osu/osu.Game/Beatmaps/WorkingBeatmap.cs

405 lines
15 KiB
C#

// 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.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osu.Game.Storyboards;
namespace osu.Game.Beatmaps
{
[ExcludeFromDynamicCompile]
public abstract class WorkingBeatmap : IWorkingBeatmap
{
public readonly BeatmapInfo BeatmapInfo;
public readonly BeatmapSetInfo BeatmapSetInfo;
public readonly BeatmapMetadata Metadata;
protected AudioManager AudioManager { get; }
protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
{
AudioManager = audioManager;
BeatmapInfo = beatmapInfo;
BeatmapSetInfo = beatmapInfo.BeatmapSet;
Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
waveform = new RecyclableLazy<Waveform>(GetWaveform);
storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
skin = new RecyclableLazy<ISkin>(GetSkin);
}
protected virtual Track GetVirtualTrack(double emptyLength = 0)
{
const double excess_length = 1000;
var lastObject = Beatmap?.HitObjects.LastOrDefault();
double length;
switch (lastObject)
{
case null:
length = emptyLength;
break;
case IHasDuration endTime:
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);
public virtual IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null)
{
using (var cancellationSource = createCancellationTokenSource(timeout))
{
mods ??= Array.Empty<Mod>();
var rulesetInstance = ruleset.CreateInstance();
IBeatmapConverter converter = CreateBeatmapConverter(Beatmap, rulesetInstance);
// 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}).");
// Apply conversion mods
foreach (var mod in mods.OfType<IApplicableToBeatmapConverter>())
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
mod.ApplyToBeatmapConverter(converter);
}
// Convert
IBeatmap converted = converter.Convert(cancellationSource.Token);
// Apply conversion mods to the result
foreach (var mod in mods.OfType<IApplicableAfterBeatmapConversion>())
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
mod.ApplyToBeatmap(converted);
}
// Apply difficulty mods
if (mods.Any(m => m is IApplicableToDifficulty))
{
foreach (var mod in mods.OfType<IApplicableToDifficulty>())
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
mod.ApplyToDifficulty(converted.Difficulty);
}
}
IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
foreach (var mod in mods.OfType<IApplicableToBeatmapProcessor>())
mod.ApplyToBeatmapProcessor(processor);
processor?.PreProcess();
// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
try
{
foreach (var obj in converted.HitObjects)
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
obj.ApplyDefaults(converted.ControlPointInfo, converted.Difficulty, cancellationSource.Token);
}
}
catch (OperationCanceledException)
{
throw new BeatmapLoadTimeoutException(BeatmapInfo);
}
foreach (var mod in mods.OfType<IApplicableToHitObject>())
{
foreach (var obj in converted.HitObjects)
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
mod.ApplyToHitObject(obj);
}
}
processor?.PostProcess();
foreach (var mod in mods.OfType<IApplicableToBeatmap>())
{
cancellationSource.Token.ThrowIfCancellationRequested();
mod.ApplyToBeatmap(converted);
}
return converted;
}
}
private CancellationTokenSource loadCancellation = new CancellationTokenSource();
/// <summary>
/// Beings loading the contents of this <see cref="WorkingBeatmap"/> asynchronously.
/// </summary>
public void BeginAsyncLoad()
{
loadBeatmapAsync();
}
/// <summary>
/// Cancels the asynchronous loading of the contents of this <see cref="WorkingBeatmap"/>.
