diff --git a/osu.Game/Beatmaps/BeatmapDifficultyManager.cs b/osu.Game/Beatmaps/BeatmapDifficultyManager.cs index 379cb6aa63..b469ca78fb 100644 --- a/osu.Game/Beatmaps/BeatmapDifficultyManager.cs +++ b/osu.Game/Beatmaps/BeatmapDifficultyManager.cs @@ -2,6 +2,7 @@ // 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; @@ -24,7 +25,7 @@ public class BeatmapDifficultyManager : CompositeDrawable private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(1, nameof(BeatmapDifficultyManager)); // A cache that keeps references to BeatmapInfos for 60sec. - private readonly TimedExpiryCache difficultyCache = new TimedExpiryCache { ExpiryTime = 60000 }; + private readonly ConcurrentDictionary difficultyCache = new ConcurrentDictionary(); // All bindables that should be updated along with the current ruleset + mods. private readonly LockedWeakList trackedBindables = new LockedWeakList(); @@ -91,7 +92,8 @@ public async Task GetDifficultyAsync([NotNull] BeatmapInfo beatm if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key)) return existing; - return await Task.Factory.StartNew(() => computeDifficulty(key), cancellationToken, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler); + return await Task.Factory.StartNew(() => computeDifficulty(key, beatmapInfo, rulesetInfo), cancellationToken, + TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler); } /// @@ -106,7 +108,7 @@ public StarDifficulty GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNul if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key)) return existing; - return computeDifficulty(key); + return computeDifficulty(key, beatmapInfo, rulesetInfo); } private CancellationTokenSource trackedUpdateCancellationSource; @@ -169,28 +171,24 @@ private BindableStarDifficulty createBindable([NotNull] BeatmapInfo beatmapInfo, /// Computes the difficulty defined by a key, and stores it to the timed cache. /// /// The that defines the computation parameters. + /// The to compute the difficulty of. + /// The to compute the difficulty with. /// The . - private StarDifficulty computeDifficulty(in DifficultyCacheLookup key) + private StarDifficulty computeDifficulty(in DifficultyCacheLookup key, BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo) { try { - var ruleset = key.RulesetInfo.CreateInstance(); + var ruleset = rulesetInfo.CreateInstance(); Debug.Assert(ruleset != null); - var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(key.BeatmapInfo)); + var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(beatmapInfo)); var attributes = calculator.Calculate(key.Mods); - var difficulty = new StarDifficulty(attributes.StarRating); - difficultyCache.Add(key, difficulty); - - return difficulty; + return difficultyCache[key] = new StarDifficulty(attributes.StarRating); } catch { - var difficulty = new StarDifficulty(0); - difficultyCache.Add(key, difficulty); - - return difficulty; + return difficultyCache[key] = new StarDifficulty(0); } } @@ -208,8 +206,8 @@ private bool tryGetGetExisting(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; - // Difficulty can only be computed if the beatmap is locally available. - if (beatmapInfo.ID == 0) + // Difficulty can only be computed if the beatmap and ruleset are locally available. + if (beatmapInfo.ID == 0 || rulesetInfo.ID == null) { existingDifficulty = new StarDifficulty(0); key = default; @@ -217,33 +215,34 @@ private bool tryGetGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, return true; } - key = new DifficultyCacheLookup(beatmapInfo, rulesetInfo, mods); + key = new DifficultyCacheLookup(beatmapInfo.ID, rulesetInfo.ID.Value, mods); return difficultyCache.TryGetValue(key, out existingDifficulty); } private readonly struct DifficultyCacheLookup : IEquatable { - public readonly BeatmapInfo BeatmapInfo; - public readonly RulesetInfo RulesetInfo; + public readonly int BeatmapId; + public readonly int RulesetId; public readonly Mod[] Mods; - public DifficultyCacheLookup(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IEnumerable mods) + public DifficultyCacheLookup(int beatmapId, int rulesetId, IEnumerable mods) { - BeatmapInfo = beatmapInfo; - RulesetInfo = rulesetInfo; + BeatmapId = beatmapId; + RulesetId = rulesetId; Mods = mods?.OrderBy(m => m.Acronym).ToArray() ?? Array.Empty(); } public bool Equals(DifficultyCacheLookup other) - => BeatmapInfo.Equals(other.BeatmapInfo) + => BeatmapId == other.BeatmapId + && RulesetId == other.RulesetId && Mods.SequenceEqual(other.Mods); public override int GetHashCode() { var hashCode = new HashCode(); - hashCode.Add(BeatmapInfo.Hash); - hashCode.Add(RulesetInfo.GetHashCode()); + hashCode.Add(BeatmapId); + hashCode.Add(RulesetId); foreach (var mod in Mods) hashCode.Add(mod.Acronym);