mirror of
https://github.com/ppy/osu
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286 lines
11 KiB
C#
286 lines
11 KiB
C#
// 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.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Collections;
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using osu.Game.Database;
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using osu.Game.Models;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays.BeatmapSet.Scores;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Scoring;
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using Realms;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A realm model containing metadata for a single beatmap difficulty.
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/// This should generally include anything which is required to be filtered on at song select, or anything pertaining to storage of beatmaps in the client.
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/// </summary>
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/// <remarks>
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/// There are some legacy fields in this model which are not persisted to realm. These are isolated in a code region within the class and should eventually be migrated to `Beatmap`.
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/// </remarks>
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[Serializable]
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[MapTo("Beatmap")]
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public class BeatmapInfo : RealmObject, IHasGuidPrimaryKey, IBeatmapInfo, IEquatable<BeatmapInfo>
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{
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[PrimaryKey]
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public Guid ID { get; set; }
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public string DifficultyName { get; set; } = string.Empty;
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public RulesetInfo Ruleset { get; set; } = null!;
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public BeatmapDifficulty Difficulty { get; set; } = null!;
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public BeatmapMetadata Metadata { get; set; } = null!;
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[JsonIgnore]
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[Backlink(nameof(ScoreInfo.BeatmapInfo))]
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public IQueryable<ScoreInfo> Scores { get; } = null!;
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public BeatmapUserSettings UserSettings { get; set; } = null!;
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public BeatmapInfo(RulesetInfo? ruleset = null, BeatmapDifficulty? difficulty = null, BeatmapMetadata? metadata = null)
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{
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ID = Guid.NewGuid();
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Ruleset = ruleset ?? new RulesetInfo
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{
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OnlineID = 0,
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ShortName = @"osu",
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Name = @"null placeholder ruleset"
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};
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Difficulty = difficulty ?? new BeatmapDifficulty();
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Metadata = metadata ?? new BeatmapMetadata();
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UserSettings = new BeatmapUserSettings();
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}
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[UsedImplicitly]
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private BeatmapInfo()
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{
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}
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public BeatmapSetInfo? BeatmapSet { get; set; }
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[Ignored]
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public RealmNamedFileUsage? File => BeatmapSet?.Files.FirstOrDefault(f => f.File.Hash == Hash);
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[Ignored]
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public BeatmapOnlineStatus Status
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{
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get => (BeatmapOnlineStatus)StatusInt;
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set => StatusInt = (int)value;
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}
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[MapTo(nameof(Status))]
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public int StatusInt { get; set; } = (int)BeatmapOnlineStatus.None;
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[Indexed]
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public int OnlineID { get; set; } = -1;
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public double Length { get; set; }
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public double BPM { get; set; }
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public string Hash { get; set; } = string.Empty;
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/// <summary>
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/// Defaults to -1 (meaning not-yet-calculated).
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/// Will likely be superseded with a better storage considering ruleset/mods.
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/// </summary>
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public double StarRating { get; set; } = -1;
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[Indexed]
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public string MD5Hash { get; set; } = string.Empty;
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public string OnlineMD5Hash { get; set; } = string.Empty;
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/// <summary>
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/// The last time of a local modification (via the editor).
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/// </summary>
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public DateTimeOffset? LastLocalUpdate { get; set; }
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/// <summary>
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/// The last time online metadata was applied to this beatmap.
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/// </summary>
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public DateTimeOffset? LastOnlineUpdate { get; set; }
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/// <summary>
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/// Whether this beatmap matches the online version, based on fetched online metadata.
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/// Will return <c>true</c> if no online metadata is available.
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/// </summary>
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public bool MatchesOnlineVersion => LastOnlineUpdate == null || MD5Hash == OnlineMD5Hash;
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[JsonIgnore]
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public bool Hidden { get; set; }
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/// <summary>
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/// Reset any fetched online linking information (and history).
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/// </summary>
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public void ResetOnlineInfo()
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{
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OnlineID = -1;
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LastOnlineUpdate = null;
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OnlineMD5Hash = string.Empty;
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if (Status != BeatmapOnlineStatus.LocallyModified)
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Status = BeatmapOnlineStatus.None;
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}
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#region Properties we may not want persisted (but also maybe no harm?)
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public double AudioLeadIn { get; set; }
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public float StackLeniency { get; set; } = 0.7f;
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public bool SpecialStyle { get; set; }
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public bool LetterboxInBreaks { get; set; }
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public bool WidescreenStoryboard { get; set; } = true;
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public bool EpilepsyWarning { get; set; }
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public bool SamplesMatchPlaybackRate { get; set; } = true;
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/// <summary>
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/// The time at which this beatmap was last played by the local user.
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/// </summary>
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public DateTimeOffset? LastPlayed { get; set; }
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/// <summary>
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/// The ratio of distance travelled per time unit.
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/// Generally used to decouple the spacing between hit objects from the enforced "velocity" of the beatmap (see <see cref="DifficultyControlPoint.SliderVelocity"/>).
