mirror of
https://github.com/ppy/osu
synced 2024-12-26 00:32:52 +00:00
3978d4babb
This is an effort to improve general performance at song select. At least on the metal renderer, I can notice very high draw frame overheads related to texture uploads. By reducing the size of the texture uploads to roughly match what is actually being displayed on screen (using a relatively inexpensive crop operation), we can bastly reduce stuttering both during initial load and carousel scroll. You might ask if it's safe to disable mipmapping, but I've tested with lower resolutions and bilinear filtering seems to handle just fine. Bilinear without mipmaps only falls apart when you scale below 50% and we're not going too far past that at minimum game scale, if at all.
357 lines
12 KiB
C#
357 lines
12 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Logging;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osu.Game.Storyboards;
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namespace osu.Game.Beatmaps
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{
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public abstract class WorkingBeatmap : IWorkingBeatmap
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{
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public readonly BeatmapInfo BeatmapInfo;
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public readonly BeatmapSetInfo BeatmapSetInfo;
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// TODO: remove once the fallback lookup is not required (and access via `working.BeatmapInfo.Metadata` directly).
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public BeatmapMetadata Metadata => BeatmapInfo.Metadata;
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public Storyboard Storyboard => storyboard.Value;
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public ISkin Skin => skin.Value;
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private AudioManager audioManager { get; }
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private CancellationTokenSource loadCancellationSource = new CancellationTokenSource();
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private readonly object beatmapFetchLock = new object();
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private readonly Lazy<Storyboard> storyboard;
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private readonly Lazy<ISkin> skin;
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private Track track; // track is not Lazy as we allow transferring and loading multiple times.
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private Waveform waveform; // waveform is also not Lazy as the track may change.
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protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
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{
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this.audioManager = audioManager;
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapInfo.BeatmapSet ?? new BeatmapSetInfo();
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storyboard = new Lazy<Storyboard>(GetStoryboard);
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skin = new Lazy<ISkin>(GetSkin);
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}
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#region Resource getters
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protected virtual Waveform GetWaveform() => new Waveform(null);
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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protected abstract IBeatmap GetBeatmap();
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public abstract Texture GetBackground();
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public virtual Texture GetPanelBackground() => GetBackground();
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protected abstract Track GetBeatmapTrack();
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/// <summary>
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/// Creates a new skin instance for this beatmap.
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/// </summary>
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/// <remarks>
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/// This should only be called externally in scenarios where it is explicitly desired to get a new instance of a skin
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/// (e.g. for editing purposes, to avoid state pollution).
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/// For standard reading purposes, <see cref="Skin"/> should always be used directly.
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/// </remarks>
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protected internal abstract ISkin GetSkin();
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#endregion
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#region Async load control
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public void BeginAsyncLoad() => loadBeatmapAsync();
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public void CancelAsyncLoad()
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{
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lock (beatmapFetchLock)
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{
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loadCancellationSource?.Cancel();
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loadCancellationSource = new CancellationTokenSource();
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if (beatmapLoadTask?.IsCompleted != true)
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beatmapLoadTask = null;
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}
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}
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#endregion
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#region Track
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public virtual bool TrackLoaded => track != null;
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public Track LoadTrack()
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{
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track = GetBeatmapTrack() ?? GetVirtualTrack(1000);
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// the track may have changed, recycle the current waveform.
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waveform?.Dispose();
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waveform = null;
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return track;
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}
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public void PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint = 0)
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{
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Track.Looping = looping;
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Track.RestartPoint = Metadata.PreviewTime;
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if (Track.RestartPoint == -1)
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{
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if (!Track.IsLoaded)
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{
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// force length to be populated (https://github.com/ppy/osu-framework/issues/4202)
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Track.Seek(Track.CurrentTime);
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}
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Track.RestartPoint = 0.4f * Track.Length;
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}
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Track.RestartPoint += offsetFromPreviewPoint;
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}
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/// <summary>
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/// Attempts to transfer the audio track to a target working beatmap, if valid for transferring.
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/// Used as an optimisation to avoid reload / track swap across difficulties in the same beatmap set.
