mirror of https://github.com/ppy/osu
314 lines
12 KiB
C#
314 lines
12 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.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using Newtonsoft.Json;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Logging;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Database;
|
|
using osu.Game.Online.API;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Scoring.Legacy;
|
|
using osu.Game.Screens.Play;
|
|
|
|
namespace osu.Game
|
|
{
|
|
public partial class BackgroundBeatmapProcessor : Component
|
|
{
|
|
[Resolved]
|
|
private RulesetStore rulesetStore { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private BeatmapManager beatmapManager { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private ScoreManager scoreManager { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private RealmAccess realmAccess { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private BeatmapUpdater beatmapUpdater { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
|
|
|
|
[Resolved]
|
|
private INotificationOverlay? notificationOverlay { get; set; }
|
|
|
|
[Resolved]
|
|
private IAPIProvider api { get; set; } = null!;
|
|
|
|
protected virtual int TimeToSleepDuringGameplay => 30000;
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
Task.Factory.StartNew(() =>
|
|
{
|
|
Logger.Log("Beginning background beatmap processing..");
|
|
checkForOutdatedStarRatings();
|
|
processBeatmapSetsWithMissingMetrics();
|
|
processScoresWithMissingStatistics();
|
|
convertLegacyTotalScoreToStandardised();
|
|
}, TaskCreationOptions.LongRunning).ContinueWith(t =>
|
|
{
|
|
if (t.Exception?.InnerException is ObjectDisposedException)
|
|
{
|
|
Logger.Log("Finished background aborted during shutdown");
|
|
return;
|
|
}
|
|
|
|
Logger.Log("Finished background beatmap processing!");
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether the databased difficulty calculation version matches the latest ruleset provided version.
|
|
/// If it doesn't, clear out any existing difficulties so they can be incrementally recalculated.
|
|
/// </summary>
|
|
private void checkForOutdatedStarRatings()
|
|
{
|
|
foreach (var ruleset in rulesetStore.AvailableRulesets)
|
|
{
|
|
// beatmap being passed in is arbitrary here. just needs to be non-null.
|
|
int currentVersion = ruleset.CreateInstance().CreateDifficultyCalculator(gameBeatmap.Value).Version;
|
|
|
|
if (ruleset.LastAppliedDifficultyVersion < currentVersion)
|
|
{
|
|
Logger.Log($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
|
|
|
|
int countReset = 0;
|
|
|
|
realmAccess.Write(r =>
|
|
{
|
|
foreach (var b in r.All<BeatmapInfo>())
|
|
{
|
|
if (b.Ruleset.ShortName == ruleset.ShortName)
|
|
{
|
|
b.StarRating = -1;
|
|
countReset++;
|
|
}
|
|
}
|
|
|
|
r.Find<RulesetInfo>(ruleset.ShortName)!.LastAppliedDifficultyVersion = currentVersion;
|
|
});
|
|
|
|
Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}");
|
|
}
|
|
}
|
|
}
|
|
|
|
private void processBeatmapSetsWithMissingMetrics()
|
|
{
|
|
HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
|
|
|
|
Logger.Log("Querying for beatmap sets to reprocess...");
|
|
|
|
realmAccess.Run(r =>
|
|
{
|
|
// BeatmapProcessor is responsible for both online and local processing.
|
|
// In the case a user isn't logged in, it won't update LastOnlineUpdate and therefore re-queue,
|
|
// causing overhead from the non-online processing to redundantly run every startup.
|
|
//
|
|
// We may eventually consider making the Process call more specific (or avoid this in any number
|
|
// of other possible ways), but for now avoid queueing if the user isn't logged in at startup.
|
|
if (api.IsLoggedIn)
|
|
{
|
|
foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating < 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)))
|
|
{
|
|
Debug.Assert(b.BeatmapSet != null);
|
|
beatmapSetIds.Add(b.BeatmapSet.ID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating < 0))
|
|
{
|
|
Debug.Assert(b.BeatmapSet != null);
|
|
beatmapSetIds.Add(b.BeatmapSet.ID);
|
|
}
|
|
}
|
|
});
|
|
|
|
Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
|
|
|
|
int i = 0;
|
|
|
|
foreach (var id in beatmapSetIds)
|
|
{
|
|
sleepIfRequired();
|
|
|
|
realmAccess.Run(r =>
|
|
{
|
|
var set = r.Find<BeatmapSetInfo>(id);
|
|
|
|
if (set != null)
|
|
{
|
|
try
|
|
{
|
|
Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})");
|
|
beatmapUpdater.Process(set);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Log($"Background processing failed on {set}: {e}");
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
private void processScoresWithMissingStatistics()
|
|
{
|
|
HashSet<Guid> scoreIds = new HashSet<Guid>();
|
|
|
|
Logger.Log("Querying for scores to reprocess...");
|
|
|
|
realmAccess.Run(r =>
|
|
{
|
|
foreach (var score in r.All<ScoreInfo>())
|
|
{
|
|
if (score.BeatmapInfo != null
|
|
&& score.Statistics.Sum(kvp => kvp.Value) > 0
|
|
&& score.MaximumStatistics.Sum(kvp => kvp.Value) == 0)
|
|
{
|
|
scoreIds.Add(score.ID);
|
|
}
|
|
}
|
|
});
|
|
|
|
Logger.Log($"Found {scoreIds.Count} scores which require reprocessing.");
|
|
|
|
foreach (var id in scoreIds)
|
|
{
|
|
sleepIfRequired();
|
|
|
|
try
|
|
{
|
|
var score = scoreManager.Query(s => s.ID == id);
|
|
|
|
scoreManager.PopulateMaximumStatistics(score);
|
|
|
|
// Can't use async overload because we're not on the update thread.
