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// 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.
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#nullable disable
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using System ;
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using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
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using System.Reflection ;
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using System.Threading ;
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using System.Threading.Tasks ;
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using osu.Framework.Allocation ;
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using osu.Framework.Audio ;
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using osu.Framework.Audio.Track ;
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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.Input.Handlers ;
using osu.Framework.Input.Handlers.Midi ;
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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.Framework.Timing ;
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using osu.Game.Audio ;
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using osu.Game.Beatmaps ;
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using osu.Game.Beatmaps.ControlPoints ;
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using osu.Game.Beatmaps.Formats ;
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using osu.Game.Configuration ;
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using osu.Game.Database ;
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using osu.Game.Graphics ;
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.Overlays.Settings ;
using osu.Game.Overlays.Settings.Sections ;
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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.Utils ;
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using RuntimeInfo = osu . Framework . RuntimeInfo ;
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namespace osu.Game
{
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/// <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>
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public partial class OsuGameBase : Framework . Game , ICanAcceptFiles , IBeatSyncProvider
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{
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public static readonly string [ ] VIDEO_EXTENSIONS = { ".mp4" , ".mov" , ".avi" , ".flv" } ;
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public const string OSU_PROTOCOL = "osu://" ;
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public const string CLIENT_STREAM_NAME = @"lazer" ;
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/// <summary>
/// The filename of the main client database.
/// </summary>
public const string CLIENT_DATABASE_FILENAME = @"client.realm" ;
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public const int SAMPLE_CONCURRENCY = 6 ;
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/// <summary>
/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
/// </summary>
public const int SAMPLE_DEBOUNCE_TIME = 20 ;
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/// <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>
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private const double global_track_volume_adjust = 0.8 ;
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public virtual bool UseDevelopmentServer = > DebugUtils . IsDebugBuild ;
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internal EndpointConfiguration CreateEndpoints ( ) = >
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UseDevelopmentServer ? new DevelopmentEndpointConfiguration ( ) : new ProductionEndpointConfiguration ( ) ;
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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 ;
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internal const string BUILD_SUFFIX = "lazer" ;
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public virtual string Version
{
get
{
if ( ! IsDeployedBuild )
return @"local " + ( DebugUtils . IsDebugBuild ? @"debug" : @"release" ) ;
var version = AssemblyVersion ;
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return $@"{version.Major}.{version.Minor}.{version.Build}-{BUILD_SUFFIX}" ;
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}
}
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/// <summary>
/// The <see cref="Edges"/> that the game should be drawn over at a top level.
/// Defaults to <see cref="Edges.None"/>.
/// </summary>
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protected virtual Edges SafeAreaOverrideEdges = > Edges . None ;
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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 RealmRulesetStore 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 ; }
protected IAPIProvider API { get ; set ; }
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protected Storage Storage { get ; set ; }
protected Bindable < WorkingBeatmap > Beatmap { get ; private set ; } // cached via load() method
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[Cached]
[Cached(typeof(IBindable<RulesetInfo>))]
protected readonly Bindable < RulesetInfo > Ruleset = new Bindable < RulesetInfo > ( ) ;
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/// <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>
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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>
/// Mods available for the current <see cref="Ruleset"/>.
/// </summary>
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public readonly Bindable < Dictionary < ModType , IReadOnlyList < Mod > > > AvailableMods = new Bindable < Dictionary < ModType , IReadOnlyList < Mod > > > ( new Dictionary < ModType , IReadOnlyList < Mod > > ( ) ) ;
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private BeatmapDifficultyCache difficultyCache ;
private UserLookupCache userCache ;
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private BeatmapLookupCache beatmapCache ;
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private RulesetConfigCache rulesetConfigCache ;
private SpectatorClient spectatorClient ;
private MultiplayerClient multiplayerClient ;
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private RealmAccess realm ;
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protected override Container < Drawable > Content = > content ;
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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/// <summary>
/// A legacy EF context factory if migration has not been performed to realm yet.
/// </summary>
protected DatabaseContextFactory EFContextFactory { get ; private set ; }
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/// <summary>
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/// Number of unhandled exceptions to allow before aborting execution.
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/// </summary>
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/// <remarks>
/// When an unhandled exception is encountered, an internal count will be decremented.
/// If the count hits zero, the game will crash.
/// Each second, the count is incremented until reaching the value specified.
