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https://github.com/ppy/osu
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e62999fb16
# Conflicts: # osu.Game.Rulesets.Catch/CatchRuleset.cs # osu.Game.Rulesets.Osu/OsuRuleset.cs # osu.Game.Rulesets.Taiko/TaikoRuleset.cs # osu.Game/Rulesets/Ruleset.cs
345 lines
12 KiB
C#
345 lines
12 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Logging;
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using osu.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.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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// TODO: remove once the fallback lookup is not required (and access via `working.BeatmapInfo.Metadata` directly).
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public BeatmapMetadata Metadata => BeatmapInfo.Metadata;
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public Waveform Waveform => waveform.Value;
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public Storyboard Storyboard => storyboard.Value;
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public Texture Background => GetBackground(); // Texture uses ref counting, so we want to return a new instance every usage.
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public ISkin Skin => skin.Value;
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private AudioManager audioManager { get; }
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private CancellationTokenSource loadCancellationSource = new CancellationTokenSource();
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private readonly object beatmapFetchLock = new object();
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private readonly Lazy<Waveform> waveform;
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private readonly Lazy<Storyboard> storyboard;
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private readonly Lazy<ISkin> skin;
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private Track track; // track is not Lazy as we allow transferring and loading multiple times.
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protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
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{
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this.audioManager = audioManager;
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapInfo.BeatmapSet ?? new BeatmapSetInfo();
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waveform = new Lazy<Waveform>(GetWaveform);
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storyboard = new Lazy<Storyboard>(GetStoryboard);
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skin = new Lazy<ISkin>(GetSkin);
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}
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#region Resource getters
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protected virtual Waveform GetWaveform() => new Waveform(null);
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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protected abstract IBeatmap GetBeatmap();
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protected abstract Texture GetBackground();
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protected abstract Track GetBeatmapTrack();
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/// <summary>
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/// Creates a new skin instance for this beatmap.
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/// </summary>
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/// <remarks>
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/// This should only be called externally in scenarios where it is explicitly desired to get a new instance of a skin
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/// (e.g. for editing purposes, to avoid state pollution).
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/// For standard reading purposes, <see cref="Skin"/> should always be used directly.
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/// </remarks>
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protected internal abstract ISkin GetSkin();
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#endregion
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#region Async load control
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public void BeginAsyncLoad() => loadBeatmapAsync();
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public void CancelAsyncLoad()
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{
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lock (beatmapFetchLock)
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{
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loadCancellationSource?.Cancel();
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loadCancellationSource = new CancellationTokenSource();
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if (beatmapLoadTask?.IsCompleted != true)
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beatmapLoadTask = null;
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}
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}
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#endregion
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#region Track
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public virtual bool TrackLoaded => track != null;
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public Track LoadTrack() => track = GetBeatmapTrack() ?? GetVirtualTrack(1000);
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public void PrepareTrackForPreview(bool looping)
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{
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Track.Looping = looping;
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Track.RestartPoint = Metadata.PreviewTime;
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if (Track.RestartPoint == -1)
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{
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if (!Track.IsLoaded)
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{
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// force length to be populated (https://github.com/ppy/osu-framework/issues/4202)
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Track.Seek(Track.CurrentTime);
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}
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Track.RestartPoint = 0.4f * Track.Length;
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}
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}
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/// <summary>
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/// Attempts to transfer the audio track to a target working beatmap, if valid for transferring.
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/// Used as an optimisation to avoid reload / track swap across difficulties in the same beatmap set.
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/// </summary>
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/// <param name="target">The target working beatmap to transfer this track to.</param>
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/// <returns>Whether the track has been transferred to the <paramref name="target"/>.</returns>
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public virtual bool TryTransferTrack([NotNull] WorkingBeatmap target)
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{
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if (BeatmapInfo?.AudioEquals(target.BeatmapInfo) != true || Track.IsDummyDevice)
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return false;
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target.track = Track;
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return true;
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}
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/// <summary>
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/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
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/// This generally happens via MusicController when changing the global beatmap.