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/// </summary>
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/// <param name="target">The target working beatmap to transfer this track to.</param>
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/// <returns>Whether the track has been transferred to the <paramref name="target"/>.</returns>
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public virtual bool TryTransferTrack([NotNull] WorkingBeatmap target)
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{
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if (BeatmapInfo?.AudioEquals(target.BeatmapInfo) != true || Track.IsDummyDevice)
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return false;
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target.track = Track;
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return true;
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}
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/// <summary>
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/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
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/// This generally happens via MusicController when changing the global beatmap.
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/// </summary>
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[NotNull]
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public Track Track
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{
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get
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{
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if (!TrackLoaded)
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throw new InvalidOperationException($"Cannot access {nameof(Track)} without first calling {nameof(LoadTrack)}.");
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return track;
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}
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}
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protected Track GetVirtualTrack(double emptyLength = 0)
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{
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const double excess_length = 1000;
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double length = (BeatmapInfo?.Length + excess_length) ?? emptyLength;
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return audioManager.Tracks.GetVirtual(length);
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}
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#endregion
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#region Waveform
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public Waveform Waveform => waveform ??= GetWaveform();
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#endregion
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#region Beatmap
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public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
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public IBeatmap Beatmap
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{
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get
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{
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try
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{
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return loadBeatmapAsync().GetResultSafely();
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}
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catch (AggregateException ae)
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{
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// This is the exception that is generally expected here, which occurs via natural cancellation of the asynchronous load
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if (ae.InnerExceptions.FirstOrDefault() is TaskCanceledException)
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return null;
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Logger.Error(ae, "Beatmap failed to load");
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return null;
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}
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catch (Exception e)
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{
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Logger.Error(e, "Beatmap failed to load");
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return null;
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}
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}
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}
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private Task<IBeatmap> beatmapLoadTask;
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private Task<IBeatmap> loadBeatmapAsync()
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{
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lock (beatmapFetchLock)
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{
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return beatmapLoadTask ??= Task.Factory.StartNew(() =>
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{
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// Todo: Handle cancellation during beatmap parsing
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var b = GetBeatmap() ?? new Beatmap();
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// The original beatmap version needs to be preserved as the database doesn't contain it
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BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
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// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}, loadCancellationSource.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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}
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}
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#endregion
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#region Playable beatmap
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public IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods = null)
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{
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try
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{
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using (var cancellationTokenSource = new CancellationTokenSource(10_000))
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{
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// don't apply the default timeout when debugger is attached (may be breakpointing / debugging).
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return GetPlayableBeatmap(ruleset, mods ?? Array.Empty<Mod>(), Debugger.IsAttached ? new CancellationToken() : cancellationTokenSource.Token);
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}
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}
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catch (OperationCanceledException)
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{
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throw new BeatmapLoadTimeoutException(BeatmapInfo);
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}
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}
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public virtual IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken token)
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{
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var rulesetInstance = ruleset.CreateInstance();
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if (rulesetInstance == null)
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throw new RulesetLoadException("Creating ruleset instance failed when attempting to create playable beatmap.");
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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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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmapConverter(converter);
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}
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// Convert
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IBeatmap converted = converter.Convert(token);
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// Apply conversion mods to the result
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foreach (var mod in mods.OfType<IApplicableAfterBeatmapConversion>())
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmap(converted);
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}
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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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foreach (var mod in mods.OfType<IApplicableToDifficulty>())
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToDifficulty(converted.Difficulty);
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}
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}
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var processor = rulesetInstance.CreateBeatmapProcessor(converted);
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if (processor != null)
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{
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foreach (var mod in mods.OfType<IApplicableToBeatmapProcessor>())
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mod.ApplyToBeatmapProcessor(processor);
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processor.PreProcess();
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}
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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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{
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token.ThrowIfCancellationRequested();
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obj.ApplyDefaults(converted.ControlPointInfo, converted.Difficulty, token);
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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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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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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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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
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/// <param name="ruleset">The <see cref="Ruleset"/> for which <paramref name="beatmap"/> should be converted.</param>
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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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#endregion
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public override string ToString() => BeatmapInfo.ToString();
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public abstract Stream GetStream(string storagePath);
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IBeatmapInfo IWorkingBeatmap.BeatmapInfo => BeatmapInfo;
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private class BeatmapLoadTimeoutException : TimeoutException
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{
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public BeatmapLoadTimeoutException(BeatmapInfo beatmapInfo)
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: base($"Timed out while loading beatmap ({beatmapInfo}).")
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{
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}
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}
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}
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}
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