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360 lines
15 KiB
C#
360 lines
15 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.IO.Legacy;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Replays;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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using SharpCompress.Compressors.LZMA;
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namespace osu.Game.Scoring.Legacy
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{
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public abstract class LegacyScoreDecoder
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{
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private IBeatmap currentBeatmap;
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private Ruleset currentRuleset;
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private float beatmapOffset;
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public Score Parse(Stream stream)
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{
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var score = new Score
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{
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Replay = new Replay()
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};
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WorkingBeatmap workingBeatmap;
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using (SerializationReader sr = new SerializationReader(stream))
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{
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currentRuleset = GetRuleset(sr.ReadByte());
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var scoreInfo = new ScoreInfo { Ruleset = currentRuleset.RulesetInfo };
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score.ScoreInfo = scoreInfo;
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int version = sr.ReadInt32();
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scoreInfo.IsLegacyScore = version < LegacyScoreEncoder.FIRST_LAZER_VERSION;
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// TotalScoreVersion gets initialised to LATEST_VERSION.
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// In the case where the incoming score has either an osu!stable or old lazer version, we need
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// to mark it with the correct version increment to trigger reprocessing to new standardised scoring.
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//
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// See StandardisedScoreMigrationTools.ShouldMigrateToNewStandardised().
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scoreInfo.TotalScoreVersion = version < 30000002 ? 30000001 : LegacyScoreEncoder.LATEST_VERSION;
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string beatmapHash = sr.ReadString();
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workingBeatmap = GetBeatmap(beatmapHash);
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if (workingBeatmap is DummyWorkingBeatmap)
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throw new BeatmapNotFoundException(beatmapHash);
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scoreInfo.User = new APIUser { Username = sr.ReadString() };
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// MD5Hash
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sr.ReadString();
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scoreInfo.SetCount300(sr.ReadUInt16());
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scoreInfo.SetCount100(sr.ReadUInt16());
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scoreInfo.SetCount50(sr.ReadUInt16());
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scoreInfo.SetCountGeki(sr.ReadUInt16());
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scoreInfo.SetCountKatu(sr.ReadUInt16());
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scoreInfo.SetCountMiss(sr.ReadUInt16());
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scoreInfo.TotalScore = sr.ReadInt32();
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scoreInfo.MaxCombo = sr.ReadUInt16();
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/* score.Perfect = */
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sr.ReadBoolean();
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scoreInfo.Mods = currentRuleset.ConvertFromLegacyMods((LegacyMods)sr.ReadInt32()).ToArray();
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// lazer replays get a really high version number.
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if (version < LegacyScoreEncoder.FIRST_LAZER_VERSION)
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scoreInfo.Mods = scoreInfo.Mods.Append(currentRuleset.CreateMod<ModClassic>()).ToArray();
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currentBeatmap = workingBeatmap.GetPlayableBeatmap(currentRuleset.RulesetInfo, scoreInfo.Mods);
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scoreInfo.BeatmapInfo = currentBeatmap.BeatmapInfo;
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// As this is baked into hitobject timing (see `LegacyBeatmapDecoder`) we also need to apply this to replay frame timing.
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beatmapOffset = currentBeatmap.BeatmapInfo.BeatmapVersion < 5 ? LegacyBeatmapDecoder.EARLY_VERSION_TIMING_OFFSET : 0;
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/* score.HpGraphString = */
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sr.ReadString();
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scoreInfo.Date = sr.ReadDateTime();
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byte[] compressedReplay = sr.ReadByteArray();
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if (version >= 20140721)
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scoreInfo.LegacyOnlineID = sr.ReadInt64();
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else if (version >= 20121008)
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scoreInfo.LegacyOnlineID = sr.ReadInt32();
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byte[] compressedScoreInfo = null;
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if (version >= 30000001)
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compressedScoreInfo = sr.ReadByteArray();
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if (compressedReplay?.Length > 0)
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readCompressedData(compressedReplay, reader => readLegacyReplay(score.Replay, reader));
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if (compressedScoreInfo?.Length > 0)
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{
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readCompressedData(compressedScoreInfo, reader =>
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{
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LegacyReplaySoloScoreInfo readScore = JsonConvert.DeserializeObject<LegacyReplaySoloScoreInfo>(reader.ReadToEnd());
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Debug.Assert(readScore != null);
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score.ScoreInfo.OnlineID = readScore.OnlineID;
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score.ScoreInfo.Statistics = readScore.Statistics;
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score.ScoreInfo.MaximumStatistics = readScore.MaximumStatistics;
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score.ScoreInfo.Mods = readScore.Mods.Select(m => m.ToMod(currentRuleset)).ToArray();
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});
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}
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}
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PopulateAccuracy(score.ScoreInfo);
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// before returning for database import, we must restore the database-sourced BeatmapInfo.
