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