osu/osu.Game/Beatmaps/WorkingBeatmap.cs

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