osu/osu.Game/OsuGameBase.cs

515 lines
20 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.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Development;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Online;
using osu.Game.Online.API;
using osu.Game.Online.Chat;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Overlays;
using osu.Game.Resources;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osu.Game.Stores;
using osu.Game.Utils;
using RuntimeInfo = osu.Framework.RuntimeInfo;
namespace osu.Game
{
/// <summary>
/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
/// for provide dependencies to test cases without interfering with them.
/// </summary>
public partial class OsuGameBase : Framework.Game, ICanAcceptFiles
{
public const string CLIENT_STREAM_NAME = @"lazer";
public const int SAMPLE_CONCURRENCY = 6;
/// <summary>
/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
/// </summary>
public const int SAMPLE_DEBOUNCE_TIME = 20;
/// <summary>
/// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects.
/// </summary>
private const double global_track_volume_adjust = 0.8;
public bool UseDevelopmentServer { get; }
public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
/// <summary>
/// MD5 representation of the game executable.
/// </summary>
public string VersionHash { get; private set; }
public bool IsDeployedBuild => AssemblyVersion.Major > 0;
public virtual string Version
{
get
{
if (!IsDeployedBuild)
return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
var version = AssemblyVersion;
return $@"{version.Major}.{version.Minor}.{version.Build}-lazer";
}
}
protected OsuConfigManager LocalConfig { get; private set; }
protected SessionStatics SessionStatics { get; private set; }
protected BeatmapManager BeatmapManager { get; private set; }
protected BeatmapModelDownloader BeatmapDownloader { get; private set; }
protected ScoreManager ScoreManager { get; private set; }
protected ScoreModelDownloader ScoreDownloader { get; private set; }
protected SkinManager SkinManager { get; private set; }
protected RulesetStore RulesetStore { get; private set; }
protected RealmKeyBindingStore KeyBindingStore { get; private set; }
protected MenuCursorContainer MenuCursorContainer { get; private set; }
protected MusicController MusicController { get; private set; }
protected IAPIProvider API { get; set; }
protected Storage Storage { get; set; }
protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
[Cached]
[Cached(typeof(IBindable<RulesetInfo>))]
protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
/// <summary>
/// The current mod selection for the local user.
/// </summary>
/// <remarks>
/// If a mod select overlay is present, mod instances set to this value are not guaranteed to remain as the provided instance and will be overwritten by a copy.
/// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection.
/// As such, all settings should be finalised before adding a mod to this collection.
/// </remarks>
[Cached]
[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// Mods available for the current <see cref="Ruleset"/>.
/// </summary>
public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>();
private BeatmapDifficultyCache difficultyCache;
private UserLookupCache userCache;
private BeatmapLookupCache beatmapCache;
private FileStore fileStore;
private RulesetConfigCache rulesetConfigCache;
private SpectatorClient spectatorClient;
private MultiplayerClient multiplayerClient;
private DatabaseContextFactory contextFactory;
private RealmContextFactory realmFactory;
protected override Container<Drawable> Content => content;
private Container content;
private DependencyContainer dependencies;
private Bindable<bool> fpsDisplayVisible;
private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(global_track_volume_adjust);
private RealmRulesetStore realmRulesetStore;
public OsuGameBase()
{
UseDevelopmentServer = DebugUtils.IsDebugBuild;
Name = @"osu!";
}
[BackgroundDependencyLoader]
private void load(ReadableKeyCombinationProvider keyCombinationProvider)
{
try
{
using (var str = File.OpenRead(typeof(OsuGameBase).Assembly.Location))
VersionHash = str.ComputeMD5Hash();
}
catch
{
// special case for android builds, which can't read DLLs from a packed apk.
// should eventually be handled in a better way.
VersionHash = $"{Version}-{RuntimeInfo.OS}".ComputeMD5Hash();
}
Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly));
dependencies.Cache(contextFactory = new DatabaseContextFactory(Storage));
runMigrations();
dependencies.Cache(RulesetStore = new RulesetStore(contextFactory, Storage));
dependencies.CacheAs<IRulesetStore>(RulesetStore);
dependencies.Cache(realmFactory = new RealmContextFactory(Storage, "client", contextFactory));
dependencies.CacheAs(Storage);
var largeStore = new LargeTextureStore(Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
largeStore.AddStore(Host.CreateTextureLoaderStore(new OnlineStore()));
dependencies.Cache(largeStore);
dependencies.CacheAs(this);
dependencies.CacheAs(LocalConfig);
InitialiseFonts();
Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
dependencies.Cache(SkinManager = new SkinManager(Storage, contextFactory, Host, Resources, Audio));
dependencies.CacheAs<ISkinSource>(SkinManager);
// needs to be done here rather than inside SkinManager to ensure thread safety of CurrentSkinInfo.
