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[](https://crates.io/crates/rosu-pp) [](https://docs.rs/rosu-pp)
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# akatsuki-pp-rs
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# rosu-pp
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<!-- cargo-rdme start -->
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Library to calculate difficulty and performance attributes for all [osu!] gamemodes.
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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](#accuracy)
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while also providing a significant [boost in performance](#speed).
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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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// Decode the map
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let map = rosu_pp::Beatmap::from_path("./resources/2785319.osu").unwrap();
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// Calculate difficulty attributes
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let diff_attrs = rosu_pp::Difficulty::new()
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.mods(8 + 16) // HDHR
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.calculate(&map);
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let stars = diff_attrs.stars();
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// Calculate performance attributes
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let perf_attrs = rosu_pp::Performance::new(diff_attrs)
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// To speed up the calculation, we used the previous attributes.
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// **Note** that this should only be done if the map and all difficulty
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// settings stay the same, otherwise the final attributes will be incorrect!
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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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let pp = perf_attrs.pp();
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// Again, we re-use the previous attributes for maximum efficiency.
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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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.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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Gradually calculating attributes provides an efficient way to process each hitobject
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separately and calculate the attributes only up to that point.
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For difficulty attributes, there is `GradualDifficulty` which implements `Iterator`
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and for performance attributes there is `GradualPerformance` which requires the current
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score state.
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```rust
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use rosu_pp::{Beatmap, GradualPerformance, Difficulty, any::ScoreState};
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let map = Beatmap::from_path("./resources/1028484.osu").unwrap();
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let mut gradual = Difficulty::new()
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.mods(16 + 64) // HRDT
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.clock_rate(1.2)
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.gradual_performance(&map);
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let mut state = ScoreState::new(); // empty state, everything is on 0.
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// The first 10 hitresults are 300s
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for _ in 0..10 {
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state.n300 += 1;
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state.max_combo += 1;
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let attrs = gradual.next(state.clone()).unwrap();
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println!("PP: {}", attrs.pp());
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}
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// Fast-forward to the end
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state.max_combo = ...
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state.n300 = ...
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state.n_katu = ...
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...
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let attrs = gradual.last(state).unwrap();
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println!("PP: {}", attrs.pp());
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```
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### Accuracy
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`rosu-pp` was tested against all current beatmaps on multiple mod combinations and delivered
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values that matched osu!lazer perfectly down to the last decimal place.
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However, there is one small caveat: the values are only this precise on debug mode.
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On release mode, Rust's compiler performs optimizations that produce the tiniest discrepancies
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due to floating point inaccuracies which can cascade into larger differences in the end.
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With this in mind, `rosu-pp` is still as accurate as can be without targeting the
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.NET compiler itself. Realistically, the inaccuracies in release mode are negligibly small.
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### Speed
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An important factor for `rosu-pp` 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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Results of a rudimentary [benchmark] of osu!lazer and rosu-pp:
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```txt
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osu!lazer:
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Decoding maps: Median: 378.10ms | Mean: 381.47ms
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Calculating difficulties: Median: 588.89ms | Mean: 597.11ms
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Calculating performances: Median: 315.90µs | Mean: 310.60µs
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rosu-pp:
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Decoding maps: Median: 46.94ms | Mean: 47.21ms
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Calculating difficulties: Median: 72.90ms | Mean: 73.13ms
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Calculating performances: Median: 44.13µs | Mean: 45.53µs
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```
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### Features
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| Flag | Description | Dependencies
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| ----------------- | ------------------------------------- | ------------
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| `default` | Enables the `compact_strains` feature |
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| `compact_strains` | Storing internal strain values in a plain Vec introduces an out-of-memory risk on maliciously long maps (see [/b/3739922](https://osu.ppy.sh/b/3739922)). This feature stores strains more compactly, but comes with a ~5% loss in performance. |
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| `sync` | Some gradual calculation types can only be shared across threads if this feature is enabled. This adds a performance penalty so only enable this if really needed. |
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| `tracing` | Any error encountered during beatmap decoding will be logged through `tracing::error`. If this feature 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]
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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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[benchmark]: https://gist.github.com/MaxOhn/625af10011f6d7e13a171b08ccf959ff
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<!-- cargo-rdme end -->
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`akatsuki-pp-rs` is a fork of [rosu-pp](https://github.com/MaxOhn/rosu-pp) with customized calculations for relax and autopilot.
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