osu/osu.Game/Beatmaps/IWorkingBeatmap.cs
Bartłomiej Dach 6100bf66a6
Clean up cancellation handling in WorkingBeatmap
After the recent changes introducing cancellation support to
`WorkingBeatmap`, it turned out that if the cancellation support was
used, `GetPlayableBeatmap()` would raise timeout exceptions rather than
the expected `OperationCanceledException`.

To that end, split off a separate overload for the typical usage, that
catches `OperationCanceledException` and converts them to beatmap load
timeout exceptions, and use normal `OperationCanceledException`s in the
overload that requires a cancellation token to work.
2021-11-20 17:23:55 +01:00

154 lines
6.6 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.Collections.Generic;
using System.IO;
using System.Threading;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osu.Game.Storyboards;
namespace osu.Game.Beatmaps
{
public interface IWorkingBeatmap
{
IBeatmapInfo BeatmapInfo { get; }
IBeatmapSetInfo BeatmapSetInfo { get; }
IBeatmapMetadataInfo Metadata { get; }
/// <summary>
/// Whether the Beatmap has finished loading.
///</summary>
public bool BeatmapLoaded { get; }
/// <summary>
/// Whether the Background has finished loading.
///</summary>
public bool BackgroundLoaded { get; }
/// <summary>
/// Whether the Waveform has finished loading.
///</summary>
public bool WaveformLoaded { get; }
/// <summary>
/// Whether the Storyboard has finished loading.
///</summary>
public bool StoryboardLoaded { get; }
/// <summary>
/// Whether the Skin has finished loading.
///</summary>
public bool SkinLoaded { get; }
/// <summary>
/// Whether the Track has finished loading.
///</summary>
public bool TrackLoaded { get; }
/// <summary>
/// Retrieves the <see cref="IBeatmap"/> which this <see cref="IWorkingBeatmap"/> represents.
/// </summary>
IBeatmap Beatmap { get; }
/// <summary>
/// Retrieves the background for this <see cref="IWorkingBeatmap"/>.
/// </summary>
Texture Background { get; }
/// <summary>
/// Retrieves the <see cref="Waveform"/> for the <see cref="Track"/> of this <see cref="IWorkingBeatmap"/>.
/// </summary>
Waveform Waveform { get; }
/// <summary>
/// Retrieves the <see cref="Storyboard"/> which this <see cref="IWorkingBeatmap"/> provides.
/// </summary>
Storyboard Storyboard { get; }
/// <summary>
/// Retrieves the <see cref="Skin"/> which this <see cref="IWorkingBeatmap"/> provides.
/// </summary>
ISkin Skin { get; }
/// <summary>
/// Retrieves the <see cref="Track"/> which this <see cref="IWorkingBeatmap"/> has loaded.
/// </summary>
Track Track { get; }
/// <summary>
/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
/// <para>
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
/// </para>
/// </summary>
/// <remarks>
/// By default, the beatmap load process will be interrupted after 10 seconds.
/// For finer-grained control over the load process, use the
/// <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod},System.Threading.CancellationToken)"/>
/// overload instead.
/// </remarks>
/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, params Mod[] mods);
/// <summary>
/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
/// <para>
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
/// </para>
/// </summary>
/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
/// <param name="cancellationToken">Cancellation token that cancels the beatmap loading process.</param>
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken cancellationToken);
/// <summary>
/// Load a new audio track instance for this beatmap. This should be called once before accessing <see cref="Track"/>.
/// The caller of this method is responsible for the lifetime of the track.
/// </summary>
/// <remarks>
/// In a standard game context, the loading of the track is managed solely by MusicController, which will
/// automatically load the track of the current global IBindable IWorkingBeatmap.
/// As such, this method should only be called in very special scenarios, such as external tests or apps which are
/// outside of the game context.
/// </remarks>
/// <returns>A fresh track instance, which will also be available via <see cref="Track"/>.</returns>
Track LoadTrack();
/// <summary>
/// Returns the stream of the file from the given storage path.
/// </summary>
/// <param name="storagePath">The storage path to the file.</param>
Stream GetStream(string storagePath);
/// <summary>
/// Beings loading the contents of this <see cref="IWorkingBeatmap"/> asynchronously.
/// </summary>
public void BeginAsyncLoad();
/// <summary>
/// Cancels the asynchronous loading of the contents of this <see cref="IWorkingBeatmap"/>.
/// </summary>
public void CancelAsyncLoad();
/// <summary>
/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
/// </summary>
void PrepareTrackForPreviewLooping();
}
}