mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 17:07:38 +08:00
279 lines
14 KiB
C#
279 lines
14 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.Concurrent;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Lists;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
|
|
namespace osu.Game.Beatmaps
|
|
{
|
|
public class BeatmapDifficultyManager : CompositeDrawable
|
|
{
|
|
// Too many simultaneous updates can lead to stutters. One thread seems to work fine for song select display purposes.
|
|
private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(1, nameof(BeatmapDifficultyManager));
|
|
|
|
// A permanent cache to prevent re-computations.
|
|
private readonly ConcurrentDictionary<DifficultyCacheLookup, StarDifficulty> difficultyCache = new ConcurrentDictionary<DifficultyCacheLookup, StarDifficulty>();
|
|
|
|
// All bindables that should be updated along with the current ruleset + mods.
|
|
private readonly LockedWeakList<BindableStarDifficulty> trackedBindables = new LockedWeakList<BindableStarDifficulty>();
|
|
|
|
[Resolved]
|
|
private BeatmapManager beatmapManager { get; set; }
|
|
|
|
[Resolved]
|
|
private Bindable<RulesetInfo> currentRuleset { get; set; }
|
|
|
|
[Resolved]
|
|
private Bindable<IReadOnlyList<Mod>> currentMods { get; set; }
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
currentRuleset.BindValueChanged(_ => updateTrackedBindables());
|
|
currentMods.BindValueChanged(_ => updateTrackedBindables(), true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves a bindable containing the star difficulty of a <see cref="BeatmapInfo"/> that follows the currently-selected ruleset and mods.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
|
|
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
|
|
/// <returns>A bindable that is updated to contain the star difficulty when it becomes available.</returns>
|
|
public IBindable<StarDifficulty> GetBindableDifficulty([NotNull] BeatmapInfo beatmapInfo, CancellationToken cancellationToken = default)
|
|
{
|
|
var bindable = createBindable(beatmapInfo, currentRuleset.Value, currentMods.Value, cancellationToken);
|
|
trackedBindables.Add(bindable);
|
|
return bindable;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves a bindable containing the star difficulty of a <see cref="BeatmapInfo"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The bindable will not update to follow the currently-selected ruleset and mods.
|
|
/// </remarks>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
|
|
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with. If <c>null</c>, the difficulty will change along with the game-wide ruleset and mods.</param>
|
|
/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with. If <c>null</c>, the difficulty will change along with the game-wide mods.</param>
|
|
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
|
|
/// <returns>A bindable that is updated to contain the star difficulty when it becomes available.</returns>
|
|
public IBindable<StarDifficulty> GetBindableDifficulty([NotNull] BeatmapInfo beatmapInfo, [NotNull] RulesetInfo rulesetInfo, [CanBeNull] IEnumerable<Mod> mods,
|
|
CancellationToken cancellationToken = default)
|
|
=> createBindable(beatmapInfo, rulesetInfo, mods, cancellationToken);
|
|
|
|
/// <summary>
|
|
/// Retrieves the difficulty of a <see cref="BeatmapInfo"/>.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
|
|
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
|
|
/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
|
|
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops computing the star difficulty.</param>
|
|
/// <returns>The <see cref="StarDifficulty"/>.</returns>
|
|
public async Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IEnumerable<Mod> mods = null,
|
|
CancellationToken cancellationToken = default)
|
|
{
|
|
if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
|
|
return existing;
|
|
|
|
return await Task.Factory.StartNew(() => computeDifficulty(key, beatmapInfo, rulesetInfo), cancellationToken,
|
|
TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves the difficulty of a <see cref="BeatmapInfo"/>.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
|
|
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
|
|
/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
|
|
/// <returns>The <see cref="StarDifficulty"/>.</returns>
|
|
public StarDifficulty GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IEnumerable<Mod> mods = null)
|
|
{
|
|
if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
|
|
return existing;
|
|
|
|
return computeDifficulty(key, beatmapInfo, rulesetInfo);
|
|
}
|
|
|
|
private CancellationTokenSource trackedUpdateCancellationSource;
|
|
|
|
/// <summary>
|
|
/// Updates all tracked <see cref="BindableStarDifficulty"/> using the current ruleset and mods.
|
|
/// </summary>
|
|
private void updateTrackedBindables()
|
|
{
|
|
trackedUpdateCancellationSource?.Cancel();
|
|
trackedUpdateCancellationSource = new CancellationTokenSource();
|
|
|
|
foreach (var b in trackedBindables)
|
|
{
|
|
if (trackedUpdateCancellationSource.IsCancellationRequested)
|
|
break;
|
|
|
|
using (var linkedSource = CancellationTokenSource.CreateLinkedTokenSource(trackedUpdateCancellationSource.Token, b.CancellationToken))
|
|
updateBindable(b, currentRuleset.Value, currentMods.Value, linkedSource.Token);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the value of a <see cref="BindableStarDifficulty"/> with a given ruleset + mods.
|
|
/// </summary>
|
|
/// <param name="bindable">The <see cref="BindableStarDifficulty"/> to update.</param>
|
|
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to update with.</param>
|
|
/// <param name="mods">The <see cref="Mod"/>s to update with.</param>
|
|
/// <param name="cancellationToken">A token that may be used to cancel this update.</param>
|
|
private void updateBindable([NotNull] BindableStarDifficulty bindable, [CanBeNull] RulesetInfo rulesetInfo, [CanBeNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
|
|
{
|
|
GetDifficultyAsync(bindable.Beatmap, rulesetInfo, mods, cancellationToken).ContinueWith(t =>
|
|
{
|
|
// We're on a threadpool thread, but we should exit back to the update thread so consumers can safely handle value-changed events.
