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76832a1495
This class was only used in two places, both on the results screen, but was holding references to `OsuPlayfield` game-wide (due to unrelated issues, but still). Because I can't really think of future use cases for this, and running the calculation twice at results screen isn't a huge overhead, let's just do that for now to keep things simple.
37 lines
1.5 KiB
C#
37 lines
1.5 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.Threading;
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using System.Threading.Tasks;
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using osu.Game.Beatmaps;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class PerformanceCalculator
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{
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protected readonly Ruleset Ruleset;
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protected PerformanceCalculator(Ruleset ruleset)
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{
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Ruleset = ruleset;
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}
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public Task<PerformanceAttributes> CalculateAsync(ScoreInfo score, DifficultyAttributes attributes, CancellationToken cancellationToken)
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=> Task.Run(() => CreatePerformanceAttributes(score, attributes), cancellationToken);
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public PerformanceAttributes Calculate(ScoreInfo score, DifficultyAttributes attributes)
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=> CreatePerformanceAttributes(score, attributes);
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public PerformanceAttributes Calculate(ScoreInfo score, IWorkingBeatmap beatmap)
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=> Calculate(score, Ruleset.CreateDifficultyCalculator(beatmap).Calculate(score.Mods));
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/// <summary>
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/// Creates <see cref="PerformanceAttributes"/> to describe a score's performance.
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/// </summary>
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/// <param name="score">The score to create the attributes for.</param>
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/// <param name="attributes">The difficulty attributes for the beatmap relating to the score.</param>
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protected abstract PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes);
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}
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}
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