|
|
// ReSharper disable once MethodHasAsyncOverload
|
|
realmAccess.Write(r =>
|
|
{
|
|
r.Find<ScoreInfo>(id)!.MaximumStatisticsJson = JsonConvert.SerializeObject(score.MaximumStatistics);
|
|
});
|
|
|
|
Logger.Log($"Populated maximum statistics for score {id}");
|
|
}
|
|
catch (ObjectDisposedException)
|
|
{
|
|
throw;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Log(@$"Failed to populate maximum statistics for {id}: {e}");
|
|
}
|
|
}
|
|
}
|
|
|
|
private void convertLegacyTotalScoreToStandardised()
|
|
{
|
|
Logger.Log("Querying for scores that need total score conversion...");
|
|
|
|
HashSet<Guid> scoreIds = realmAccess.Run(r => new HashSet<Guid>(r.All<ScoreInfo>()
|
|
.Where(s => s.BeatmapInfo != null && s.TotalScoreVersion == 30000002)
|
|
.AsEnumerable().Select(s => s.ID)));
|
|
|
|
Logger.Log($"Found {scoreIds.Count} scores which require total score conversion.");
|
|
|
|
if (scoreIds.Count == 0)
|
|
return;
|
|
|
|
ProgressNotification notification = new ProgressNotification { State = ProgressNotificationState.Active };
|
|
|
|
notificationOverlay?.Post(notification);
|
|
|
|
int processedCount = 0;
|
|
int failedCount = 0;
|
|
|
|
foreach (var id in scoreIds)
|
|
{
|
|
if (notification.State == ProgressNotificationState.Cancelled)
|
|
break;
|
|
|
|
notification.Text = $"Upgrading scores to new scoring algorithm ({processedCount} of {scoreIds.Count})";
|
|
notification.Progress = (float)processedCount / scoreIds.Count;
|
|
|
|
sleepIfRequired();
|
|
|
|
try
|
|
{
|
|
var score = scoreManager.Query(s => s.ID == id);
|
|
long newTotalScore = StandardisedScoreMigrationTools.ConvertFromLegacyTotalScore(score, beatmapManager);
|
|
|
|
// Can't use async overload because we're not on the update thread.
|
|
// ReSharper disable once MethodHasAsyncOverload
|
|
realmAccess.Write(r =>
|
|
{
|
|
ScoreInfo s = r.Find<ScoreInfo>(id)!;
|
|
s.TotalScore = newTotalScore;
|
|
s.TotalScoreVersion = LegacyScoreEncoder.LATEST_VERSION;
|
|
});
|
|
|
|
Logger.Log($"Converted total score for score {id}");
|
|
++processedCount;
|
|
}
|
|
catch (ObjectDisposedException)
|
|
{
|
|
throw;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Log($"Failed to convert total score for {id}: {e}");
|
|
++failedCount;
|
|
}
|
|
}
|
|
|
|
if (processedCount == scoreIds.Count)
|
|
{
|
|
notification.CompletionText = $"{processedCount} score(s) have been upgraded to the new scoring algorithm";
|
|
notification.Progress = 1;
|
|
notification.State = ProgressNotificationState.Completed;
|
|
}
|
|
else
|
|
{
|
|
notification.Text = $"{processedCount} of {scoreIds.Count} score(s) have been upgraded to the new scoring algorithm.";
|
|
|
|
// We may have arrived here due to user cancellation or completion with failures.
|
|
if (failedCount > 0)
|
|
notification.Text += $" Check logs for issues with {failedCount} failed upgrades.";
|
|
|
|
notification.State = ProgressNotificationState.Cancelled;
|
|
}
|
|
}
|
|
|
|
private void sleepIfRequired()
|
|
{
|
|
while (localUserPlayInfo?.IsPlaying.Value == true)
|
|
{
|
|
Logger.Log("Background processing sleeping due to active gameplay...");
|
|
Thread.Sleep(TimeToSleepDuringGameplay);
|
|
}
|
|
}
|
|
}
|
|
}
|