|
|
Schedule(() =>
|
|
{
|
|
if (!cancellationToken.IsCancellationRequested)
|
|
bindable.Value = t.Result;
|
|
});
|
|
}, cancellationToken);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="BindableStarDifficulty"/> and triggers an initial value update.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> that star difficulty should correspond to.</param>
|
|
/// <param name="initialRulesetInfo">The initial <see cref="RulesetInfo"/> to get the difficulty with.</param>
|
|
/// <param name="initialMods">The initial <see cref="Mod"/>s to get the difficulty with.</param>
|
|
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
|
|
/// <returns>The <see cref="BindableStarDifficulty"/>.</returns>
|
|
private BindableStarDifficulty createBindable([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo initialRulesetInfo, [CanBeNull] IEnumerable<Mod> initialMods,
|
|
CancellationToken cancellationToken)
|
|
{
|
|
var bindable = new BindableStarDifficulty(beatmapInfo, cancellationToken);
|
|
updateBindable(bindable, initialRulesetInfo, initialMods, cancellationToken);
|
|
return bindable;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the difficulty defined by a <see cref="DifficultyCacheLookup"/> key, and stores it to the timed cache.
|
|
/// </summary>
|
|
/// <param name="key">The <see cref="DifficultyCacheLookup"/> that defines the computation parameters.</param>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to compute the difficulty of.</param>
|
|
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to compute the difficulty with.</param>
|
|
/// <returns>The <see cref="StarDifficulty"/>.</returns>
|
|
private StarDifficulty computeDifficulty(in DifficultyCacheLookup key, BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo)
|
|
{
|
|
// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
|
|
rulesetInfo ??= beatmapInfo.Ruleset;
|
|
|
|
try
|
|
{
|
|
var ruleset = rulesetInfo.CreateInstance();
|
|
Debug.Assert(ruleset != null);
|
|
|
|
var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(beatmapInfo));
|
|
var attributes = calculator.Calculate(key.Mods);
|
|
|
|
return difficultyCache[key] = new StarDifficulty(attributes.StarRating);
|
|
}
|
|
catch
|
|
{
|
|
return difficultyCache[key] = new StarDifficulty(0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to retrieve an existing difficulty for the combination.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/>.</param>
|
|
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/>.</param>
|
|
/// <param name="mods">The <see cref="Mod"/>s.</param>
|
|
/// <param name="existingDifficulty">The existing difficulty value, if present.</param>
|
|
/// <param name="key">The <see cref="DifficultyCacheLookup"/> key that was used to perform this lookup. This can be further used to query <see cref="computeDifficulty"/>.</param>
|
|
/// <returns>Whether an existing difficulty was found.</returns>
|
|
private bool tryGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IEnumerable<Mod> mods, out StarDifficulty existingDifficulty, out DifficultyCacheLookup key)
|
|
{
|
|
// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
|
|
rulesetInfo ??= beatmapInfo.Ruleset;
|
|
|
|
// Difficulty can only be computed if the beatmap and ruleset are locally available.
|
|
if (beatmapInfo.ID == 0 || rulesetInfo.ID == null)
|
|
{
|
|
// If not, fall back to the existing star difficulty (e.g. from an online source).
|
|
existingDifficulty = new StarDifficulty(beatmapInfo.StarDifficulty);
|
|
key = default;
|
|
|
|
return true;
|
|
}
|
|
|
|
key = new DifficultyCacheLookup(beatmapInfo.ID, rulesetInfo.ID.Value, mods);
|
|
return difficultyCache.TryGetValue(key, out existingDifficulty);
|
|
}
|
|
|
|
private readonly struct DifficultyCacheLookup : IEquatable<DifficultyCacheLookup>
|
|
{
|
|
public readonly int BeatmapId;
|
|
public readonly int RulesetId;
|
|
public readonly Mod[] Mods;
|
|
|
|
public DifficultyCacheLookup(int beatmapId, int rulesetId, IEnumerable<Mod> mods)
|
|
{
|
|
BeatmapId = beatmapId;
|
|
RulesetId = rulesetId;
|
|
Mods = mods?.OrderBy(m => m.Acronym).ToArray() ?? Array.Empty<Mod>();
|
|
}
|
|
|
|
public bool Equals(DifficultyCacheLookup other)
|
|
=> BeatmapId == other.BeatmapId
|
|
&& RulesetId == other.RulesetId
|
|
&& Mods.SequenceEqual(other.Mods);
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
var hashCode = new HashCode();
|
|
|
|
hashCode.Add(BeatmapId);
|
|
hashCode.Add(RulesetId);
|
|
foreach (var mod in Mods)
|
|
hashCode.Add(mod.Acronym);
|
|
|
|
return hashCode.ToHashCode();
|
|
}
|
|
}
|
|
|
|
private class BindableStarDifficulty : Bindable<StarDifficulty>
|
|
{
|
|
public readonly BeatmapInfo Beatmap;
|
|
public readonly CancellationToken CancellationToken;
|
|
|
|
public BindableStarDifficulty(BeatmapInfo beatmap, CancellationToken cancellationToken)
|
|
{
|
|
Beatmap = beatmap;
|
|
CancellationToken = cancellationToken;
|
|
}
|
|
}
|
|
}
|
|
|
|
public readonly struct StarDifficulty
|
|
{
|
|
public readonly double Stars;
|
|
|
|
public StarDifficulty(double stars)
|
|
{
|
|
Stars = stars;
|
|
|
|
// Todo: Add more members (BeatmapInfo.DifficultyRating? Attributes? Etc...)
|
|
}
|
|
}
|
|
}
|