mirror of https://github.com/ppy/osu
241 lines
9.3 KiB
C#
241 lines
9.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets.Mods;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Storyboards;
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using osu.Framework.IO.File;
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using System.IO;
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using System.Threading;
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using osu.Game.IO.Serialization;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Beatmaps
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{
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public abstract partial class WorkingBeatmap : IDisposable
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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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public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
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protected WorkingBeatmap(BeatmapInfo beatmapInfo)
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{
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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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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new RecyclableLazy<IBeatmap>(() =>
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{
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var b = GetBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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return b;
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});
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track = new RecyclableLazy<Track>(() =>
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{
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new VirtualBeatmapTrack(Beatmap);
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applyRateAdjustments(t);
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return t;
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});
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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<Skin>(GetSkin);
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}
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/// <summary>
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/// Saves the <see cref="Beatmaps.Beatmap"/>.
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/// </summary>
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/// <returns>The absolute path of the output file.</returns>
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public string Save()
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{
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var path = FileSafety.GetTempPath(Guid.NewGuid().ToString().Replace("-", string.Empty) + ".json");
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using (var sw = new StreamWriter(path))
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sw.WriteLine(Beatmap.Serialize());
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return path;
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}
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/// <summary>
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/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
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/// <para>
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/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
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/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
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/// </para>
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/// </summary>
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/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
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/// <returns>The converted <see cref="IBeatmap"/>.</returns>
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/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset)
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{
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var rulesetInstance = ruleset.CreateInstance();
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IBeatmapConverter converter = rulesetInstance.CreateBeatmapConverter(Beatmap);
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// Check if the beatmap can be converted
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if (!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.Value.OfType<IApplicableToBeatmapConverter>())
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mod.ApplyToBeatmapConverter(converter);
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// Convert
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IBeatmap converted = converter.Convert();
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// Apply difficulty mods
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if (Mods.Value.Any(m => m is IApplicableToDifficulty))
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{
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converted.BeatmapInfo = converted.BeatmapInfo.Clone();
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converted.BeatmapInfo.BaseDifficulty = converted.BeatmapInfo.BaseDifficulty.Clone();
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foreach (var mod in Mods.Value.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
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}
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IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
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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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obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
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foreach (var mod in Mods.Value.OfType<IApplicableToHitObject>())
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foreach (var obj in converted.HitObjects)
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mod.ApplyToHitObject(obj);
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processor?.PostProcess();
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return converted;
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}
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public override string ToString() => BeatmapInfo.ToString();
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public bool BeatmapLoaded => beatmap.IsResultAvailable;
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public IBeatmap Beatmap => beatmap.Value;
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protected abstract IBeatmap GetBeatmap();
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private readonly RecyclableLazy<IBeatmap> beatmap;
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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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public bool TrackLoaded => track.IsResultAvailable;
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public Track Track => track.Value;
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protected abstract Track GetTrack();
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private RecyclableLazy<Track> track;
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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();
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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 Skin Skin => skin.Value;
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protected virtual Skin GetSkin() => new DefaultSkin();
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private readonly RecyclableLazy<Skin> skin;
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/// <summary>
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/// Transfer pieces of a beatmap to a new one, where possible, to save on loading.
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/// </summary>
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/// <param name="other">The new beatmap which is being switched to.</param>
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public virtual void TransferTo(WorkingBeatmap other)
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{
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if (track.IsResultAvailable && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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other.track = track;
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}
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public virtual void Dispose()
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{
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background.Recycle();
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waveform.Recycle();
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storyboard.Recycle();
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skin.Recycle();
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}
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/// <summary>
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/// Eagerly dispose of the audio track associated with this <see cref="WorkingBeatmap"/> (if any).
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/// Accessing track again will load a fresh instance.
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/// </summary>
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public void RecycleTrack() => track.Recycle();
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private void applyRateAdjustments(Track t = null)
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{
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if (t == null && track.IsResultAvailable) t = Track;
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if (t == null) return;
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t.ResetSpeedAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(t);
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}
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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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}
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}
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