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osu-lazer/osu.Game/Scoring/ScoreInfo.cs
2024-02-05 23:29:24 +03:00

386 lines
13 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;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Newtonsoft.Json;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Models;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Users;
using osu.Game.Utils;
using Realms;
namespace osu.Game.Scoring
{
/// <summary>
/// A realm model containing metadata for a single score.
/// </summary>
[MapTo("Score")]
public class ScoreInfo : RealmObject, IHasGuidPrimaryKey, IHasRealmFiles, ISoftDelete, IEquatable<ScoreInfo>, IScoreInfo
{
[PrimaryKey]
public Guid ID { get; set; }
/// <summary>
/// The <see cref="BeatmapInfo"/> this score was made against.
/// </summary>
/// <remarks>
/// <para>
/// This property may be <see langword="null"/> if the score was set on a beatmap (or a version of the beatmap) that is not available locally
/// e.g. due to online updates, or local modifications to the beatmap.
/// The property will only link to a <see cref="BeatmapInfo"/> if its <see cref="Beatmaps.BeatmapInfo.Hash"/> matches <see cref="BeatmapHash"/>.
/// </para>
/// <para>
/// Due to the above, whenever setting this, make sure to also set <see cref="BeatmapHash"/> to allow relational consistency when a beatmap is potentially changed.
/// </para>
/// </remarks>
public BeatmapInfo? BeatmapInfo { get; set; }
/// <summary>
/// The version of the client this score was set using.
/// Sourced from <see cref="OsuGameBase.Version"/> at the point of score submission.
/// </summary>
public string ClientVersion { get; set; } = string.Empty;
/// <summary>
/// The <see cref="osu.Game.Beatmaps.BeatmapInfo.Hash"/> at the point in time when the score was set.
/// </summary>
public string BeatmapHash { get; set; } = string.Empty;
public RulesetInfo Ruleset { get; set; } = null!;
public IList<RealmNamedFileUsage> Files { get; } = null!;
public string Hash { get; set; } = string.Empty;
public bool DeletePending { get; set; }
public long TotalScore { get; set; }
/// <summary>
/// The version of processing applied to calculate total score as stored in the database.
/// If this does not match <see cref="LegacyScoreEncoder.LATEST_VERSION"/>,
/// the total score has not yet been updated to reflect the current scoring values.
///
/// See <see cref="BackgroundDataStoreProcessor"/>'s conversion logic.
/// </summary>
/// <remarks>
/// This may not match the version stored in the replay files.
/// </remarks>
public int TotalScoreVersion { get; set; } = LegacyScoreEncoder.LATEST_VERSION;
/// <summary>
/// Used to preserve the total score for legacy scores.
/// </summary>
/// <remarks>
/// Not populated if <see cref="IsLegacyScore"/> is <c>false</c>.
/// </remarks>
public long? LegacyTotalScore { get; set; }
/// <summary>
/// If background processing of this beatmap failed in some way, this flag will become <c>true</c>.
/// Should be used to ensure we don't repeatedly attempt to reprocess the same scores each startup even though we already know they will fail.
/// </summary>
/// <remarks>
/// See https://github.com/ppy/osu/issues/24301 for one example of how this can occur (missing beatmap file on disk).
/// </remarks>
public bool BackgroundReprocessingFailed { get; set; }
public int MaxCombo { get; set; }
public double Accuracy { get; set; }
[Ignored]
public bool HasOnlineReplay { get; set; }
public DateTimeOffset Date { get; set; }
public double? PP { get; set; }
/// <summary>
/// Whether the performance points in this score is awarded to the player. This is used for online display purposes (see <see cref="SoloScoreInfo.Ranked"/>).
/// </summary>
[Ignored]
public bool Ranked { get; set; }
/// <summary>
/// The online ID of this score.
/// </summary>
/// <remarks>
/// In the osu-web database, this ID (if present) comes from the new <c>solo_scores</c> table.
/// </remarks>
[Indexed]
public long OnlineID { get; set; } = -1;
/// <summary>
/// The legacy online ID of this score.
/// </summary>
/// <remarks>
/// In the osu-web database, this ID (if present) comes from the legacy <c>osu_scores_*_high</c> tables.
/// This ID is also stored to replays set on osu!stable.
/// </remarks>
[Indexed]
public long LegacyOnlineID { get; set; } = -1;
[MapTo("User")]
public RealmUser RealmUser { get; set; } = null!;
[MapTo("Mods")]
public string ModsJson { get; set; } = string.Empty;
[MapTo("Statistics")]
public string StatisticsJson { get; set; } = string.Empty;
[MapTo("MaximumStatistics")]
public string MaximumStatisticsJson { get; set; } = string.Empty;
public ScoreInfo(BeatmapInfo? beatmap = null, RulesetInfo? ruleset = null, RealmUser? realmUser = null)
{
Ruleset = ruleset ?? new RulesetInfo();
BeatmapInfo = beatmap ?? new BeatmapInfo();
BeatmapHash = BeatmapInfo.Hash;
RealmUser = realmUser ?? new RealmUser();
ID = Guid.NewGuid();
}
[UsedImplicitly] // Realm
private ScoreInfo()
{
}
// TODO: this is a bit temporary to account for the fact that this class is used to ferry API user data to certain UI components.
