mirror of
https://github.com/ppy/osu
synced 2024-12-25 08:12:41 +00:00
386 lines
13 KiB
C#
386 lines
13 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.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Models;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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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.Scoring;
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using osu.Game.Scoring.Legacy;
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using osu.Game.Users;
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using osu.Game.Utils;
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using Realms;
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namespace osu.Game.Scoring
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{
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/// <summary>
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/// A realm model containing metadata for a single score.
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/// </summary>
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[MapTo("Score")]
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public class ScoreInfo : RealmObject, IHasGuidPrimaryKey, IHasRealmFiles, ISoftDelete, IEquatable<ScoreInfo>, IScoreInfo
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{
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[PrimaryKey]
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public Guid ID { get; set; }
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/// <summary>
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/// The <see cref="BeatmapInfo"/> this score was made against.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This property may be <see langword="null"/> if the score was set on a beatmap (or a version of the beatmap) that is not available locally
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/// e.g. due to online updates, or local modifications to the beatmap.
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/// The property will only link to a <see cref="BeatmapInfo"/> if its <see cref="Beatmaps.BeatmapInfo.Hash"/> matches <see cref="BeatmapHash"/>.
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/// </para>
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/// <para>
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/// Due to the above, whenever setting this, make sure to also set <see cref="BeatmapHash"/> to allow relational consistency when a beatmap is potentially changed.
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/// </para>
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/// </remarks>
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public BeatmapInfo? BeatmapInfo { get; set; }
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/// <summary>
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/// The version of the client this score was set using.
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/// Sourced from <see cref="OsuGameBase.Version"/> at the point of score submission.
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/// </summary>
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public string ClientVersion { get; set; } = string.Empty;
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/// <summary>
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/// The <see cref="osu.Game.Beatmaps.BeatmapInfo.Hash"/> at the point in time when the score was set.
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/// </summary>
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public string BeatmapHash { get; set; } = string.Empty;
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public RulesetInfo Ruleset { get; set; } = null!;
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public IList<RealmNamedFileUsage> Files { get; } = null!;
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public string Hash { get; set; } = string.Empty;
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public bool DeletePending { get; set; }
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public long TotalScore { get; set; }
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/// <summary>
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/// The version of processing applied to calculate total score as stored in the database.
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/// If this does not match <see cref="LegacyScoreEncoder.LATEST_VERSION"/>,
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/// the total score has not yet been updated to reflect the current scoring values.
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///
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/// See <see cref="BackgroundDataStoreProcessor"/>'s conversion logic.
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/// </summary>
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/// <remarks>
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/// This may not match the version stored in the replay files.
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/// </remarks>
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public int TotalScoreVersion { get; set; } = LegacyScoreEncoder.LATEST_VERSION;
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/// <summary>
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/// Used to preserve the total score for legacy scores.
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/// </summary>
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/// <remarks>
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/// Not populated if <see cref="IsLegacyScore"/> is <c>false</c>.
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/// </remarks>
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public long? LegacyTotalScore { get; set; }
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/// <summary>
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/// If background processing of this beatmap failed in some way, this flag will become <c>true</c>.
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/// Should be used to ensure we don't repeatedly attempt to reprocess the same scores each startup even though we already know they will fail.
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/// </summary>
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/// <remarks>
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/// See https://github.com/ppy/osu/issues/24301 for one example of how this can occur (missing beatmap file on disk).
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/// </remarks>
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public bool BackgroundReprocessingFailed { get; set; }
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public int MaxCombo { get; set; }
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public double Accuracy { get; set; }
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[Ignored]
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public bool HasOnlineReplay { get; set; }
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public DateTimeOffset Date { get; set; }
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public double? PP { get; set; }
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/// <summary>
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/// Whether the performance points in this score is awarded to the player. This is used for online display purposes (see <see cref="SoloScoreInfo.Ranked"/>).
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/// </summary>
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[Ignored]
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public bool Ranked { get; set; }
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/// <summary>
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/// The online ID of this score.
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/// </summary>
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/// <remarks>
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/// In the osu-web database, this ID (if present) comes from the new <c>solo_scores</c> table.
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/// </remarks>
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[Indexed]
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public long OnlineID { get; set; } = -1;
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/// <summary>
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/// The legacy online ID of this score.
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/// </summary>
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/// <remarks>
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/// In the osu-web database, this ID (if present) comes from the legacy <c>osu_scores_*_high</c> tables.
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/// This ID is also stored to replays set on osu!stable.
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/// </remarks>
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[Indexed]
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public long LegacyOnlineID { get; set; } = -1;
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[MapTo("User")]
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public RealmUser RealmUser { get; set; } = null!;
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[MapTo("Mods")]
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public string ModsJson { get; set; } = string.Empty;
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[MapTo("Statistics")]
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public string StatisticsJson { get; set; } = string.Empty;
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[MapTo("MaximumStatistics")]
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public string MaximumStatisticsJson { get; set; } = string.Empty;
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public ScoreInfo(BeatmapInfo? beatmap = null, RulesetInfo? ruleset = null, RealmUser? realmUser = null)
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{
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Ruleset = ruleset ?? new RulesetInfo();
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BeatmapInfo = beatmap ?? new BeatmapInfo();
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BeatmapHash = BeatmapInfo.Hash;
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RealmUser = realmUser ?? new RealmUser();
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ID = Guid.NewGuid();
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}
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[UsedImplicitly] // Realm
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private ScoreInfo()
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{
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}
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// TODO: this is a bit temporary to account for the fact that this class is used to ferry API user data to certain UI components.
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// Eventually we should either persist enough information to realm to not require the API lookups, or perform the API lookups locally.
