mirror of https://github.com/ppy/osu
383 lines
14 KiB
C#
383 lines
14 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.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.Graphics.Textures;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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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.Objects.Types;
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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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[ExcludeFromDynamicCompile]
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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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public readonly BeatmapMetadata Metadata;
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protected AudioManager AudioManager { get; }
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protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
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{
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AudioManager = audioManager;
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapInfo.BeatmapSet;
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Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
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waveform = new RecyclableLazy<Waveform>(GetWaveform);
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storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
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skin = new RecyclableLazy<ISkin>(GetSkin);
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}
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protected virtual Track GetVirtualTrack(double emptyLength = 0)
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{
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const double excess_length = 1000;
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var lastObject = Beatmap?.HitObjects.LastOrDefault();
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double length;
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switch (lastObject)
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{
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case null:
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length = emptyLength;
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break;
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case IHasDuration endTime:
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length = endTime.EndTime + excess_length;
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break;
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default:
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length = lastObject.StartTime + excess_length;
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break;
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}
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return AudioManager.Tracks.GetVirtual(length);
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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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public IBeatmap GetPlayableBeatmap([NotNull] 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([NotNull] IRulesetInfo ruleset, [NotNull] 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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IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
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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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// 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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private CancellationTokenSource loadCancellation = new CancellationTokenSource();
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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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loadCancellation?.Cancel();
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loadCancellation = 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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private readonly object beatmapFetchLock = new object();
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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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}, loadCancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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}
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}
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public override string ToString() => BeatmapInfo.ToString();
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public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
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IBeatmapInfo IWorkingBeatmap.BeatmapInfo => BeatmapInfo;
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IBeatmapMetadataInfo IWorkingBeatmap.Metadata => Metadata;
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IBeatmapSetInfo IWorkingBeatmap.BeatmapSetInfo => BeatmapSetInfo;
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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().Result;
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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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protected abstract IBeatmap GetBeatmap();
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private Task<IBeatmap> beatmapLoadTask;
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public bool BackgroundLoaded => background.IsResultAvailable;
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public Texture Background => background.Value;
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protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
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protected abstract Texture GetBackground();
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private readonly RecyclableLazy<Texture> background;
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private Track loadedTrack;
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[NotNull]
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public Track LoadTrack() => loadedTrack = GetBeatmapTrack() ?? GetVirtualTrack(1000);
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public void PrepareTrackForPreviewLooping()
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{
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Track.Looping = true;
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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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}
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/// <summary>
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/// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
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/// across difficulties in the same beatmap set.
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/// </summary>
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/// <param name="track">The track to transfer.</param>
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public void TransferTrack([NotNull] Track track) => loadedTrack = track ?? throw new ArgumentNullException(nameof(track));
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/// <summary>
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/// Whether this beatmap's track has been loaded via <see cref="LoadTrack"/>.
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/// </summary>
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public virtual bool TrackLoaded => loadedTrack != null;
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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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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 loadedTrack;
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}
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}
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protected abstract Track GetBeatmapTrack();
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public bool WaveformLoaded => waveform.IsResultAvailable;
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public Waveform Waveform => waveform.Value;
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protected virtual Waveform GetWaveform() => new Waveform(null);
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private readonly RecyclableLazy<Waveform> waveform;
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public bool StoryboardLoaded => storyboard.IsResultAvailable;
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public Storyboard Storyboard => storyboard.Value;
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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private readonly RecyclableLazy<Storyboard> storyboard;
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public bool SkinLoaded => skin.IsResultAvailable;
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public ISkin Skin => skin.Value;
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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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private readonly RecyclableLazy<ISkin> skin;
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public abstract Stream GetStream(string storagePath);
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public class RecyclableLazy<T>
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{
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private Lazy<T> lazy;
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private readonly Func<T> valueFactory;
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private readonly Func<T, bool> stillValidFunction;
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private readonly object fetchLock = new object();
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public RecyclableLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
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{
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this.valueFactory = valueFactory;
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this.stillValidFunction = stillValidFunction;
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recreate();
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}
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public void Recycle()
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{
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if (!IsResultAvailable) return;
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(lazy.Value as IDisposable)?.Dispose();
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recreate();
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}
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public bool IsResultAvailable => stillValid;
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public T Value
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{
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get
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{
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lock (fetchLock)
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{
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if (!stillValid)
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recreate();
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return lazy.Value;
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}
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}
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}
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private bool stillValid => lazy.IsValueCreated && (stillValidFunction?.Invoke(lazy.Value) ?? true);
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private void recreate() => lazy = new Lazy<T>(valueFactory, LazyThreadSafetyMode.ExecutionAndPublication);
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}
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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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