// Eventually we should either persist enough information to realm to not require the API lookups, or perform the API lookups locally.
private APIUser? user;
[Ignored]
public APIUser User
{
get => user ??= new APIUser
{
Id = RealmUser.OnlineID,
Username = RealmUser.Username,
CountryCode = RealmUser.CountryCode,
};
set
{
user = value;
RealmUser = new RealmUser
{
OnlineID = user.OnlineID,
Username = user.Username,
CountryCode = user.CountryCode,
};
}
}
[Ignored]
public ScoreRank Rank
{
get => (ScoreRank)RankInt;
set => RankInt = (int)value;
}
[MapTo(nameof(Rank))]
public int RankInt { get; set; }
IRulesetInfo IScoreInfo.Ruleset => Ruleset;
IBeatmapInfo? IScoreInfo.Beatmap => BeatmapInfo;
IUser IScoreInfo.User => User;
#region Properties required to make things work with existing usages
public int UserID => RealmUser.OnlineID;
public int RulesetID => Ruleset.OnlineID;
[Ignored]
public List<HitEvent> HitEvents { get; set; } = new List<HitEvent>();
public ScoreInfo DeepClone()
{
var clone = (ScoreInfo)this.Detach().MemberwiseClone();
clone.Statistics = new Dictionary<HitResult, int>(clone.Statistics);
clone.MaximumStatistics = new Dictionary<HitResult, int>(clone.MaximumStatistics);
clone.HitEvents = new List<HitEvent>(clone.HitEvents);
// Ensure we have fresh mods to avoid any references (ie. after gameplay).
clone.clearAllMods();
clone.ModsJson = ModsJson;
clone.RealmUser = new RealmUser
{
OnlineID = RealmUser.OnlineID,
Username = RealmUser.Username,
CountryCode = RealmUser.CountryCode,
};
return clone;
}
[Ignored]
public bool Passed { get; set; } = true;
public int Combo { get; set; }
/// <summary>
/// The position of this score, starting at 1.
/// </summary>
[Ignored]
public int? Position { get; set; } // TODO: remove after all calls to `CreateScoreInfo` are gone.
[Ignored]
public LocalisableString DisplayAccuracy => Accuracy.FormatAccuracy();
/// <summary>
/// Whether this <see cref="ScoreInfo"/> represents a legacy (osu!stable) score.
/// </summary>
public bool IsLegacyScore { get; set; }
private Dictionary<HitResult, int>? statistics;
[Ignored]
public Dictionary<HitResult, int> Statistics
{
get
{
if (statistics != null)
return statistics;
if (!string.IsNullOrEmpty(StatisticsJson))
statistics = JsonConvert.DeserializeObject<Dictionary<HitResult, int>>(StatisticsJson);
return statistics ??= new Dictionary<HitResult, int>();
}
set => statistics = value;
}
private Dictionary<HitResult, int>? maximumStatistics;
[Ignored]
public Dictionary<HitResult, int> MaximumStatistics
{
get
{
if (maximumStatistics != null)
return maximumStatistics;
if (!string.IsNullOrEmpty(MaximumStatisticsJson))
maximumStatistics = JsonConvert.DeserializeObject<Dictionary<HitResult, int>>(MaximumStatisticsJson);
return maximumStatistics ??= new Dictionary<HitResult, int>();
}
set => maximumStatistics = value;
}
private Mod[]? mods;
[Ignored]
public Mod[] Mods
{
get
{
if (mods != null)
return mods;
return APIMods.Select(m => m.ToMod(Ruleset.CreateInstance())).ToArray();
}
set
{
clearAllMods();
mods = value;
updateModsJson();
}
}
private APIMod[]? apiMods;
// Used for API serialisation/deserialisation.
[Ignored]
public APIMod[] APIMods
{
get
{
if (apiMods != null) return apiMods;
// prioritise reading from realm backing
if (!string.IsNullOrEmpty(ModsJson))
apiMods = JsonConvert.DeserializeObject<APIMod[]>(ModsJson);
// then check mods set via Mods property.
if (mods != null)
apiMods ??= mods.Select(m => new APIMod(m)).ToArray();
return apiMods ?? Array.Empty<APIMod>();
}
set
{
clearAllMods();
apiMods = value;
updateModsJson();
}
}
private void clearAllMods()
{
ModsJson = string.Empty;
mods = null;
apiMods = null;
}
private void updateModsJson()
{
ModsJson = APIMods.Length > 0
? JsonConvert.SerializeObject(APIMods)
: string.Empty;
}
public IEnumerable<HitResultDisplayStatistic> GetStatisticsForDisplay()
{
foreach (var r in Ruleset.CreateInstance().GetHitResults())
{
int value = Statistics.GetValueOrDefault(r.result);
switch (r.result)
{
case HitResult.SmallTickHit:
case HitResult.LargeTickHit:
case HitResult.SliderTailHit:
case HitResult.LargeBonus:
case HitResult.SmallBonus:
if (MaximumStatistics.TryGetValue(r.result, out int count) && count > 0)
yield return new HitResultDisplayStatistic(r.result, value, count, r.displayName);
break;
case HitResult.SmallTickMiss:
case HitResult.LargeTickMiss:
break;
default:
yield return new HitResultDisplayStatistic(r.result, value, null, r.displayName);
break;
}
}
}
#endregion
public bool Equals(ScoreInfo? other) => other?.ID == ID;
public override string ToString() => this.GetDisplayTitle();
}
}