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private APIUser? user;
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[Ignored]
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public APIUser User
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{
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get => user ??= new APIUser
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{
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Id = RealmUser.OnlineID,
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Username = RealmUser.Username,
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CountryCode = RealmUser.CountryCode,
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};
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set
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{
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user = value;
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RealmUser = new RealmUser
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{
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OnlineID = user.OnlineID,
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Username = user.Username,
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CountryCode = user.CountryCode,
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};
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}
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}
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[Ignored]
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public ScoreRank Rank
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{
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get => (ScoreRank)RankInt;
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set => RankInt = (int)value;
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}
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[MapTo(nameof(Rank))]
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public int RankInt { get; set; }
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IRulesetInfo IScoreInfo.Ruleset => Ruleset;
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IBeatmapInfo? IScoreInfo.Beatmap => BeatmapInfo;
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IUser IScoreInfo.User => User;
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#region Properties required to make things work with existing usages
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public int UserID => RealmUser.OnlineID;
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public int RulesetID => Ruleset.OnlineID;
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[Ignored]
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public List<HitEvent> HitEvents { get; set; } = new List<HitEvent>();
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public ScoreInfo DeepClone()
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{
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var clone = (ScoreInfo)this.Detach().MemberwiseClone();
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clone.Statistics = new Dictionary<HitResult, int>(clone.Statistics);
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clone.MaximumStatistics = new Dictionary<HitResult, int>(clone.MaximumStatistics);
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clone.HitEvents = new List<HitEvent>(clone.HitEvents);
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// Ensure we have fresh mods to avoid any references (ie. after gameplay).
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clone.clearAllMods();
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clone.ModsJson = ModsJson;
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clone.RealmUser = new RealmUser
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{
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OnlineID = RealmUser.OnlineID,
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Username = RealmUser.Username,
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CountryCode = RealmUser.CountryCode,
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};
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return clone;
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}
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[Ignored]
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public bool Passed { get; set; } = true;
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public int Combo { get; set; }
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/// <summary>
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/// The position of this score, starting at 1.
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/// </summary>
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[Ignored]
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public int? Position { get; set; } // TODO: remove after all calls to `CreateScoreInfo` are gone.
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[Ignored]
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public LocalisableString DisplayAccuracy => Accuracy.FormatAccuracy();
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/// <summary>
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/// Whether this <see cref="ScoreInfo"/> represents a legacy (osu!stable) score.
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/// </summary>
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public bool IsLegacyScore { get; set; }
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private Dictionary<HitResult, int>? statistics;
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[Ignored]
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public Dictionary<HitResult, int> Statistics
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{
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get
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{
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if (statistics != null)
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return statistics;
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if (!string.IsNullOrEmpty(StatisticsJson))
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statistics = JsonConvert.DeserializeObject<Dictionary<HitResult, int>>(StatisticsJson);
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return statistics ??= new Dictionary<HitResult, int>();
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}
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set => statistics = value;
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}
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private Dictionary<HitResult, int>? maximumStatistics;
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[Ignored]
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public Dictionary<HitResult, int> MaximumStatistics
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{
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get
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{
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if (maximumStatistics != null)
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return maximumStatistics;
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if (!string.IsNullOrEmpty(MaximumStatisticsJson))
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maximumStatistics = JsonConvert.DeserializeObject<Dictionary<HitResult, int>>(MaximumStatisticsJson);
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return maximumStatistics ??= new Dictionary<HitResult, int>();
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}
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set => maximumStatistics = value;
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}
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private Mod[]? mods;
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[Ignored]
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public Mod[] Mods
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{
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get
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{
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if (mods != null)
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return mods;
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return APIMods.Select(m => m.ToMod(Ruleset.CreateInstance())).ToArray();
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}
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set
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{
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clearAllMods();
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mods = value;
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updateModsJson();
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}
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}
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private APIMod[]? apiMods;
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// Used for API serialisation/deserialisation.
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[Ignored]
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public APIMod[] APIMods
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{
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get
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{
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if (apiMods != null) return apiMods;
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// prioritise reading from realm backing
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if (!string.IsNullOrEmpty(ModsJson))
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apiMods = JsonConvert.DeserializeObject<APIMod[]>(ModsJson);
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// then check mods set via Mods property.
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if (mods != null)
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apiMods ??= mods.Select(m => new APIMod(m)).ToArray();
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return apiMods ?? Array.Empty<APIMod>();
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}
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set
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{
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clearAllMods();
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apiMods = value;
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updateModsJson();
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}
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}
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private void clearAllMods()
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{
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ModsJson = string.Empty;
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mods = null;
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apiMods = null;
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}
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private void updateModsJson()
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{
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ModsJson = APIMods.Length > 0
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? JsonConvert.SerializeObject(APIMods)
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: string.Empty;
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}
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public IEnumerable<HitResultDisplayStatistic> GetStatisticsForDisplay()
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{
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foreach (var r in Ruleset.CreateInstance().GetHitResults())
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{
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int value = Statistics.GetValueOrDefault(r.result);
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switch (r.result)
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{
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case HitResult.SmallTickHit:
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case HitResult.LargeTickHit:
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case HitResult.SliderTailHit:
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case HitResult.LargeBonus:
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case HitResult.SmallBonus:
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if (MaximumStatistics.TryGetValue(r.result, out int count) && count > 0)
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yield return new HitResultDisplayStatistic(r.result, value, count, r.displayName);
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break;
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case HitResult.SmallTickMiss:
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case HitResult.LargeTickMiss:
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break;
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default:
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yield return new HitResultDisplayStatistic(r.result, value, null, r.displayName);
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break;
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}
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}
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}
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#endregion
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public bool Equals(ScoreInfo? other) => other?.ID == ID;
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public override string ToString() => this.GetDisplayTitle();
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}
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}
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