SkinManager.ItemRemoved += item => Schedule(() =>
{
// check the removed skin is not the current user choice. if it is, switch back to default.
if (item.Equals(SkinManager.CurrentSkinInfo.Value))
SkinManager.CurrentSkinInfo.Value = SkinInfo.Default;
});
EndpointConfiguration endpoints = UseDevelopmentServer ? (EndpointConfiguration)new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl;
dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash));
dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints));
var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
dependencies.Cache(fileStore = new FileStore(contextFactory, Storage));
// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, contextFactory, Scheduler, Host, () => difficultyCache, LocalConfig));
dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, contextFactory, RulesetStore, API, Audio, Resources, Host, defaultBeatmap, performOnlineLookups: true));
dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API));
dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API));
// the following realm components are not actively used yet, but initialised and kept up to date for initial testing.
realmRulesetStore = new RealmRulesetStore(realmFactory, Storage);
dependencies.Cache(realmRulesetStore);
// this should likely be moved to ArchiveModelManager when another case appears where it is necessary
// to have inter-dependent model managers. this could be obtained with an IHasForeign<T> interface to
// allow lookups to be done on the child (ScoreManager in this case) to perform the cascading delete.
List<ScoreInfo> getBeatmapScores(BeatmapSetInfo set)
{
var beatmapIds = BeatmapManager.QueryBeatmaps(b => b.BeatmapSetInfoID == set.ID).Select(b => b.ID).ToList();
return ScoreManager.QueryScores(s => beatmapIds.Contains(s.BeatmapInfo.ID)).ToList();
}
BeatmapManager.ItemRemoved += item => ScoreManager.Delete(getBeatmapScores(item), true);
BeatmapManager.ItemUpdated += item => ScoreManager.Undelete(getBeatmapScores(item), true);
dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
AddInternal(difficultyCache);
dependencies.Cache(userCache = new UserLookupCache());
AddInternal(userCache);
dependencies.Cache(beatmapCache = new BeatmapLookupCache());
AddInternal(beatmapCache);
var scorePerformanceManager = new ScorePerformanceCache();
dependencies.Cache(scorePerformanceManager);
AddInternal(scorePerformanceManager);
dependencies.Cache(rulesetConfigCache = new RulesetConfigCache(realmFactory, RulesetStore));
var powerStatus = CreateBatteryInfo();
if (powerStatus != null)
dependencies.CacheAs(powerStatus);
dependencies.Cache(SessionStatics = new SessionStatics());
dependencies.Cache(new OsuColour());
RegisterImportHandler(BeatmapManager);
RegisterImportHandler(ScoreManager);
RegisterImportHandler(SkinManager);
// drop track volume game-wide to leave some head-room for UI effects / samples.
// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
dependencies.CacheAs<IBindable<WorkingBeatmap>>(Beatmap);
dependencies.CacheAs(Beatmap);
fileStore.Cleanup();
// add api components to hierarchy.
if (API is APIAccess apiAccess)
AddInternal(apiAccess);
AddInternal(spectatorClient);
AddInternal(multiplayerClient);
AddInternal(rulesetConfigCache);
GlobalActionContainer globalBindings;
var mainContent = new Drawable[]
{
MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both },
// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
globalBindings = new GlobalActionContainer(this)
};
MenuCursorContainer.Child = content = new OsuTooltipContainer(MenuCursorContainer.Cursor) { RelativeSizeAxes = Axes.Both };
base.Content.Add(CreateScalingContainer().WithChildren(mainContent));
KeyBindingStore = new RealmKeyBindingStore(realmFactory, keyCombinationProvider);
KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
dependencies.Cache(globalBindings);
PreviewTrackManager previewTrackManager;
dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore));
Add(previewTrackManager);
AddInternal(MusicController = new MusicController());
dependencies.CacheAs(MusicController);
Ruleset.BindValueChanged(onRulesetChanged);
}
protected virtual void InitialiseFonts()
{
AddFont(Resources, @"Fonts/osuFont");
AddFont(Resources, @"Fonts/Torus/Torus-Regular");
AddFont(Resources, @"Fonts/Torus/Torus-Light");
AddFont(Resources, @"Fonts/Torus/Torus-SemiBold");
AddFont(Resources, @"Fonts/Torus/Torus-Bold");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Regular");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Light");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-SemiBold");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Bold");
AddFont(Resources, @"Fonts/Inter/Inter-Regular");
AddFont(Resources, @"Fonts/Inter/Inter-RegularItalic");
AddFont(Resources, @"Fonts/Inter/Inter-Light");
AddFont(Resources, @"Fonts/Inter/Inter-LightItalic");
AddFont(Resources, @"Fonts/Inter/Inter-SemiBold");
AddFont(Resources, @"Fonts/Inter/Inter-SemiBoldItalic");
AddFont(Resources, @"Fonts/Inter/Inter-Bold");
AddFont(Resources, @"Fonts/Inter/Inter-BoldItalic");
AddFont(Resources, @"Fonts/Noto/Noto-Basic");
AddFont(Resources, @"Fonts/Noto/Noto-Hangul");
AddFont(Resources, @"Fonts/Noto/Noto-CJK-Basic");
AddFont(Resources, @"Fonts/Noto/Noto-CJK-Compatibility");
AddFont(Resources, @"Fonts/Noto/Noto-Thai");
AddFont(Resources, @"Fonts/Venera/Venera-Light");
AddFont(Resources, @"Fonts/Venera/Venera-Bold");
AddFont(Resources, @"Fonts/Venera/Venera-Black");
}
protected override void LoadComplete()
{
base.LoadComplete();
// TODO: This is temporary until we reimplement the local FPS display.
