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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.IO ;
using System.Linq ;
using System.Reflection ;
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using System.Threading ;
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using osu.Framework.Allocation ;
using osu.Framework.Audio ;
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using osu.Framework.Bindables ;
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using osu.Framework.Development ;
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using osu.Framework.Extensions ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
using osu.Framework.Graphics.Performance ;
using osu.Framework.Graphics.Textures ;
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using osu.Framework.Input ;
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using osu.Framework.IO.Stores ;
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using osu.Framework.Logging ;
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using osu.Framework.Platform ;
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using osu.Game.Audio ;
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using osu.Game.Beatmaps ;
using osu.Game.Configuration ;
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using osu.Game.Database ;
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using osu.Game.Graphics ;
using osu.Game.Graphics.Cursor ;
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using osu.Game.Input ;
using osu.Game.Input.Bindings ;
using osu.Game.IO ;
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using osu.Game.Online ;
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using osu.Game.Online.API ;
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using osu.Game.Online.Chat ;
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using osu.Game.Online.Multiplayer ;
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using osu.Game.Online.Spectator ;
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using osu.Game.Overlays ;
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using osu.Game.Resources ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Scoring ;
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using osu.Game.Skinning ;
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using osu.Game.Utils ;
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using RuntimeInfo = osu . Framework . RuntimeInfo ;
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namespace osu.Game
{
/// <summary>
/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
/// for provide dependencies to test cases without interfering with them.
/// </summary>
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public partial class OsuGameBase : Framework . Game , ICanAcceptFiles
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{
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public const string CLIENT_STREAM_NAME = @"lazer" ;
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public const int SAMPLE_CONCURRENCY = 6 ;
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/// <summary>
/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
/// </summary>
public const int SAMPLE_DEBOUNCE_TIME = 20 ;
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/// <summary>
/// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects.
/// </summary>
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internal const double GLOBAL_TRACK_VOLUME_ADJUST = 0.8 ;
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public bool UseDevelopmentServer { get ; }
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public virtual Version AssemblyVersion = > Assembly . GetEntryAssembly ( ) ? . GetName ( ) . Version ? ? new Version ( ) ;
/// <summary>
/// MD5 representation of the game executable.
/// </summary>
public string VersionHash { get ; private set ; }
public bool IsDeployedBuild = > AssemblyVersion . Major > 0 ;
public virtual string Version
{
get
{
if ( ! IsDeployedBuild )
return @"local " + ( DebugUtils . IsDebugBuild ? @"debug" : @"release" ) ;
var version = AssemblyVersion ;
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return $@"{version.Major}.{version.Minor}.{version.Build}-lazer" ;
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}
}
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protected OsuConfigManager LocalConfig { get ; private set ; }
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protected SessionStatics SessionStatics { get ; private set ; }
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protected BeatmapManager BeatmapManager { get ; private set ; }
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protected ScoreManager ScoreManager { get ; private set ; }
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protected SkinManager SkinManager { get ; private set ; }
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protected RulesetStore RulesetStore { get ; private set ; }
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protected RealmKeyBindingStore KeyBindingStore { get ; private set ; }
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protected MenuCursorContainer MenuCursorContainer { get ; private set ; }
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protected MusicController MusicController { get ; private set ; }
protected IAPIProvider API { get ; set ; }
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protected Storage Storage { get ; set ; }
protected Bindable < WorkingBeatmap > Beatmap { get ; private set ; } // cached via load() method
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[Cached]
[Cached(typeof(IBindable<RulesetInfo>))]
protected readonly Bindable < RulesetInfo > Ruleset = new Bindable < RulesetInfo > ( ) ;
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/// <summary>
/// The current mod selection for the local user.
/// </summary>
/// <remarks>
/// If a mod select overlay is present, mod instances set to this value are not guaranteed to remain as the provided instance and will be overwritten by a copy.
/// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection.
/// As such, all settings should be finalised before adding a mod to this collection.
/// </remarks>
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[Cached]
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[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
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protected readonly Bindable < IReadOnlyList < Mod > > SelectedMods = new Bindable < IReadOnlyList < Mod > > ( Array . Empty < Mod > ( ) ) ;
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/// <summary>
/// Mods available for the current <see cref="Ruleset"/>.