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// if not, the clone operation in GetPlayableBeatmap will cause a dereference and subsequent database exception.
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score.ScoreInfo.BeatmapInfo = workingBeatmap.BeatmapInfo;
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score.ScoreInfo.BeatmapHash = workingBeatmap.BeatmapInfo.Hash;
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return score;
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}
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private void readCompressedData(byte[] data, Action<StreamReader> readFunc)
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{
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using (var replayInStream = new MemoryStream(data))
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{
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byte[] properties = new byte[5];
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if (replayInStream.Read(properties, 0, 5) != 5)
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throw new IOException("input .lzma is too short");
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long outSize = 0;
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for (int i = 0; i < 8; i++)
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{
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int v = replayInStream.ReadByte();
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if (v < 0)
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throw new IOException("Can't Read 1");
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outSize |= (long)(byte)v << (8 * i);
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}
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long compressedSize = replayInStream.Length - replayInStream.Position;
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using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize))
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using (var reader = new StreamReader(lzma))
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readFunc(reader);
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}
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}
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/// <summary>
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/// Populates the accuracy of a given <see cref="ScoreInfo"/> from its contained statistics.
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/// </summary>
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/// <remarks>
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/// Legacy use only.
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/// </remarks>
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/// <param name="score">The <see cref="ScoreInfo"/> to populate.</param>
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public static void PopulateAccuracy(ScoreInfo score)
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{
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int countMiss = score.GetCountMiss() ?? 0;
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int count50 = score.GetCount50() ?? 0;
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int count100 = score.GetCount100() ?? 0;
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int count300 = score.GetCount300() ?? 0;
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int countGeki = score.GetCountGeki() ?? 0;
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int countKatu = score.GetCountKatu() ?? 0;
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switch (score.Ruleset.OnlineID)
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{
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case 0:
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{
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int totalHits = count50 + count100 + count300 + countMiss;
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score.Accuracy = totalHits > 0 ? (double)(count50 * 50 + count100 * 100 + count300 * 300) / (totalHits * 300) : 1;
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float ratio300 = (float)count300 / totalHits;
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float ratio50 = (float)count50 / totalHits;
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if (ratio300 == 1)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X;
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else if (ratio300 > 0.9 && ratio50 <= 0.01 && countMiss == 0)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S;
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else if ((ratio300 > 0.8 && countMiss == 0) || ratio300 > 0.9)
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score.Rank = ScoreRank.A;
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else if ((ratio300 > 0.7 && countMiss == 0) || ratio300 > 0.8)
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score.Rank = ScoreRank.B;
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else if (ratio300 > 0.6)
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score.Rank = ScoreRank.C;
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else
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score.Rank = ScoreRank.D;
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break;
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}
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case 1:
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{
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int totalHits = count50 + count100 + count300 + countMiss;
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score.Accuracy = totalHits > 0 ? (double)(count100 * 150 + count300 * 300) / (totalHits * 300) : 1;
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float ratio300 = (float)count300 / totalHits;
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float ratio50 = (float)count50 / totalHits;
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if (ratio300 == 1)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X;
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else if (ratio300 > 0.9 && ratio50 <= 0.01 && countMiss == 0)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S;
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else if ((ratio300 > 0.8 && countMiss == 0) || ratio300 > 0.9)
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score.Rank = ScoreRank.A;
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else if ((ratio300 > 0.7 && countMiss == 0) || ratio300 > 0.8)
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score.Rank = ScoreRank.B;
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else if (ratio300 > 0.6)
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score.Rank = ScoreRank.C;
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else
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score.Rank = ScoreRank.D;
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break;
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}
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case 2:
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{
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int totalHits = count50 + count100 + count300 + countMiss + countKatu;
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score.Accuracy = totalHits > 0 ? (double)(count50 + count100 + count300) / totalHits : 1;
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if (score.Accuracy == 1)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X;
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else if (score.Accuracy > 0.98)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S;
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else if (score.Accuracy > 0.94)
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score.Rank = ScoreRank.A;
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else if (score.Accuracy > 0.9)
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score.Rank = ScoreRank.B;
