mirror of
https://github.com/ppy/osu
synced 2024-12-29 10:22:43 +00:00
198 lines
6.9 KiB
C#
198 lines
6.9 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;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game
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{
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public partial class BackgroundBeatmapProcessor : Component
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{
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[Resolved]
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private RulesetStore rulesetStore { get; set; } = null!;
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[Resolved]
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private ScoreManager scoreManager { get; set; } = null!;
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[Resolved]
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private RealmAccess realmAccess { get; set; } = null!;
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[Resolved]
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private BeatmapUpdater beatmapUpdater { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
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[Resolved]
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private ILocalUserPlayInfo? localUserPlayInfo { get; set; }
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protected virtual int TimeToSleepDuringGameplay => 30000;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Task.Run(() =>
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{
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Logger.Log("Beginning background beatmap processing..");
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checkForOutdatedStarRatings();
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processBeatmapSetsWithMissingMetrics();
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processScoresWithMissingStatistics();
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}).ContinueWith(t =>
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{
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if (t.Exception?.InnerException is ObjectDisposedException)
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{
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Logger.Log("Finished background aborted during shutdown");
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return;
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}
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Logger.Log("Finished background beatmap processing!");
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});
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}
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/// <summary>
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/// Check whether the databased difficulty calculation version matches the latest ruleset provided version.
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/// If it doesn't, clear out any existing difficulties so they can be incrementally recalculated.
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/// </summary>
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private void checkForOutdatedStarRatings()
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{
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foreach (var ruleset in rulesetStore.AvailableRulesets)
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{
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// beatmap being passed in is arbitrary here. just needs to be non-null.
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int currentVersion = ruleset.CreateInstance().CreateDifficultyCalculator(gameBeatmap.Value).Version;
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if (ruleset.LastAppliedDifficultyVersion < currentVersion)
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{
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Logger.Log($"Resetting star ratings for {ruleset.Name} (difficulty calculation version updated from {ruleset.LastAppliedDifficultyVersion} to {currentVersion})");
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int countReset = 0;
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realmAccess.Write(r =>
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{
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foreach (var b in r.All<BeatmapInfo>())
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{
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if (b.Ruleset.ShortName == ruleset.ShortName)
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{
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b.StarRating = -1;
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countReset++;
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}
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}
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r.Find<RulesetInfo>(ruleset.ShortName).LastAppliedDifficultyVersion = currentVersion;
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});
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Logger.Log($"Finished resetting {countReset} beatmap sets for {ruleset.Name}");
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}
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}
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}
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private void processBeatmapSetsWithMissingMetrics()
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{
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HashSet<Guid> beatmapSetIds = new HashSet<Guid>();
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Logger.Log("Querying for beatmap sets to reprocess...");
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realmAccess.Run(r =>
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{
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foreach (var b in r.All<BeatmapInfo>().Where(b => b.StarRating < 0 || (b.OnlineID > 0 && b.LastOnlineUpdate == null)))
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{
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Debug.Assert(b.BeatmapSet != null);
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beatmapSetIds.Add(b.BeatmapSet.ID);
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}
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});
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Logger.Log($"Found {beatmapSetIds.Count} beatmap sets which require reprocessing.");
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int i = 0;
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foreach (var id in beatmapSetIds)
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{
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while (localUserPlayInfo?.IsPlaying.Value == true)
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{
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Logger.Log("Background processing sleeping due to active gameplay...");
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Thread.Sleep(TimeToSleepDuringGameplay);
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}
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realmAccess.Run(r =>
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{
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var set = r.Find<BeatmapSetInfo>(id);
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if (set != null)
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{
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try
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{
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Logger.Log($"Background processing {set} ({++i} / {beatmapSetIds.Count})");
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beatmapUpdater.Process(set);
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}
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catch (Exception e)
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{
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Logger.Log($"Background processing failed on {set}: {e}");
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}
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}
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});
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}
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}
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private void processScoresWithMissingStatistics()
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{
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HashSet<Guid> scoreIds = new HashSet<Guid>();
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Logger.Log("Querying for scores to reprocess...");
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realmAccess.Run(r =>
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{
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foreach (var score in r.All<ScoreInfo>())
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{
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if (score.Statistics.Sum(kvp => kvp.Value) > 0 && score.MaximumStatistics.Sum(kvp => kvp.Value) == 0)
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scoreIds.Add(score.ID);
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}
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});
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Logger.Log($"Found {scoreIds.Count} scores which require reprocessing.");
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foreach (var id in scoreIds)
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{
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while (localUserPlayInfo?.IsPlaying.Value == true)
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{
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Logger.Log("Background processing sleeping due to active gameplay...");
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Thread.Sleep(TimeToSleepDuringGameplay);
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}
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try
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{
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var score = scoreManager.Query(s => s.ID == id);
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scoreManager.PopulateMaximumStatistics(score);
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// Can't use async overload because we're not on the update thread.
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// ReSharper disable once MethodHasAsyncOverload
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realmAccess.Write(r =>
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{
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r.Find<ScoreInfo>(id).MaximumStatisticsJson = JsonConvert.SerializeObject(score.MaximumStatistics);
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});
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Logger.Log($"Populated maximum statistics for score {id}");
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}
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catch (Exception e)
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{
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Logger.Log(@$"Failed to populate maximum statistics for {id}: {e}");
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}
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}
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}
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}
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}
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