/// </summary>
public readonly Bindable < Dictionary < ModType , IReadOnlyList < Mod > > > AvailableMods = new Bindable < Dictionary < ModType , IReadOnlyList < Mod > > > ( ) ;
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private BeatmapDifficultyCache difficultyCache ;
private UserLookupCache userCache ;
private FileStore fileStore ;
private RulesetConfigCache rulesetConfigCache ;
private SpectatorClient spectatorClient ;
private MultiplayerClient multiplayerClient ;
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private DatabaseContextFactory contextFactory ;
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private RealmContextFactory realmFactory ;
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protected override Container < Drawable > Content = > content ;
private Container content ;
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private DependencyContainer dependencies ;
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private Bindable < bool > fpsDisplayVisible ;
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private readonly BindableNumber < double > globalTrackVolumeAdjust = new BindableNumber < double > ( GLOBAL_TRACK_VOLUME_ADJUST ) ;
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public OsuGameBase ( )
{
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UseDevelopmentServer = DebugUtils . IsDebugBuild ;
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Name = @"osu!" ;
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}
[BackgroundDependencyLoader]
private void load ( )
{
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try
{
using ( var str = File . OpenRead ( typeof ( OsuGameBase ) . Assembly . Location ) )
VersionHash = str . ComputeMD5Hash ( ) ;
}
catch
{
// special case for android builds, which can't read DLLs from a packed apk.
// should eventually be handled in a better way.
VersionHash = $"{Version}-{RuntimeInfo.OS}" . ComputeMD5Hash ( ) ;
}
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Resources . AddStore ( new DllResourceStore ( OsuResources . ResourceAssembly ) ) ;
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dependencies . Cache ( contextFactory = new DatabaseContextFactory ( Storage ) ) ;
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dependencies . Cache ( realmFactory = new RealmContextFactory ( Storage , "client" ) ) ;
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dependencies . CacheAs ( Storage ) ;
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var largeStore = new LargeTextureStore ( Host . CreateTextureLoaderStore ( new NamespacedResourceStore < byte [ ] > ( Resources , @"Textures" ) ) ) ;
largeStore . AddStore ( Host . CreateTextureLoaderStore ( new OnlineStore ( ) ) ) ;
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dependencies . Cache ( largeStore ) ;
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dependencies . CacheAs ( this ) ;
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dependencies . CacheAs ( LocalConfig ) ;
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InitialiseFonts ( ) ;
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Audio . Samples . PlaybackConcurrency = SAMPLE_CONCURRENCY ;
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runMigrations ( ) ;
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dependencies . Cache ( SkinManager = new SkinManager ( Storage , contextFactory , Host , Resources , Audio ) ) ;
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dependencies . CacheAs < ISkinSource > ( SkinManager ) ;
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// needs to be done here rather than inside SkinManager to ensure thread safety of CurrentSkinInfo.
SkinManager . ItemRemoved . BindValueChanged ( weakRemovedInfo = >
{
if ( weakRemovedInfo . NewValue . TryGetTarget ( out var removedInfo ) )
{
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Schedule ( ( ) = >
{
// check the removed skin is not the current user choice. if it is, switch back to default.
