wrote crate level docs
This commit is contained in:
@@ -2,210 +2,96 @@
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# rosu-pp
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TODO: Rewrite readme
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<!-- cargo-rdme start -->
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A standalone crate to calculate star ratings and performance points for all [osu!](https://osu.ppy.sh/home) gamemodes.
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Library to calculate difficulty and performance attributes for all [osu!] gamemodes.
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Async is supported through features, see below.
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### Description
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A large part of `rosu-pp` is a port of [osu!lazer]'s difficulty and performance calculation
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with emphasis on a precise translation to Rust for the most accurate results.
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Another important factor is the calculation speed. Optimizations and an accurate translation
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unfortunately don't always go hand-in-hand. Nonetheless, performance improvements are still
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snuck in wherever possible, providing a significantly faster runtime than the native C# code.
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TODO: values to compare
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Additionally, `rosu-pp` allows previous values to be re-used so that they don't need to be
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calculated again. For example, a beatmap needs to be decoded only once and can then be used
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for any amount of attribute calculations. Similarly, previous attributes can be re-used for
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later calculations (with some limitations, see the [example](#usage)).
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Last commits of the ported code:
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- [osu!lazer]: `7342fb7f51b34533a42bffda89c3d6c569cc69ce` (2022-10-11)
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- [osu!tools]: `146d5916937161ef65906aa97f85d367035f3712` (2022-10-08)
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News posts of the latest gamemode updates:
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- osu: <https://osu.ppy.sh/home/news/2022-09-30-changes-to-osu-sr-and-pp>
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- taiko: <https://osu.ppy.sh/home/news/2022-09-28-changes-to-osu-taiko-sr-and-pp>
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- catch: <https://osu.ppy.sh/home/news/2020-05-14-osucatch-scoring-updates>
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- mania: <https://osu.ppy.sh/home/news/2022-10-09-changes-to-osu-mania-sr-and-pp>
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### Usage
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```rust
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use rosu_pp::{Beatmap, BeatmapExt};
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// Decode the map
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let map = rosu_pp::Beatmap::from_path("./resources/2785319.osu").unwrap();
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// Parse the map yourself
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let map = match Beatmap::from_path("/path/to/file.osu") {
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Ok(map) => map,
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Err(why) => panic!("Error while parsing map: {}", why),
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};
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// Calculate difficulty attributes
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let diff_attrs = map.difficulty()
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.mods(8 + 16) // HDHR
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.calculate();
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// If `BeatmapExt` is included, you can make use of
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// some methods on `Beatmap` to make your life simpler.
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let result = map.pp()
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.mods(24) // HDHR
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.combo(1234)
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let stars = diff_attrs.stars();
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// Calculate performance attributes
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let perf_attrs = map.performance()
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// To speed up the calculation, we can use the previous attributes.
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// **Note** that this should only be done if the map, mode, mods,
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// clock rate, and amount of passed objects stay the same.
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// Otherwise, the final attributes will be incorrect.
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.attributes(diff_attrs)
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.mods(24) // HDHR, must be the same as before
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.combo(789)
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.accuracy(99.2)
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.misses(2)
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.calculate();
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println!("PP: {}", result.pp());
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let pp = perf_attrs.pp();
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// If you want to reuse the current map-mod combination, make use of the previous result!
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// If attributes are given, then stars & co don't have to be recalculated.
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let next_result = map.pp()
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.mods(24) // HDHR
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.attributes(result) // recycle
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.combo(543)
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.misses(5)
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.n50(3)
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.accuracy(96.5)
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.calculate();
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println!("Next PP: {}", next_result.pp());
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let stars = map.stars()
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.mods(16) // HR
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// Again, we re-use the previous attributes for maximum efficiency.
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// This time we do it directly instead of through the map.
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let max_pp = perf_attrs.performance()
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.mods(24) // Still the same
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.calculate()
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.stars();
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.pp();
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let max_pp = map.max_pp(16).pp();
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println!("Stars: {} | Max PP: {}", stars, max_pp);
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```
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### With async
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If either the `async_tokio` or `async_std` feature is enabled, beatmap parsing will be async.
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```rust
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use rosu_pp::{Beatmap, BeatmapExt};
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// Parse the map asynchronously
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let map = match Beatmap::from_path("/path/to/file.osu").await {
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Ok(map) => map,
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Err(why) => panic!("Error while parsing map: {}", why),
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};
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// The rest stays the same
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let result = map.pp()
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.mods(24) // HDHR
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.combo(1234)
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.n_misses(2)
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.accuracy(99.2)
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.calculate();
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println!("PP: {}", result.pp());
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println!("Stars: {stars} | PP: {pp}/{max_pp}");
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```
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### Gradual calculation
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Sometimes you might want to calculate the difficulty of a map or performance of a score after each hit object.
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This could be done by using `passed_objects` as the amount of objects that were passed so far.
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However, this requires to recalculate the beginning again and again, we can be more efficient than that.
