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Add beatmap loading timeout
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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@ -60,8 +61,9 @@ namespace osu.Game.Beatmaps
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/// </summary>
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/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
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/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
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/// <param name="timeout">The loading timeout.</param>
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/// <returns>The converted <see cref="IBeatmap"/>.</returns>
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/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
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IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null);
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IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null);
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}
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}
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@ -83,55 +83,73 @@ namespace osu.Game.Beatmaps
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/// <returns>The applicable <see cref="IBeatmapConverter"/>.</returns>
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protected virtual IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) => ruleset.CreateBeatmapConverter(beatmap);
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null)
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null)
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{
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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
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if (Beatmap.HitObjects.Count > 0 && !converter.CanConvert())
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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
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foreach (var mod in mods.OfType<IApplicableToBeatmapConverter>())
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mod.ApplyToBeatmapConverter(converter);
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// Convert
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IBeatmap converted = converter.Convert();
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// Apply difficulty mods
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if (mods.Any(m => m is IApplicableToDifficulty))
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using (var cancellationSource = new CancellationTokenSource(timeout ?? TimeSpan.FromSeconds(10)))
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{
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converted.BeatmapInfo = converted.BeatmapInfo.Clone();
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converted.BeatmapInfo.BaseDifficulty = converted.BeatmapInfo.BaseDifficulty.Clone();
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mods ??= Array.Empty<Mod>();
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foreach (var mod in mods.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
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}
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var rulesetInstance = ruleset.CreateInstance();
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IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
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IBeatmapConverter converter = CreateBeatmapConverter(Beatmap, rulesetInstance);
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processor?.PreProcess();
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// Check if the beatmap can be converted
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if (Beatmap.HitObjects.Count > 0 && !converter.CanConvert())
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throw new BeatmapInvalidForRulesetException($"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter}).");
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
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foreach (var obj in converted.HitObjects)
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obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
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// Apply conversion mods
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foreach (var mod in mods.OfType<IApplicableToBeatmapConverter>())
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{
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cancellationSource.Token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmapConverter(converter);
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}
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foreach (var mod in mods.OfType<IApplicableToHitObject>())
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{
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// Convert
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IBeatmap converted = converter.Convert();
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// Apply difficulty mods
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if (mods.Any(m => m is IApplicableToDifficulty))
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{
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converted.BeatmapInfo = converted.BeatmapInfo.Clone();
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converted.BeatmapInfo.BaseDifficulty = converted.BeatmapInfo.BaseDifficulty.Clone();
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foreach (var mod in mods.OfType<IApplicableToDifficulty>())
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{
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cancellationSource.Token.ThrowIfCancellationRequested();
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
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}
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}
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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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foreach (var obj in converted.HitObjects)
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mod.ApplyToHitObject(obj);
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{
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cancellationSource.Token.ThrowIfCancellationRequested();
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obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
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}
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foreach (var mod in mods.OfType<IApplicableToHitObject>())
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{
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foreach (var obj in converted.HitObjects)
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{
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cancellationSource.Token.ThrowIfCancellationRequested();
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mod.ApplyToHitObject(obj);
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}
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}
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processor?.PostProcess();
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foreach (var mod in mods.OfType<IApplicableToBeatmap>())
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{
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cancellationSource.Token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmap(converted);
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}
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return converted;
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}
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processor?.PostProcess();
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foreach (var mod in mods.OfType<IApplicableToBeatmap>())
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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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