if ( removedInfo . ID = = SkinManager . CurrentSkinInfo . Value . ID )
SkinManager . CurrentSkinInfo . Value = SkinInfo . Default ;
} ) ;
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}
} ) ;
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EndpointConfiguration endpoints = UseDevelopmentServer ? ( EndpointConfiguration ) new DevelopmentEndpointConfiguration ( ) : new ProductionEndpointConfiguration ( ) ;
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MessageFormatter . WebsiteRootUrl = endpoints . WebsiteRootUrl ;
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dependencies . CacheAs ( API ? ? = new APIAccess ( LocalConfig , endpoints , VersionHash ) ) ;
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dependencies . CacheAs ( spectatorClient = new OnlineSpectatorClient ( endpoints ) ) ;
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dependencies . CacheAs ( multiplayerClient = new OnlineMultiplayerClient ( endpoints ) ) ;
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var defaultBeatmap = new DummyWorkingBeatmap ( Audio , Textures ) ;
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dependencies . Cache ( RulesetStore = new RulesetStore ( contextFactory , Storage ) ) ;
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dependencies . Cache ( fileStore = new FileStore ( contextFactory , Storage ) ) ;
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
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dependencies . Cache ( ScoreManager = new ScoreManager ( RulesetStore , ( ) = > BeatmapManager , Storage , API , contextFactory , Scheduler , Host , ( ) = > difficultyCache , LocalConfig ) ) ;
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dependencies . Cache ( BeatmapManager = new BeatmapManager ( Storage , contextFactory , RulesetStore , API , Audio , Resources , Host , defaultBeatmap , performOnlineLookups : true ) ) ;
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// this should likely be moved to ArchiveModelManager when another case appears where it is necessary
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// to have inter-dependent model managers. this could be obtained with an IHasForeign<T> interface to
// allow lookups to be done on the child (ScoreManager in this case) to perform the cascading delete.
List < ScoreInfo > getBeatmapScores ( BeatmapSetInfo set )
{
var beatmapIds = BeatmapManager . QueryBeatmaps ( b = > b . BeatmapSetInfoID = = set . ID ) . Select ( b = > b . ID ) . ToList ( ) ;
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return ScoreManager . QueryScores ( s = > beatmapIds . Contains ( s . BeatmapInfo . ID ) ) . ToList ( ) ;
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}
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BeatmapManager . ItemRemoved . BindValueChanged ( i = >
{
if ( i . NewValue . TryGetTarget ( out var item ) )
ScoreManager . Delete ( getBeatmapScores ( item ) , true ) ;
} ) ;
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BeatmapManager . ItemUpdated . BindValueChanged ( i = >
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{
if ( i . NewValue . TryGetTarget ( out var item ) )
ScoreManager . Undelete ( getBeatmapScores ( item ) , true ) ;
} ) ;
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dependencies . Cache ( difficultyCache = new BeatmapDifficultyCache ( ) ) ;
AddInternal ( difficultyCache ) ;
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dependencies . Cache ( userCache = new UserLookupCache ( ) ) ;
AddInternal ( userCache ) ;
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var scorePerformanceManager = new ScorePerformanceCache ( ) ;
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dependencies . Cache ( scorePerformanceManager ) ;
AddInternal ( scorePerformanceManager ) ;
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migrateDataToRealm ( ) ;
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dependencies . Cache ( rulesetConfigCache = new RulesetConfigCache ( realmFactory , RulesetStore ) ) ;
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var powerStatus = CreateBatteryInfo ( ) ;
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if ( powerStatus ! = null )
dependencies . CacheAs ( powerStatus ) ;
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dependencies . Cache ( SessionStatics = new SessionStatics ( ) ) ;
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dependencies . Cache ( new OsuColour ( ) ) ;
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RegisterImportHandler ( BeatmapManager ) ;
RegisterImportHandler ( ScoreManager ) ;
RegisterImportHandler ( SkinManager ) ;
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// drop track volume game-wide to leave some head-room for UI effects / samples.
// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
Audio . Tracks . AddAdjustment ( AdjustableProperty . Volume , globalTrackVolumeAdjust ) ;
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Beatmap = new NonNullableBindable < WorkingBeatmap > ( defaultBeatmap ) ;
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dependencies . CacheAs < IBindable < WorkingBeatmap > > ( Beatmap ) ;
dependencies . CacheAs ( Beatmap ) ;
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fileStore . Cleanup ( ) ;
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// add api components to hierarchy.