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else if (score.Accuracy > 0.85)
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score.Rank = ScoreRank.C;
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else
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score.Rank = ScoreRank.D;
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break;
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}
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case 3:
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{
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int totalHits = count50 + count100 + count300 + countMiss + countGeki + countKatu;
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score.Accuracy = totalHits > 0 ? (double)(count50 * 50 + count100 * 100 + countKatu * 200 + (count300 + countGeki) * 300) / (totalHits * 300) : 1;
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if (score.Accuracy == 1)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.XH : ScoreRank.X;
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else if (score.Accuracy > 0.95)
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score.Rank = score.Mods.Any(m => m is ModHidden || m is ModFlashlight) ? ScoreRank.SH : ScoreRank.S;
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else if (score.Accuracy > 0.9)
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score.Rank = ScoreRank.A;
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else if (score.Accuracy > 0.8)
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score.Rank = ScoreRank.B;
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else if (score.Accuracy > 0.7)
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score.Rank = ScoreRank.C;
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else
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score.Rank = ScoreRank.D;
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break;
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}
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}
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}
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private void readLegacyReplay(Replay replay, StreamReader reader)
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{
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float lastTime = beatmapOffset;
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ReplayFrame currentFrame = null;
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string[] frames = reader.ReadToEnd().Split(',');
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for (int i = 0; i < frames.Length; i++)
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{
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string[] split = frames[i].Split('|');
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if (split.Length < 4)
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continue;
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if (split[0] == "-12345")
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{
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// Todo: The seed is provided in split[3], which we'll need to use at some point
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continue;
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}
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float diff = Parsing.ParseFloat(split[0]);
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float mouseX = Parsing.ParseFloat(split[1], Parsing.MAX_COORDINATE_VALUE);
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float mouseY = Parsing.ParseFloat(split[2], Parsing.MAX_COORDINATE_VALUE);
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lastTime += diff;
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if (i < 2 && mouseX == 256 && mouseY == -500)
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// at the start of the replay, stable places two replay frames, at time 0 and SkipBoundary - 1, respectively.
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// both frames use a position of (256, -500).
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// ignore these frames as they serve no real purpose (and can even mislead ruleset-specific handlers - see mania)
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continue;
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// Todo: At some point we probably want to rewind and play back the negative-time frames
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// but for now we'll achieve equal playback to stable by skipping negative frames
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if (diff < 0)
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continue;
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currentFrame = convertFrame(new LegacyReplayFrame(lastTime,
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mouseX,
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mouseY,
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(ReplayButtonState)Parsing.ParseInt(split[3])), currentFrame);
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replay.Frames.Add(currentFrame);
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}
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}
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private ReplayFrame convertFrame(LegacyReplayFrame currentFrame, ReplayFrame lastFrame)
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{
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var convertible = currentRuleset.CreateConvertibleReplayFrame();
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if (convertible == null)
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throw new InvalidOperationException($"Legacy replay cannot be converted for the ruleset: {currentRuleset.Description}");
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convertible.FromLegacy(currentFrame, currentBeatmap, lastFrame);
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var frame = (ReplayFrame)convertible;
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frame.Time = currentFrame.Time;
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return frame;
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}
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/// <summary>
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/// Retrieves the <see cref="Ruleset"/> for a specific id.
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/// </summary>
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/// <param name="rulesetId">The id.</param>
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/// <returns>The <see cref="Ruleset"/>.</returns>
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protected abstract Ruleset GetRuleset(int rulesetId);
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/// <summary>
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/// Retrieves the <see cref="WorkingBeatmap"/> corresponding to an MD5 hash.
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/// </summary>
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/// <param name="md5Hash">The MD5 hash.</param>
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/// <returns>The <see cref="WorkingBeatmap"/>.</returns>
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protected abstract WorkingBeatmap GetBeatmap(string md5Hash);
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public class BeatmapNotFoundException : Exception
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{
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public string Hash { get; }
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public BeatmapNotFoundException(string hash)
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{
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Hash = hash;
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}
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}
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}
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}
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