/// </summary>
public void CancelAsyncLoad()
{
lock (beatmapFetchLock)
{
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));
}
private readonly object beatmapFetchLock = new object();
private Task<IBeatmap> loadBeatmapAsync()
{
lock (beatmapFetchLock)
{
return 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;
}, loadCancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
}
}
public override string ToString() => BeatmapInfo.ToString();
public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
public IBeatmap Beatmap
{
get
{
try
{
return loadBeatmapAsync().Result;
}
catch (AggregateException ae)
{
// 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;
Logger.Error(ae, "Beatmap failed to load");
return null;
}
catch (Exception e)
{
Logger.Error(e, "Beatmap failed to load");
return null;
}
}
}
protected abstract IBeatmap GetBeatmap();
private Task<IBeatmap> beatmapLoadTask;
public bool BackgroundLoaded => background.IsResultAvailable;
public Texture Background => background.Value;
protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
protected abstract Texture GetBackground();
private readonly RecyclableLazy<Texture> background;
private Track loadedTrack;
[NotNull]
public Track LoadTrack() => loadedTrack = GetBeatmapTrack() ?? GetVirtualTrack(1000);
/// <summary>
/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
/// </summary>
public void PrepareTrackForPreviewLooping()
{
Track.Looping = true;
Track.RestartPoint = Metadata.PreviewTime;
if (Track.RestartPoint == -1)
{
if (!Track.IsLoaded)
{
// force length to be populated (https://github.com/ppy/osu-framework/issues/4202)
Track.Seek(Track.CurrentTime);
}
Track.RestartPoint = 0.4f * Track.Length;
}
}
/// <summary>
/// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
/// across difficulties in the same beatmap set.
/// </summary>
/// <param name="track">The track to transfer.</param>
public void TransferTrack([NotNull] Track track) => loadedTrack = track ?? throw new ArgumentNullException(nameof(track));
/// <summary>
/// Whether this beatmap's track has been loaded via <see cref="LoadTrack"/>.
/// </summary>
public virtual bool TrackLoaded => loadedTrack != null;
/// <summary>
/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
/// This generally happens via MusicController when changing the global beatmap.
/// </summary>
public Track Track
{
get
{
if (!TrackLoaded)
throw new InvalidOperationException($"Cannot access {nameof(Track)} without first calling {nameof(LoadTrack)}.");
return loadedTrack;
}
}
protected abstract Track GetBeatmapTrack();
public bool WaveformLoaded => waveform.IsResultAvailable;
public Waveform Waveform => waveform.Value;
protected virtual Waveform GetWaveform() => new Waveform(null);
private readonly RecyclableLazy<Waveform> waveform;
public bool StoryboardLoaded => storyboard.IsResultAvailable;
public Storyboard Storyboard => storyboard.Value;
protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
private readonly RecyclableLazy<Storyboard> storyboard;
public bool SkinLoaded => skin.IsResultAvailable;
public ISkin Skin => skin.Value;
/// <summary>
/// Creates a new skin instance for this beatmap.
/// </summary>
/// <remarks>
/// This should only be called externally in scenarios where it is explicitly desired to get a new instance of a skin
/// (e.g. for editing purposes, to avoid state pollution).
/// For standard reading purposes, <see cref="Skin"/> should always be used directly.
/// </remarks>
protected internal abstract ISkin GetSkin();
private readonly RecyclableLazy<ISkin> skin;
public abstract Stream GetStream(string storagePath);
public class RecyclableLazy<T>
{
private Lazy<T> lazy;
private readonly Func<T> valueFactory;
private readonly Func<T, bool> stillValidFunction;
private readonly object fetchLock = new object();
public RecyclableLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
{
this.valueFactory = valueFactory;
this.stillValidFunction = stillValidFunction;
recreate();
}
public void Recycle()
{
if (!IsResultAvailable) return;
(lazy.Value as IDisposable)?.Dispose();
recreate();
}
public bool IsResultAvailable => stillValid;
public T Value
{
get
{
lock (fetchLock)
{
if (!stillValid)
recreate();
return lazy.Value;
}
}
}
private bool stillValid => lazy.IsValueCreated && (stillValidFunction?.Invoke(lazy.Value) ?? true);
private void recreate() => lazy = new Lazy<T>(valueFactory, LazyThreadSafetyMode.ExecutionAndPublication);
}
private class BeatmapLoadTimeoutException : TimeoutException
{
public BeatmapLoadTimeoutException(BeatmapInfo beatmapInfo)
: base($"Timed out while loading beatmap ({beatmapInfo}).")
{
}
}
}
}