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if ( API is APIAccess apiAccess )
AddInternal ( apiAccess ) ;
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AddInternal ( spectatorClient ) ;
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AddInternal ( multiplayerClient ) ;
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AddInternal ( rulesetConfigCache ) ;
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GlobalActionContainer globalBindings ;
var mainContent = new Drawable [ ]
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{
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MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes . Both } ,
// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
globalBindings = new GlobalActionContainer ( this )
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} ;
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MenuCursorContainer . Child = content = new OsuTooltipContainer ( MenuCursorContainer . Cursor ) { RelativeSizeAxes = Axes . Both } ;
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base . Content . Add ( CreateScalingContainer ( ) . WithChildren ( mainContent ) ) ;
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KeyBindingStore = new RealmKeyBindingStore ( realmFactory ) ;
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KeyBindingStore . Register ( globalBindings , RulesetStore . AvailableRulesets ) ;
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dependencies . Cache ( globalBindings ) ;
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PreviewTrackManager previewTrackManager ;
dependencies . Cache ( previewTrackManager = new PreviewTrackManager ( ) ) ;
Add ( previewTrackManager ) ;
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AddInternal ( MusicController = new MusicController ( ) ) ;
dependencies . CacheAs ( MusicController ) ;
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Ruleset . BindValueChanged ( onRulesetChanged ) ;
}
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protected virtual void InitialiseFonts ( )
{
AddFont ( Resources , @"Fonts/osuFont" ) ;
AddFont ( Resources , @"Fonts/Torus/Torus-Regular" ) ;
AddFont ( Resources , @"Fonts/Torus/Torus-Light" ) ;
AddFont ( Resources , @"Fonts/Torus/Torus-SemiBold" ) ;
AddFont ( Resources , @"Fonts/Torus/Torus-Bold" ) ;
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AddFont ( Resources , @"Fonts/Torus-Alternate/Torus-Alternate-Regular" ) ;
AddFont ( Resources , @"Fonts/Torus-Alternate/Torus-Alternate-Light" ) ;
AddFont ( Resources , @"Fonts/Torus-Alternate/Torus-Alternate-SemiBold" ) ;
AddFont ( Resources , @"Fonts/Torus-Alternate/Torus-Alternate-Bold" ) ;
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AddFont ( Resources , @"Fonts/Inter/Inter-Regular" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-RegularItalic" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-Light" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-LightItalic" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-SemiBold" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-SemiBoldItalic" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-Bold" ) ;
AddFont ( Resources , @"Fonts/Inter/Inter-BoldItalic" ) ;
AddFont ( Resources , @"Fonts/Noto/Noto-Basic" ) ;
AddFont ( Resources , @"Fonts/Noto/Noto-Hangul" ) ;
AddFont ( Resources , @"Fonts/Noto/Noto-CJK-Basic" ) ;
AddFont ( Resources , @"Fonts/Noto/Noto-CJK-Compatibility" ) ;
AddFont ( Resources , @"Fonts/Noto/Noto-Thai" ) ;
AddFont ( Resources , @"Fonts/Venera/Venera-Light" ) ;
AddFont ( Resources , @"Fonts/Venera/Venera-Bold" ) ;
AddFont ( Resources , @"Fonts/Venera/Venera-Black" ) ;
}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
// TODO: This is temporary until we reimplement the local FPS display.
// It's just to allow end-users to access the framework FPS display without knowing the shortcut key.