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/// </summary>
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/// <remarks>
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/// The most common method of understanding is that at a default value of 1.0, the time-to-distance ratio will match the slider velocity of the beatmap
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/// at the current point in time. Increasing this value will make hit objects more spaced apart when compared to the cursor movement required to track a slider.
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///
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/// This is only a hint property, used by the editor in <see cref="IDistanceSnapProvider"/> implementations. It does not directly affect the beatmap or gameplay.
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/// </remarks>
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public double DistanceSpacing { get; set; } = 1.0;
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public int BeatDivisor { get; set; } = 4;
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public int GridSize { get; set; }
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public double TimelineZoom { get; set; } = 1.0;
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/// <summary>
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/// The time in milliseconds when last exiting the editor with this beatmap loaded.
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/// </summary>
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public double? EditorTimestamp { get; set; }
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[Ignored]
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public CountdownType Countdown { get; set; } = CountdownType.Normal;
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/// <summary>
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/// The number of beats to move the countdown backwards (compared to its default location).
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/// </summary>
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public int CountdownOffset { get; set; }
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#endregion
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public bool Equals(BeatmapInfo? other)
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{
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if (ReferenceEquals(this, other)) return true;
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if (other == null) return false;
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return ID == other.ID;
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}
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public bool Equals(IBeatmapInfo? other) => other is BeatmapInfo b && Equals(b);
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public bool AudioEquals(BeatmapInfo? other) => other != null
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&& BeatmapSet != null
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&& other.BeatmapSet != null
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&& compareFiles(this, other, m => m.AudioFile);
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public bool BackgroundEquals(BeatmapInfo? other) => other != null
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&& BeatmapSet != null
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&& other.BeatmapSet != null
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&& compareFiles(this, other, m => m.BackgroundFile);
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private static bool compareFiles(BeatmapInfo x, BeatmapInfo y, Func<IBeatmapMetadataInfo, string> getFilename)
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{
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Debug.Assert(x.BeatmapSet != null);
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Debug.Assert(y.BeatmapSet != null);
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string? fileHashX = x.BeatmapSet.GetFile(getFilename(x.Metadata))?.File.Hash;
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string? fileHashY = y.BeatmapSet.GetFile(getFilename(y.Metadata))?.File.Hash;
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return fileHashX == fileHashY;
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}
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/// <summary>
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/// When updating a beatmap, its hashes will change. Collections currently track beatmaps by hash, so they need to be updated.
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/// This method will handle updating
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/// </summary>
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/// <param name="realm">A realm instance in an active write transaction.</param>
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/// <param name="previousMD5Hash">The previous MD5 hash of the beatmap before update.</param>
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public void TransferCollectionReferences(Realm realm, string previousMD5Hash)
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{
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var collections = realm.All<BeatmapCollection>().AsEnumerable().Where(c => c.BeatmapMD5Hashes.Contains(previousMD5Hash));
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foreach (var c in collections)
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{
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c.BeatmapMD5Hashes.Remove(previousMD5Hash);
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c.BeatmapMD5Hashes.Add(MD5Hash);
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}
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}
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/// <summary>
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/// Local scores are retained separate from a beatmap's lifetime, matched via <see cref="ScoreInfo.BeatmapHash"/>.
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/// Therefore we need to detach / reattach scores when a beatmap is edited or imported.
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/// </summary>
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/// <param name="realm">A realm instance in an active write transaction.</param>
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public void UpdateLocalScores(Realm realm)
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{
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// first disassociate any scores which are already attached and no longer valid.
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foreach (var score in Scores)
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score.BeatmapInfo = null;
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// then attach any scores which match the new hash.
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foreach (var score in realm.All<ScoreInfo>().Where(s => s.BeatmapHash == Hash))
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score.BeatmapInfo = this;
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}
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IBeatmapMetadataInfo IBeatmapInfo.Metadata => Metadata;
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IBeatmapSetInfo? IBeatmapInfo.BeatmapSet => BeatmapSet;
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IRulesetInfo IBeatmapInfo.Ruleset => Ruleset;
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IBeatmapDifficultyInfo IBeatmapInfo.Difficulty => Difficulty;
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#region Compatibility properties
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[Ignored]
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public string? Path => File?.Filename;
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[Ignored]
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public APIBeatmap? OnlineInfo { get; set; }
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/// <summary>
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/// The maximum achievable combo on this beatmap, populated for online info purposes only.
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/// Todo: This should never be used nor exist, but is still relied on in <see cref="ScoresContainer.Scores"/> since <see cref="IBeatmapInfo"/> can't be used yet. For now this is obsoleted until it is removed.
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/// </summary>
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[Ignored]
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[Obsolete("Use ScoreManager.GetMaximumAchievableComboAsync instead.")]
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public int? MaxCombo { get; set; }
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[Ignored]
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public int[] Bookmarks { get; set; } = Array.Empty<int>();
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public int BeatmapVersion;
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public BeatmapInfo Clone() => (BeatmapInfo)this.Detach().MemberwiseClone();
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public override string ToString() => this.GetDisplayTitle();
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#endregion
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}
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}
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