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Instead, you should enable the `gradual` feature and use `GradualDifficulty` and `GradualPerformance`:
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```rust
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use rosu_pp::{
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Beatmap, BeatmapExt, GradualDifficulty, GradualPerformance, ScoreState,
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taiko::TaikoScoreState,
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};
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let map = match Beatmap::from_path("/path/to/file.osu") {
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Ok(map) => map,
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Err(why) => panic!("Error while parsing map: {}", why),
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};
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let mods = 8 + 64; // HDDT
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// If you're only interested in the star rating or other difficulty values,
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// use `GradualDifficulty`.
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let gradual_difficulty = GradualDifficulty::new(&map, mods);
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// Since `GradualDifficulty` implements `Iterator`, you can use
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// any iterate function on it, use it in loops, collect them into a `Vec`, ...
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for (i, difficulty) in gradual_difficulty.enumerate() {
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println!("Stars after object {}: {}", i, difficulty.stars());
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}
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// Gradually calculating performance values does the same as calculating
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// difficulty attributes but it goes the extra step and also evaluates
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// the state of a score for these difficulty attributes.
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let mut gradual_performance = GradualPerformance::new(&map, mods);
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// The default score state is kinda chunky because it considers all modes.
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let state = ScoreState {
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max_combo: 1,
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n_geki: 0, // only relevant for mania
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n_katu: 0, // only relevant for mania and ctb
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n300: 1,
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n100: 0,
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n50: 0,
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n_misses: 0,
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};
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// Process the score state after the first object
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let curr_performance = match gradual_performance.next(state) {
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Some(perf) => perf,
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None => panic!("the map has no hit objects"),
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};
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println!("PP after the first object: {}", curr_performance.pp());
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// If you're only interested in maps of a specific mode, consider
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// using the mode's gradual calculator instead of the general one.
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// Let's assume it's a taiko map.
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// Instead of starting off with `GradualPerformance` one could have
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// used `TaikoGradualPerformance`.
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let mut gradual_performance = match gradual_performance {
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GradualPerformanceAttributes::Taiko(gradual) => gradual,
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_ => panic!("the map was not taiko but {:?}", map.mode),
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};
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// A little simpler than the general score state.
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let state = TaikoScoreState {
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max_combo: 11,
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n300: 9,
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n100: 1,
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n_misses: 1,
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};
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// Process the next 10 objects in one go (`nth` takes a zero-based value).
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let curr_performance = match gradual_performance.nth(state, 9) {
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Some(perf) => perf,
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None => panic!("the previous `next` already processed the last object"),
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};
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println!("PP after the first 11 objects: {}", curr_performance.pp());
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```
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TODO
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### Features
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| Flag | Description |
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| ------------- |------------------------------------------------------------------------------------------|
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| `default` | Beatmap parsing will be non-async |
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| `async_tokio` | Beatmap parsing will be async through [tokio](https://github.com/tokio-rs/tokio) |
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| `async_std` | Beatmap parsing will be async through [async-std](https://github.com/async-rs/async-std) |
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| `gradual` | Enable gradual difficulty and performance calculation |
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### Version
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A large portion of this repository is a port of [osu!lazer](https://github.com/ppy/osu)'s difficulty and performance calculation.
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- osu!:
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- osu!lazer: Commit `85adfc2df7d931164181e145377a6ced8db2bfb3` (Wed Sep 28 18:26:36 2022 +0300)
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- osu!tools: Commit `146d5916937161ef65906aa97f85d367035f3712` (Sat Oct 8 14:28:49 2022 +0900)
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- [Article](https://osu.ppy.sh/home/news/2022-09-30-changes-to-osu-sr-and-pp)
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- taiko:
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- osu!lazer: Commit `234c6ac7998fbc6742503e1a589536255554e56a` (Wed Oct 5 20:21:15 2022 +0900)
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- osu!tools: Commit `146d5916937161ef65906aa97f85d367035f3712` (Sat Oct 8 14:28:49 2022 +0900)
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- [Article](https://osu.ppy.sh/home/news/2022-09-28-changes-to-osu-taiko-sr-and-pp)
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- catch: (will be updated on the next rework)
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- osu!lazer: -
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- osu!tools: -
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- mania:
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- osu!lazer: Commit `7342fb7f51b34533a42bffda89c3d6c569cc69ce` (Tue Oct 11 14:34:50 2022 +0900)
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- osu!tools: Commit `146d5916937161ef65906aa97f85d367035f3712` (Sat Oct 8 14:28:49 2022 +0900)
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- [Article](https://osu.ppy.sh/home/news/2022-10-09-changes-to-osu-mania-sr-and-pp)
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### Accuracy
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The difficulty and performance attributes generated by [osu-tools](https://github.com/ppy/osu-tools) itself were compared with rosu-pp's results when running on `130,000` different maps. Additionally, multiple mod combinations were tested depending on the mode:
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- osu!: NM, EZ, HD, HR, DT
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- taiko: NM, HD, HR, DT (+ all osu! converts)
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- catch: -
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- mania: NM, DT (+ all osu! converts)
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For every (!) comparison of the star and pp values, the error margin was below `0.000000001`, ensuing a great accuracy.