// It's just to allow end-users to access the framework FPS display without knowing the shortcut key.
fpsDisplayVisible = LocalConfig.GetBindable<bool>(OsuSetting.ShowFpsDisplay);
fpsDisplayVisible.ValueChanged += visible => { FrameStatistics.Value = visible.NewValue ? FrameStatisticsMode.Minimal : FrameStatisticsMode.None; };
fpsDisplayVisible.TriggerChange();
FrameStatistics.ValueChanged += e => fpsDisplayVisible.Value = e.NewValue != FrameStatisticsMode.None;
}
protected override void Update()
{
base.Update();
realmFactory.Refresh();
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
public override void SetHost(GameHost host)
{
base.SetHost(host);
// may be non-null for certain tests
Storage ??= host.Storage;
LocalConfig ??= UseDevelopmentServer
? new DevelopmentOsuConfigManager(Storage)
: new OsuConfigManager(Storage);
}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
/// </summary>
public void GracefullyExit()
{
if (!OnExiting())
Exit();
else
Scheduler.AddDelayed(GracefullyExit, 2000);
}
public void Migrate(string path)
{
Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
IDisposable realmBlocker = null;
try
{
ManualResetEventSlim readyToRun = new ManualResetEventSlim();
Scheduler.Add(() =>
{
realmBlocker = realmFactory.BlockAllOperations();
contextFactory.FlushConnections();
readyToRun.Set();
}, false);
readyToRun.Wait();
(Storage as OsuStorage)?.Migrate(Host.GetStorage(path));
}
finally
{
realmBlocker?.Dispose();
}
Logger.Log(@"Migration complete!");
}
protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
protected virtual BatteryInfo CreateBatteryInfo() => null;
protected virtual Container CreateScalingContainer() => new DrawSizePreservingFillContainer();
protected override Storage CreateStorage(GameHost host, Storage defaultStorage) => new OsuStorage(host, defaultStorage);
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> r)
{
if (r.NewValue?.Available != true)
{
// reject the change if the ruleset is not available.
Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
return;
}
var dict = new Dictionary<ModType, IReadOnlyList<Mod>>();
foreach (ModType type in Enum.GetValues(typeof(ModType)))
dict[type] = r.NewValue.CreateInstance().GetModsFor(type).ToList();
if (!SelectedMods.Disabled)
SelectedMods.Value = Array.Empty<Mod>();
AvailableMods.Value = dict;
}
private void runMigrations()
{
try
{
using (var db = contextFactory.GetForWrite(false))
db.Context.Migrate();
}
catch (Exception e)
{
Logger.Error(e.InnerException ?? e, "Migration failed! We'll be starting with a fresh database.", LoggingTarget.Database);
// if we failed, let's delete the database and start fresh.
// todo: we probably want a better (non-destructive) migrations/recovery process at a later point than this.
contextFactory.ResetDatabase();
Logger.Log("Database purged successfully.", LoggingTarget.Database);
// only run once more, then hard bail.
using (var db = contextFactory.GetForWrite(false))
db.Context.Migrate();
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RulesetStore?.Dispose();
BeatmapManager?.Dispose();
LocalConfig?.Dispose();
contextFactory?.FlushConnections();
realmRulesetStore?.Dispose();
realmFactory?.Dispose();
}
}
}