osu/osu.Game/Beatmaps/WorkingBeatmap.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Diagnostics;
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using System.Linq;
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using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Framework.Statistics;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
using osu.Game.Storyboards;
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namespace osu.Game.Beatmaps
{
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public abstract class WorkingBeatmap : IWorkingBeatmap
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{
public readonly BeatmapInfo BeatmapInfo;
public readonly BeatmapSetInfo BeatmapSetInfo;
public readonly BeatmapMetadata Metadata;
protected AudioManager AudioManager { get; }
private static readonly GlobalStatistic<int> total_count = GlobalStatistics.Get<int>(nameof(Beatmaps), $"Total {nameof(WorkingBeatmap)}s");
protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
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{
AudioManager = audioManager;
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BeatmapInfo = beatmapInfo;
BeatmapSetInfo = beatmapInfo.BeatmapSet;
Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
waveform = new RecyclableLazy<Waveform>(GetWaveform);
storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
skin = new RecyclableLazy<ISkin>(GetSkin);
total_count.Value++;
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}
protected virtual Track GetVirtualTrack(double emptyLength = 0)
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{
const double excess_length = 1000;
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var lastObject = Beatmap.HitObjects.LastOrDefault();
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double length;
switch (lastObject)
{
case null:
length = emptyLength;
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break;
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case IHasDuration endTime:
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length = endTime.EndTime + excess_length;
break;
default:
length = lastObject.StartTime + excess_length;
break;
}
return AudioManager.Tracks.GetVirtual(length);
}
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
/// <param name="ruleset">The <see cref="Ruleset"/> for which <paramref name="beatmap"/> should be converted.</param>
/// <returns>The applicable <see cref="IBeatmapConverter"/>.</returns>
protected virtual IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) => ruleset.CreateBeatmapConverter(beatmap);
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null)
{
using (var cancellationSource = createCancellationTokenSource(timeout))
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{
mods ??= Array.Empty<Mod>();
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var rulesetInstance = ruleset.CreateInstance();
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IBeatmapConverter converter = CreateBeatmapConverter(Beatmap, rulesetInstance);
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// Check if the beatmap can be converted
if (Beatmap.HitObjects.Count > 0 && !converter.CanConvert())
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter}).");
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// Apply conversion mods
foreach (var mod in mods.OfType<IApplicableToBeatmapConverter>())
{
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if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
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mod.ApplyToBeatmapConverter(converter);
}
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// Convert
IBeatmap converted = converter.Convert();
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// Apply difficulty mods
if (mods.Any(m => m is IApplicableToDifficulty))
{
converted.BeatmapInfo = converted.BeatmapInfo.Clone();
converted.BeatmapInfo.BaseDifficulty = converted.BeatmapInfo.BaseDifficulty.Clone();
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foreach (var mod in mods.OfType<IApplicableToDifficulty>())
{
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if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
}
}
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IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
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processor?.PreProcess();
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
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try
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{
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foreach (var obj in converted.HitObjects)
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
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obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty, cancellationSource.Token);
}
}
catch (OperationCanceledException)
{
throw new BeatmapLoadTimeoutException(BeatmapInfo);
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}
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foreach (var mod in mods.OfType<IApplicableToHitObject>())
{
foreach (var obj in converted.HitObjects)
{
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if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
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mod.ApplyToHitObject(obj);
}
}
processor?.PostProcess();
foreach (var mod in mods.OfType<IApplicableToBeatmap>())
{
cancellationSource.Token.ThrowIfCancellationRequested();
mod.ApplyToBeatmap(converted);
}
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return converted;
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}
}
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private CancellationTokenSource loadCancellation = new CancellationTokenSource();
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/// <summary>
/// Beings loading the contents of this <see cref="WorkingBeatmap"/> asynchronously.
/// </summary>
public void BeginAsyncLoad()
{
loadBeatmapAsync();
}
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/// <summary>
/// Cancels the asynchronous loading of the contents of this <see cref="WorkingBeatmap"/>.
