Use the playable beatmap provided in `CreateStatisticsForScore`

This commit is contained in:
Henry Lin 2022-02-05 21:36:34 +08:00
parent 440b674bb0
commit 0b1fef38af
5 changed files with 15 additions and 17 deletions

View File

@ -381,7 +381,7 @@ public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatma
{
Columns = new[]
{
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score)
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap)
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y

View File

@ -301,7 +301,7 @@ public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatma
{
Columns = new[]
{
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score)
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap)
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y

View File

@ -224,7 +224,7 @@ public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatma
{
Columns = new[]
{
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score)
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap)
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y

View File

@ -16,13 +16,13 @@ namespace osu.Game.Rulesets.Difficulty
{
public class PerformanceBreakdownCalculator
{
private readonly BeatmapManager beatmapManager;
private readonly IBeatmap playableBeatmap;
private readonly BeatmapDifficultyCache difficultyCache;
private readonly ScorePerformanceCache performanceCache;
public PerformanceBreakdownCalculator(BeatmapManager beatmapManager, BeatmapDifficultyCache difficultyCache, ScorePerformanceCache performanceCache)
public PerformanceBreakdownCalculator(IBeatmap playableBeatmap, BeatmapDifficultyCache difficultyCache, ScorePerformanceCache performanceCache)
{
this.beatmapManager = beatmapManager;
this.playableBeatmap = playableBeatmap;
this.difficultyCache = difficultyCache;
this.performanceCache = performanceCache;
}
@ -46,14 +46,13 @@ private Task<PerformanceAttributes> getPerfectPerformance(ScoreInfo score, Cance
return Task.Run(async () =>
{
Ruleset ruleset = score.Ruleset.CreateInstance();
IBeatmap beatmap = beatmapManager.GetWorkingBeatmap(score.BeatmapInfo).GetPlayableBeatmap(score.Ruleset, score.Mods);
ScoreInfo perfectPlay = score.DeepClone();
perfectPlay.Accuracy = 1;
perfectPlay.Passed = true;
// calculate max combo
var difficulty = await difficultyCache.GetDifficultyAsync(
beatmap.BeatmapInfo,
playableBeatmap.BeatmapInfo,
score.Ruleset,
score.Mods,
cancellationToken
@ -65,10 +64,10 @@ private Task<PerformanceAttributes> getPerfectPerformance(ScoreInfo score, Cance
perfectPlay.MaxCombo = difficulty.Value.MaxCombo;
// create statistics assuming all hit objects have perfect hit result
var statistics = beatmap.HitObjects
.SelectMany(getPerfectHitResults)
.GroupBy(hr => hr, (hr, list) => (hitResult: hr, count: list.Count()))
.ToDictionary(pair => pair.hitResult, pair => pair.count);
var statistics = playableBeatmap.HitObjects
.SelectMany(getPerfectHitResults)
.GroupBy(hr => hr, (hr, list) => (hitResult: hr, count: list.Count()))
.ToDictionary(pair => pair.hitResult, pair => pair.count);
perfectPlay.Statistics = statistics;
// calculate total score

View File

@ -26,6 +26,7 @@ namespace osu.Game.Screens.Ranking.Statistics
public class PerformanceBreakdownChart : Container
{
private readonly ScoreInfo score;
private readonly IBeatmap playableBeatmap;
private Drawable spinner;
private Drawable content;
@ -41,12 +42,10 @@ public class PerformanceBreakdownChart : Container
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
public PerformanceBreakdownChart(ScoreInfo score)
public PerformanceBreakdownChart(ScoreInfo score, IBeatmap playableBeatmap)
{
this.score = score;
this.playableBeatmap = playableBeatmap;
}
[BackgroundDependencyLoader]
@ -146,7 +145,7 @@ private void load()
spinner.Show();
new PerformanceBreakdownCalculator(beatmapManager, difficultyCache, performanceCache)
new PerformanceBreakdownCalculator(playableBeatmap, difficultyCache, performanceCache)
.CalculateAsync(score, cancellationTokenSource.Token)
.ContinueWith(t => Schedule(() => setPerformanceValue(t.GetResultSafely())));
}