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/// </summary>
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[NotNull]
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public Track Track
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{
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get
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{
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if (!TrackLoaded)
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throw new InvalidOperationException($"Cannot access {nameof(Track)} without first calling {nameof(LoadTrack)}.");
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return track;
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}
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}
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protected Track GetVirtualTrack(double emptyLength = 0)
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{
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const double excess_length = 1000;
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double length = (BeatmapInfo?.Length + excess_length) ?? emptyLength;
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return audioManager.Tracks.GetVirtual(length);
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}
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#endregion
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#region Beatmap
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public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
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public IBeatmap Beatmap
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{
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get
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{
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try
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{
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return loadBeatmapAsync().GetResultSafely();
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}
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catch (AggregateException ae)
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{
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// This is the exception that is generally expected here, which occurs via natural cancellation of the asynchronous load
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if (ae.InnerExceptions.FirstOrDefault() is TaskCanceledException)
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return null;
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Logger.Error(ae, "Beatmap failed to load");
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return null;
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}
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catch (Exception e)
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{
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Logger.Error(e, "Beatmap failed to load");
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return null;
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}
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}
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}
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private Task<IBeatmap> beatmapLoadTask;
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private Task<IBeatmap> loadBeatmapAsync()
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{
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lock (beatmapFetchLock)
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{
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return beatmapLoadTask ??= Task.Factory.StartNew(() =>
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{
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// Todo: Handle cancellation during beatmap parsing
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var b = GetBeatmap() ?? new Beatmap();
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// The original beatmap version needs to be preserved as the database doesn't contain it
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BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
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// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}, loadCancellationSource.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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}
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}
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#endregion
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#region Playable beatmap
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public IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods = null)
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{
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try
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{
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using (var cancellationTokenSource = new CancellationTokenSource(10_000))
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{
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// don't apply the default timeout when debugger is attached (may be breakpointing / debugging).
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return GetPlayableBeatmap(ruleset, mods ?? Array.Empty<Mod>(), Debugger.IsAttached ? new CancellationToken() : cancellationTokenSource.Token);
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}
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}
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catch (OperationCanceledException)
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{
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throw new BeatmapLoadTimeoutException(BeatmapInfo);
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}
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}
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public virtual IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken token)
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{
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var rulesetInstance = ruleset.CreateInstance();
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if (rulesetInstance == null)
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throw new RulesetLoadException("Creating ruleset instance failed when attempting to create playable beatmap.");
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IBeatmapConverter converter = CreateBeatmapConverter(Beatmap, rulesetInstance);
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// Check if the beatmap can be converted
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if (Beatmap.HitObjects.Count > 0 && !converter.CanConvert())
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throw new BeatmapInvalidForRulesetException($"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter}).");
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// Apply conversion mods
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foreach (var mod in mods.OfType<IApplicableToBeatmapConverter>())
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmapConverter(converter);
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}
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// Convert
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IBeatmap converted = converter.Convert(token);
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// Apply conversion mods to the result
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foreach (var mod in mods.OfType<IApplicableAfterBeatmapConversion>())
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmap(converted);
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}
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// Apply difficulty mods
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if (mods.Any(m => m is IApplicableToDifficulty))
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{
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foreach (var mod in mods.OfType<IApplicableToDifficulty>())
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToDifficulty(converted.Difficulty);
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}
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}
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var processor = rulesetInstance.CreateBeatmapProcessor(converted);
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if (processor != null)
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{
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foreach (var mod in mods.OfType<IApplicableToBeatmapProcessor>())
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mod.ApplyToBeatmapProcessor(processor);
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processor.PreProcess();
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}
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
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foreach (var obj in converted.HitObjects)
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{
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token.ThrowIfCancellationRequested();
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obj.ApplyDefaults(converted.ControlPointInfo, converted.Difficulty, token);
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}
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foreach (var mod in mods.OfType<IApplicableToHitObject>())
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{
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foreach (var obj in converted.HitObjects)
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToHitObject(obj);
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}
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}
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processor?.PostProcess();
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foreach (var mod in mods.OfType<IApplicableToBeatmap>())
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{
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token.ThrowIfCancellationRequested();
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mod.ApplyToBeatmap(converted);
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}
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return converted;
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}
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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
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/// <param name="ruleset">The <see cref="Ruleset"/> for which <paramref name="beatmap"/> should be converted.</param>
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/// <returns>The applicable <see cref="IBeatmapConverter"/>.</returns>
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protected virtual IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) => ruleset.CreateBeatmapConverter(beatmap);
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#endregion
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public override string ToString() => BeatmapInfo.ToString();
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public abstract Stream GetStream(string storagePath);
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IBeatmapInfo IWorkingBeatmap.BeatmapInfo => BeatmapInfo;
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private class BeatmapLoadTimeoutException : TimeoutException
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{
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public BeatmapLoadTimeoutException(BeatmapInfo beatmapInfo)
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: base($"Timed out while loading beatmap ({beatmapInfo}).")
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{
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}
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}
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}
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}
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