/// </summary>
public void CancelAsyncLoad()
{
loadCancellation?.Cancel();
loadCancellation = new CancellationTokenSource();
if (beatmapLoadTask?.IsCompleted != true)
beatmapLoadTask = null;
}
private CancellationTokenSource createCancellationTokenSource(TimeSpan? timeout)
{
if (Debugger.IsAttached)
// ignore timeout when debugger is attached (may be breakpointing / debugging).
return new CancellationTokenSource();
return new CancellationTokenSource(timeout ?? TimeSpan.FromSeconds(10));
}
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private Task<IBeatmap> loadBeatmapAsync() => beatmapLoadTask ??= Task.Factory.StartNew(() =>
{
// Todo: Handle cancellation during beatmap parsing
var b = GetBeatmap() ?? new Beatmap();
// The original beatmap version needs to be preserved as the database doesn't contain it
BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
b.BeatmapInfo = BeatmapInfo;
return b;
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}, loadCancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
public override string ToString() => BeatmapInfo.ToString();
public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
public IBeatmap Beatmap
{
get
{
try
{
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return loadBeatmapAsync().Result;
}
catch (AggregateException ae)
{
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// This is the exception that is generally expected here, which occurs via natural cancellation of the asynchronous load
if (ae.InnerExceptions.FirstOrDefault() is TaskCanceledException)
return null;
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Logger.Error(ae, "Beatmap failed to load");
return null;
}
catch (Exception e)
{
Logger.Error(e, "Beatmap failed to load");
return null;
}
}
}
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protected abstract IBeatmap GetBeatmap();
private Task<IBeatmap> beatmapLoadTask;
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public bool BackgroundLoaded => background.IsResultAvailable;
public Texture Background => background.Value;
protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
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protected abstract Texture GetBackground();
private readonly RecyclableLazy<Texture> background;
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public Track GetRealTrack() => GetTrack() ?? GetVirtualTrack(1000);
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protected abstract Track GetTrack();
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public bool WaveformLoaded => waveform.IsResultAvailable;
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public Waveform Waveform => waveform.Value;
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protected virtual Waveform GetWaveform() => new Waveform(null);
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private readonly RecyclableLazy<Waveform> waveform;
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public bool StoryboardLoaded => storyboard.IsResultAvailable;
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public Storyboard Storyboard => storyboard.Value;
protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
private readonly RecyclableLazy<Storyboard> storyboard;
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public bool SkinLoaded => skin.IsResultAvailable;
public ISkin Skin => skin.Value;
protected virtual ISkin GetSkin() => new DefaultSkin();
private readonly RecyclableLazy<ISkin> skin;
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~WorkingBeatmap()
{
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total_count.Value--;
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}
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public class RecyclableLazy<T>
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{
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private Lazy<T> lazy;
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private readonly Func<T> valueFactory;
private readonly Func<T, bool> stillValidFunction;
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private readonly object fetchLock = new object();
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public RecyclableLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
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{
this.valueFactory = valueFactory;
this.stillValidFunction = stillValidFunction;
recreate();
}
public void Recycle()
{
if (!IsResultAvailable) return;
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(lazy.Value as IDisposable)?.Dispose();
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recreate();
}
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public bool IsResultAvailable => stillValid;
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public T Value
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{
get
{
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lock (fetchLock)
{
if (!stillValid)
recreate();
return lazy.Value;
}
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}
}
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private bool stillValid => lazy.IsValueCreated && (stillValidFunction?.Invoke(lazy.Value) ?? true);
private void recreate() => lazy = new Lazy<T>(valueFactory, LazyThreadSafetyMode.ExecutionAndPublication);
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}
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private class BeatmapLoadTimeoutException : TimeoutException
{
public BeatmapLoadTimeoutException(BeatmapInfo beatmapInfo)
: base($"Timed out while loading beatmap ({beatmapInfo}).")
{
}
}
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}
}