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Convert legacy total score to standardised when importing high scores #135
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caa64b0
Convert ScoreV1 to ScoreV2
smoogipoo 86c7c00
Update `osu.Game` packages
peppy 273329e
Use constants for database attributes
peppy bd5ecd5
Remove rest of `RecalculateScoresCommand` code for now to ensure it i…
peppy 133cc4f
Merge branch 'master' into convert-from-scorev1
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Original file line number | Diff line number | Diff line change |
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@@ -12,7 +12,6 @@ | |
using osu.Game.Rulesets; | ||
using osu.Game.Rulesets.Judgements; | ||
using osu.Game.Rulesets.Scoring; | ||
using osu.Game.Scoring; | ||
using osu.Server.Queues.ScoreStatisticsProcessor; | ||
using osu.Server.Queues.ScoreStatisticsProcessor.Models; | ||
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@@ -58,7 +57,6 @@ public async Task<int> OnExecuteAsync(CancellationToken cancellationToken) | |
foreach (var score in scores) | ||
{ | ||
bool requiresUpdate = ensureMaximumStatistics(score); | ||
requiresUpdate |= ensureCorrectTotalScore(score); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Does this command even make sense anymore? |
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if (requiresUpdate) | ||
{ | ||
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@@ -122,26 +120,5 @@ private bool ensureMaximumStatistics(SoloScore score) | |
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return true; | ||
} | ||
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private bool ensureCorrectTotalScore(SoloScore score) | ||
{ | ||
Ruleset ruleset = LegacyRulesetHelper.GetRulesetFromLegacyId(score.ruleset_id); | ||
ScoreInfo scoreInfo = score.ScoreInfo.ToScoreInfo(score.ScoreInfo.Mods.Select(m => m.ToMod(ruleset)).ToArray()); | ||
scoreInfo.Ruleset = ruleset.RulesetInfo; | ||
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ScoreProcessor scoreProcessor = ruleset.CreateScoreProcessor(); | ||
scoreProcessor.Mods.Value = scoreInfo.Mods; | ||
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long totalScore = scoreProcessor.ComputeScore(ScoringMode.Standardised, scoreInfo); | ||
double accuracy = scoreProcessor.ComputeAccuracy(scoreInfo); | ||
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if (totalScore == score.ScoreInfo.TotalScore && Math.Round(accuracy, 2) == Math.Round(score.ScoreInfo.Accuracy, 2)) | ||
return false; | ||
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score.ScoreInfo.TotalScore = totalScore; | ||
score.ScoreInfo.Accuracy = accuracy; | ||
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return true; | ||
} | ||
} | ||
} |
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I don't really know why this switch existed. The max combo appears to be identical for non-keymod mania difficulties too.
https://github.com/ppy/osu/blob/1d4380cfd0f7b91df58cc1342998bec0d6654420/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs#L60-L66
I believe this may have been legacy code...