInfo.OnlineID = readScore.OnlineID;
score.ScoreInfo.Statistics = readScore.Statistics;
score.ScoreInfo.MaximumStatistics = readScore.MaximumStatistics;
score.ScoreInfo.Mods = readScore.Mods.Select(m => m.ToMod(currentRuleset)).ToArray();
score.ScoreInfo.ClientVersion = readScore.ClientVersion;
decodedRank = readScore.Rank;
if (readScore.UserID > 1)
score.ScoreInfo.RealmUser.OnlineID = readScore.UserID;
if (readScore.TotalScoreWithoutMods is long totalScoreWithoutMods)
score.ScoreInfo.TotalScoreWithoutMods = totalScoreWithoutMods;
else
PopulateTotalScoreWithoutMods(score.ScoreInfo);
});
}
}
PopulateMaximumStatistics(score.ScoreInfo, workingBeatmap);
if (score.ScoreInfo.IsLegacyScore)
score.ScoreInfo.LegacyTotalScore = score.ScoreInfo.TotalScore;
StandardisedScoreMigrationTools.UpdateFromLegacy(score.ScoreInfo, workingBeatmap);
if (decodedRank != null)
score.ScoreInfo.Rank = decodedRank.Value;
// 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<StreamReader> 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);
}
}
/// <summary>
/// Populates the <see cref="ScoreInfo.MaximumStatistics"/> for a given <see cref="ScoreInfo"/>.
/// </summary>
/// <param name="score">The score to populate the statistics of.</param>
/// <param name="workingBeatmap">The corresponding <see cref="WorkingBeatmap"/>.</param>
public static void PopulateMaximumStatistics(ScoreInfo score, WorkingBeatmap workingBeatmap)
{
Debug.Assert(score.BeatmapInfo != null);
if (score.MaximumStatistics.Select(kvp => kvp.Value).Sum() > 0)
return;
var ruleset = score.Ruleset.Detach();
var rulesetInstance = ruleset.CreateInstance();
var scoreProcessor = rulesetInstance.CreateScoreProcessor();
// Populate the maximum statistics.
HitResult maxBasicResult = rulesetInstance.GetHitResults()
.Select(h => h.result)
.Where(h => h.IsBasic()).MaxBy(scoreProcessor.GetBaseScoreForResult);
foreach ((HitResult result, int count) in score.Statistics)
{
switch (result)
{
case HitResult.LargeTickHit:
case HitResult.LargeTickMiss:
score.MaximumStatistics[HitResult.LargeTickHit] = score.MaximumStatistics.GetValueOrDefault(HitResult.LargeTickHit) + count;
break;
case HitResult.SmallTickHit:
case HitResult.SmallTickMiss:
score.MaximumStatistics[HitResult.SmallTickHit] = score.MaximumStatistics.GetValueOrDefault(HitResult.SmallTickHit) + count;
break;
case HitResult.IgnoreHit:
case HitResult.IgnoreMiss:
case HitResult.SmallBonus:
case HitResult.LargeBonus:
break;
default:
score.MaximumStatistics[maxBasicResult] = score.MaximumStatistics.GetValueOrDefault(maxBasicResult) + count;
break;
}
}
if (!score.IsLegacyScore)
return;
#pragma warning disable CS0618
// In osu! and osu!mania, some judgements affect combo but aren't stored to scores.
// A special hit result is used to pad out the combo value to match, based on the max combo from the difficulty attributes.
var calculator = rulesetInstance.CreateDifficultyCalculator(workingBeatmap);
var attributes = calculator.Calculate(score.Mods);
int maxComboFromStatistics = score.MaximumStatistics.Where(kvp => kvp.Key.AffectsCombo()).Select(kvp => kvp.Value).DefaultIfEmpty(0).Sum();
if (attributes.MaxCombo > maxComboFromStatistics)
score.MaximumStatistics[HitResult.LegacyComboIncrease] = attributes.MaxCombo - maxComboFromStatistics;
#pragma warning restore CS0618
}
public static void PopulateTotalScoreWithoutMods(ScoreInfo score)
{
double modMultiplier = 1;
foreach (var mod in score.Mods)
modMultiplier *= mod.ScoreMultiplier;
score.TotalScoreWithoutMods = (long)Math.Round(score.TotalScore / modMultiplier);
}
private void readLegacyReplay(Replay replay, StreamReader reader)
{
long lastTime = beatmapOffset;
var legacyFrames = new List<LegacyReplayFrame>();
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;
}
// In mania, mouseX encodes the pressed keys in the lower 20 bits
int mouseXParseLimit = currentRuleset.RulesetInfo.OnlineID == 3 ? (1 << 20) - 1 : Parsing.MAX_COORDINATE_VALUE;
int diff = Parsing.ParseInt(split[0]);
float mouseX = Parsing.ParseFloat(split[1], mouseXParseLimit);
float mouseY = Parsing.ParseFloat(split[2], Parsing.MAX_COORDINATE_VALUE);
lastTime += diff;
legacyFrames.Add(new LegacyReplayFrame(lastTime,
mouseX,
mouseY,
(ReplayButtonState)Parsing.ParseInt(split[3])));
}
// https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/ReplayWatcher.cs#L62-L67
if (legacyFrames.Count >= 2 && legacyFrames[1].Time < legacyFrames[0].Time)
{
legacyFrames[1].Time = legacyFrames[0].Time;
legacyFrames[0].Time = 0;
}
// https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/ReplayWatcher.cs#L69-L71
if (legacyFrames.Count >= 3 && legacyFrames[0].Time > legacyFrames[2].Time)
legacyFrames[0].Time = legacyFrames[1].Time = legacyFrames[2].Time;
// 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)
if (legacyFrames.Count >= 2 && legacyFrames[1].Position == new Vector2(256, -500))
legacyFrames.RemoveAt(1);
if (legacyFrames.Count >= 1 && legacyFrames[0].Position == new Vector2(256, -500))
legacyFrames.RemoveAt(0);
ReplayFrame currentFrame = null;
foreach (var legacyFrame in legacyFrames)
{
// never allow backwards time traversal in relation to the current frame.
// this handles frames with negative delta.
// this doesn't match stable 100% as stable will do something similar to adding an interpolated "intermediate frame"
// at the point wherein time flow changes from backwards to forwards, but it'll do for now.
if (currentFrame != null && legacyFrame.Time < currentFrame.Time)
continue;
replay.Frames.Add(currentFrame = convertFrame(legacyFrame, 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;
}
/// <summary>
/// Retrieves the <see cref="Ruleset"/> for a specific id.
/// </summary>
/// <param name="rulesetId">The id.</param>
/// <returns>The <see cref="Ruleset"/>.</returns>
protected abstract Ruleset GetRuleset(int rulesetId);
/// <summary>
/// Retrieves the <see cref="WorkingBeatmap"/> corresponding to an MD5 hash.
/// </summary>
/// <param name="md5Hash">The MD5 hash.</param>
/// <returns>The <see cref="WorkingBeatmap"/>.</returns>
protected abstract WorkingBeatmap GetBeatmap(string md5Hash);
public class BeatmapNotFoundException : Exception
{
public string Hash { get; }
public BeatmapNotFoundException(string hash)
{
Hash = hash;
}
}
}
}