// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Configuration; using osu.Framework.Development; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.IO.Stores; using osu.Framework.Platform; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Graphics.Cursor; using osu.Game.Online.API; using osu.Framework.Graphics.Performance; using osu.Framework.Graphics.Textures; using osu.Framework.Logging; using osu.Game.Audio; using osu.Game.Database; using osu.Game.Graphics.Textures; using osu.Game.Input; using osu.Game.Input.Bindings; using osu.Game.IO; using osu.Game.Rulesets; using osu.Game.Rulesets.Scoring; using osu.Game.Skinning; namespace osu.Game { /// /// The most basic that can be used to host osu! components and systems. /// Unlike , this class will not load any kind of UI, allowing it to be used /// for provide dependencies to test cases without interfering with them. /// public class OsuGameBase : Framework.Game, ICanAcceptFiles { protected OsuConfigManager LocalConfig; protected BeatmapManager BeatmapManager; protected SkinManager SkinManager; protected RulesetStore RulesetStore; protected FileStore FileStore; protected ScoreStore ScoreStore; protected KeyBindingStore KeyBindingStore; protected SettingsStore SettingsStore; protected CursorOverrideContainer CursorOverrideContainer; protected override string MainResourceFile => @"osu.Game.Resources.dll"; private Container content; protected override Container Content => content; public Bindable Beatmap { get; private set; } private Bindable fpsDisplayVisible; protected AssemblyName AssemblyName => Assembly.GetEntryAssembly()?.GetName() ?? new AssemblyName { Version = new Version() }; public bool IsDeployedBuild => AssemblyName.Version.Major > 0; public string Version { get { if (!IsDeployedBuild) return @"local " + (DebugUtils.IsDebug ? @"debug" : @"release"); var assembly = AssemblyName; return $@"{assembly.Version.Major}.{assembly.Version.Minor}.{assembly.Version.Build}"; } } public OsuGameBase() { Name = @"osu!lazer"; } private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateLocalDependencies(parent)); private DatabaseContextFactory contextFactory; [BackgroundDependencyLoader] private void load() { dependencies.Cache(contextFactory = new DatabaseContextFactory(Host)); dependencies.Cache(new LargeTextureStore(new RawTextureLoaderStore(new NamespacedResourceStore(Resources, @"Textures")))); dependencies.CacheAs(this); dependencies.Cache(LocalConfig); runMigrations(); dependencies.Cache(SkinManager = new SkinManager(Host.Storage, contextFactory, Host, Audio)); dependencies.CacheAs(SkinManager); var api = new APIAccess(LocalConfig); dependencies.Cache(api); dependencies.CacheAs(api); dependencies.Cache(RulesetStore = new RulesetStore(contextFactory)); dependencies.Cache(FileStore = new FileStore(contextFactory, Host.Storage)); dependencies.Cache(BeatmapManager = new BeatmapManager(Host.Storage, contextFactory, RulesetStore, api, Audio, Host)); dependencies.Cache(ScoreStore = new ScoreStore(Host.Storage, contextFactory, Host, BeatmapManager, RulesetStore)); dependencies.Cache(KeyBindingStore = new KeyBindingStore(contextFactory, RulesetStore)); dependencies.Cache(SettingsStore = new SettingsStore(contextFactory)); dependencies.Cache(new OsuColour()); fileImporters.Add(BeatmapManager); fileImporters.Add(ScoreStore); fileImporters.Add(SkinManager); //this completely overrides the framework default. will need to change once we make a proper FontStore. dependencies.Cache(Fonts = new FontStore { ScaleAdjust = 100 }); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/FontAwesome")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/osuFont")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Medium")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-MediumItalic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-Basic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-Hangul")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-CJK-Basic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-CJK-Compatibility")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Regular")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-RegularItalic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-SemiBold")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-SemiBoldItalic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Bold")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-BoldItalic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Light")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-LightItalic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Black")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-BlackItalic")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Venera")); Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Venera-Light")); var defaultBeatmap = new DummyWorkingBeatmap(this); Beatmap = new NonNullableBindable(defaultBeatmap); BeatmapManager.DefaultBeatmap = defaultBeatmap; // tracks play so loud our samples can't keep up. // this adds a global reduction of track volume for the time being. Audio.Track.AddAdjustment(AdjustableProperty.Volume, new BindableDouble(0.8)); Beatmap.ValueChanged += b => { var trackLoaded = lastBeatmap?.TrackLoaded ?? false; // compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo) if (!trackLoaded || lastBeatmap?.Track != b.Track) { if (trackLoaded) { Debug.Assert(lastBeatmap != null); Debug.Assert(lastBeatmap.Track != null); lastBeatmap.RecycleTrack(); } Audio.Track.AddItem(b.Track); } lastBeatmap = b; }; FileStore.Cleanup(); AddInternal(api); GlobalActionContainer globalBinding; CursorOverrideContainer = new CursorOverrideContainer { RelativeSizeAxes = Axes.Both }; CursorOverrideContainer.Child = globalBinding = new GlobalActionContainer(this) { RelativeSizeAxes = Axes.Both, Child = content = new OsuTooltipContainer(CursorOverrideContainer.Cursor) { RelativeSizeAxes = Axes.Both } }; base.Content.Add(new DrawSizePreservingFillContainer { Child = CursorOverrideContainer }); KeyBindingStore.Register(globalBinding); dependencies.Cache(globalBinding); PreviewTrackManager previewTrackManager; dependencies.Cache(previewTrackManager = new PreviewTrackManager()); Add(previewTrackManager); } private void runMigrations() { try { using (var db = contextFactory.GetForWrite()) db.Context.Migrate(); } catch (MigrationFailedException e) { 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. contextFactory.ResetDatabase(); Logger.Log("Database purged successfully.", LoggingTarget.Database, LogLevel.Important); using (var db = contextFactory.GetForWrite()) db.Context.Migrate(); } } private WorkingBeatmap lastBeatmap; 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(OsuSetting.ShowFpsDisplay); fpsDisplayVisible.ValueChanged += val => { FrameStatisticsMode = val ? FrameStatisticsMode.Minimal : FrameStatisticsMode.None; }; fpsDisplayVisible.TriggerChange(); } public override void SetHost(GameHost host) { if (LocalConfig == null) LocalConfig = new OsuConfigManager(host.Storage); base.SetHost(host); } private readonly List fileImporters = new List(); public void Import(params string[] paths) { var extension = Path.GetExtension(paths.First()); foreach (var importer in fileImporters) if (importer.HandledExtensions.Contains(extension)) importer.Import(paths); } public string[] HandledExtensions => fileImporters.SelectMany(i => i.HandledExtensions).ToArray(); } }