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### Benchmark
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To be done
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| Flag | Description | Dependencies
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| --------- | ----------- | ------------
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| `default` | No features |
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| `tracing` | Any error encountered during beatmap decoding will be logged through `tracing::error`. If this features is not enabled, errors will be ignored. | [`tracing`]
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### Bindings
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Using rosu-pp from other languages than Rust:
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- JavaScript: [rosu-pp-js](https://github.com/MaxOhn/rosu-pp-js)
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- Python: [rosu-pp-py](https://github.com/MaxOhn/rosu-pp-py)
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Using `rosu-pp` from other languages than Rust:
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- JavaScript: [rosu-pp-js]
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- Python: [rosu-pp-py]
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[osu!]: https://osu.ppy.sh/home
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[osu!lazer]: https://github.com/ppy/osu
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[osu!tools]: https://github.com/ppy/osu-tools
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[`tracing`]: https://docs.rs/tracing
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[rosu-pp-js]: https://github.com/MaxOhn/rosu-pp-js
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[rosu-pp-py]: https://github.com/MaxOhn/rosu-pp-py
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<!-- cargo-rdme end -->
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+29
-11
@@ -3,16 +3,27 @@
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//! ## Description
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//!
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//! A large part of `rosu-pp` is a port of [osu!lazer]'s difficulty and performance calculation
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//! with emphasis on a precise translation to rust for the most accurate results.
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//! with emphasis on a precise translation to Rust for the most accurate results.
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//!
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//! Another important factor is the calculation speed. Optimizations and an accurate translation
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//! unfortunately don't always go hand-in-hand. Nonetheless, performance improvements are still
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//! snuck in wherever possible, providing a significantly faster runtime than the native C# code.
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//!
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//! TODO: values to compare
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//!
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//! Additionally, `rosu-pp` allows previous values to be re-used so that they don't need to be
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//! calculated again. For example, a beatmap needs to be decoded only once and can then be used
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//! for any amount of attribute calculations. Similarly, previous attributes can be re-used for
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//! later calculations (with some limitations, see the [example](#usage)).
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//!
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//! Last commits of the ported code:
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//! - [osu!lazer]: `7342fb7f51b34533a42bffda89c3d6c569cc69ce` (2022-10-11)
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//! - [osu!tools]: `146d5916937161ef65906aa97f85d367035f3712` (2022-10-08)
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//!
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//! Posts of the latest gamemode updates:
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//! News posts of the latest gamemode updates:
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//! - osu: <https://osu.ppy.sh/home/news/2022-09-30-changes-to-osu-sr-and-pp>
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//! - taiko: <https://osu.ppy.sh/home/news/2022-09-28-changes-to-osu-taiko-sr-and-pp>
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//! - catch: TODO
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//! - catch: <https://osu.ppy.sh/home/news/2020-05-14-osucatch-scoring-updates>
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//! - mania: <https://osu.ppy.sh/home/news/2022-10-09-changes-to-osu-mania-sr-and-pp>
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//!
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//! ## Usage
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@@ -30,13 +41,12 @@
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//!
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//! // Calculate performance attributes
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//! let perf_attrs = map.performance()
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//! // To speed up the calculation significantly, we can re-use the previous
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//! // attributes.
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//! // **Note** that this should only be done if the map, mode, mods, and
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//! // amount of passed objects stay the same. Otherwise, the resulting
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//! // attributes will be incorrect.
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//! // To speed up the calculation, we can use the previous attributes.
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//! // **Note** that this should only be done if the map, mode, mods,
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//! // clock rate, and amount of passed objects stay the same.
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//! // Otherwise, the final attributes will be incorrect.
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//! .attributes(diff_attrs)
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//! .mods(24) // HDHR, same as before
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//! .mods(24) // HDHR, must be the same as before
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//! .combo(789)
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//! .accuracy(99.2)
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//! .misses(2)
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@@ -60,15 +70,23 @@
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//!
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//! ## Features
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//!
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//! | Flag | Description | Dependencies
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//! | - | - | -
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//! | Flag | Description | Dependencies
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//! | --------- | ----------- | ------------
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//! | `default` | No features |
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//! | `tracing` | Any error encountered during beatmap decoding will be logged through `tracing::error`. If this features is not enabled, errors will be ignored. | [`tracing`]
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//!
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//! ## Bindings
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//!
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//! Using `rosu-pp` from other languages than Rust:
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//! - JavaScript: [rosu-pp-js]
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//! - Python: [rosu-pp-py]
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//!
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//! [osu!]: https://osu.ppy.sh/home
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//! [osu!lazer]: https://github.com/ppy/osu
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//! [osu!tools]: https://github.com/ppy/osu-tools
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//! [`tracing`]: https://docs.rs/tracing
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//! [rosu-pp-js]: https://github.com/MaxOhn/rosu-pp-js
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//! [rosu-pp-py]: https://github.com/MaxOhn/rosu-pp-py
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#![deny(rustdoc::broken_intra_doc_links)]
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#![warn(clippy::missing_const_for_fn, clippy::pedantic)]
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Reference in New Issue
Block a user