fpsDisplayVisible = LocalConfig . GetBindable < bool > ( OsuSetting . ShowFpsDisplay ) ;
fpsDisplayVisible . ValueChanged + = visible = > { FrameStatistics . Value = visible . NewValue ? FrameStatisticsMode . Minimal : FrameStatisticsMode . None ; } ;
fpsDisplayVisible . TriggerChange ( ) ;
FrameStatistics . ValueChanged + = e = > fpsDisplayVisible . Value = e . NewValue ! = FrameStatisticsMode . None ;
}
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protected override IReadOnlyDependencyContainer CreateChildDependencies ( IReadOnlyDependencyContainer parent ) = >
dependencies = new DependencyContainer ( base . CreateChildDependencies ( parent ) ) ;
public override void SetHost ( GameHost host )
{
base . SetHost ( host ) ;
// may be non-null for certain tests
Storage ? ? = host . Storage ;
LocalConfig ? ? = UseDevelopmentServer
? new DevelopmentOsuConfigManager ( Storage )
: new OsuConfigManager ( Storage ) ;
}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
/// </summary>
public void GracefullyExit ( )
{
if ( ! OnExiting ( ) )
Exit ( ) ;
else
Scheduler . AddDelayed ( GracefullyExit , 2000 ) ;
}
public void Migrate ( string path )
{
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Logger . Log ( $@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""..." ) ;
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IDisposable realmBlocker = null ;
try
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{
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ManualResetEventSlim readyToRun = new ManualResetEventSlim ( ) ;
Scheduler . Add ( ( ) = >
{
realmBlocker = realmFactory . BlockAllOperations ( ) ;
contextFactory . FlushConnections ( ) ;
readyToRun . Set ( ) ;
} , false ) ;
readyToRun . Wait ( ) ;
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( Storage as OsuStorage ) ? . Migrate ( Host . GetStorage ( path ) ) ;
}
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finally
{
realmBlocker ? . Dispose ( ) ;
}
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Logger . Log ( @"Migration complete!" ) ;
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}
protected override UserInputManager CreateUserInputManager ( ) = > new OsuUserInputManager ( ) ;
protected virtual BatteryInfo CreateBatteryInfo ( ) = > null ;
protected virtual Container CreateScalingContainer ( ) = > new DrawSizePreservingFillContainer ( ) ;
protected override Storage CreateStorage ( GameHost host , Storage defaultStorage ) = > new OsuStorage ( host , defaultStorage ) ;
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private void migrateDataToRealm ( )
{
using ( var db = contextFactory . GetForWrite ( ) )
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using ( var realm = realmFactory . CreateContext ( ) )
using ( var transaction = realm . BeginWrite ( ) )
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{
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// migrate ruleset settings. can be removed 20220315.
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var existingSettings = db . Context . DatabasedSetting ;
// only migrate data if the realm database is empty.
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if ( ! realm . All < RealmRulesetSetting > ( ) . Any ( ) )
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{
foreach ( var dkb in existingSettings )
{
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if ( dkb . RulesetID = = null ) continue ;
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realm . Add ( new RealmRulesetSetting
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{
Key = dkb . Key ,
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Value = dkb . StringValue ,
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RulesetID = dkb . RulesetID . Value ,
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Variant = dkb . Variant ? ? 0 ,
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} ) ;
}
}
db . Context . RemoveRange ( existingSettings ) ;
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transaction . Commit ( ) ;
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}
}
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private void onRulesetChanged ( ValueChangedEvent < RulesetInfo > r )
{
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if ( r . NewValue ? . Available ! = true )
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{
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// reject the change if the ruleset is not available.
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Ruleset . Value = r . OldValue ? . Available = = true ? r . OldValue : RulesetStore . AvailableRulesets . First ( ) ;
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return ;
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}
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var dict = new Dictionary < ModType , IReadOnlyList < Mod > > ( ) ;
foreach ( ModType type in Enum . GetValues ( typeof ( ModType ) ) )
dict [ type ] = r . NewValue . CreateInstance ( ) . GetModsFor ( type ) . ToList ( ) ;
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if ( ! SelectedMods . Disabled )
SelectedMods . Value = Array . Empty < Mod > ( ) ;
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AvailableMods . Value = dict ;
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}
private void runMigrations ( )
{
try
{
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using ( var db = contextFactory . GetForWrite ( false ) )
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db . Context . Migrate ( ) ;
}
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catch ( Exception e )
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{
Logger . Error ( e . InnerException ? ? e , "Migration failed! We'll be starting with a fresh database." , LoggingTarget . Database ) ;
// if we failed, let's delete the database and start fresh.
// todo: we probably want a better (non-destructive) migrations/recovery process at a later point than this.
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contextFactory . ResetDatabase ( ) ;
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Logger . Log ( "Database purged successfully." , LoggingTarget . Database ) ;
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// only run once more, then hard bail.
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using ( var db = contextFactory . GetForWrite ( false ) )
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db . Context . Migrate ( ) ;
}
}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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RulesetStore ? . Dispose ( ) ;
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BeatmapManager ? . Dispose ( ) ;
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LocalConfig ? . Dispose ( ) ;
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contextFactory ? . FlushConnections ( ) ;
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realmFactory ? . Dispose ( ) ;
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}
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}
}