/// </remarks>
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protected virtual int UnhandledExceptionsBeforeCrash = > DebugUtils . IsDebugBuild ? 0 : 1 ;
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public OsuGameBase ( )
{
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Name = @"osu!" ;
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allowableExceptions = UnhandledExceptionsBeforeCrash ;
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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
{
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 ( ) ;
}
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Resources . AddStore ( new DllResourceStore ( OsuResources . ResourceAssembly ) ) ;
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if ( Storage . Exists ( DatabaseContextFactory . DATABASE_NAME ) )
dependencies . Cache ( EFContextFactory = new DatabaseContextFactory ( Storage ) ) ;
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dependencies . Cache ( realm = new RealmAccess ( Storage , CLIENT_DATABASE_FILENAME , Host . UpdateThread , EFContextFactory ) ) ;
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dependencies . CacheAs < RulesetStore > ( RulesetStore = new RealmRulesetStore ( realm , Storage ) ) ;
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dependencies . CacheAs < IRulesetStore > ( RulesetStore ) ;
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Decoder . RegisterDependencies ( RulesetStore ) ;
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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 . AddTextureSource ( 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 , realm , Host , Resources , Audio , Scheduler ) ) ;
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dependencies . CacheAs < ISkinSource > ( SkinManager ) ;
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EndpointConfiguration endpoints = CreateEndpoints ( ) ;
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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 ( difficultyCache = new BeatmapDifficultyCache ( ) ) ;
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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 , realm , Scheduler , difficultyCache , LocalConfig ) ) ;
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dependencies . Cache ( BeatmapManager = new BeatmapManager ( Storage , realm , RulesetStore , API , Audio , Resources , Host , defaultBeatmap , difficultyCache , performOnlineLookups : true ) ) ;
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dependencies . Cache ( BeatmapDownloader = new BeatmapModelDownloader ( BeatmapManager , API ) ) ;
dependencies . Cache ( ScoreDownloader = new ScoreModelDownloader ( ScoreManager , API ) ) ;
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// Add after all the above cache operations as it depends on them.
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AddInternal ( difficultyCache ) ;
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dependencies . Cache ( userCache = new UserLookupCache ( ) ) ;
AddInternal ( userCache ) ;
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dependencies . Cache ( beatmapCache = new BeatmapLookupCache ( ) ) ;
AddInternal ( beatmapCache ) ;
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var scorePerformanceManager = new ScorePerformanceCache ( ) ;
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dependencies . Cache ( scorePerformanceManager ) ;
AddInternal ( scorePerformanceManager ) ;
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dependencies . CacheAs < IRulesetConfigCache > ( rulesetConfigCache = new RulesetConfigCache ( realm , RulesetStore ) ) ;
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var powerStatus = CreateBatteryInfo ( ) ;
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if ( powerStatus ! = null )
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 ) ;
RegisterImportHandler ( ScoreManager ) ;
RegisterImportHandler ( SkinManager ) ;
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// 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 ) ;
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Beatmap = new NonNullableBindable < WorkingBeatmap > ( defaultBeatmap ) ;
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dependencies . CacheAs < IBindable < WorkingBeatmap > > ( Beatmap ) ;
dependencies . CacheAs ( Beatmap ) ;
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// add api components to hierarchy.
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if ( API is APIAccess apiAccess )
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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base . Content . Add ( new SafeAreaContainer
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{
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SafeAreaOverrideEdges = SafeAreaOverrideEdges ,
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RelativeSizeAxes = Axes . Both ,
Child = CreateScalingContainer ( ) . WithChildren ( new Drawable [ ]
{
( MenuCursorContainer = new MenuCursorContainer
{
RelativeSizeAxes = Axes . Both
} ) . WithChild ( content = new OsuTooltipContainer ( MenuCursorContainer . Cursor )
{
RelativeSizeAxes = Axes . Both
} ) ,
// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
globalBindings = new GlobalActionContainer ( this )
} )
} ) ;
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KeyBindingStore = new RealmKeyBindingStore ( realm , 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 ( ) ) ;
dependencies . CacheAs ( MusicController ) ;
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Ruleset . BindValueChanged ( onRulesetChanged ) ;
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Beatmap . BindValueChanged ( onBeatmapChanged ) ;
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}
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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" ) ;
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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" ) ;
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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" ) ;
}
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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 ;
}
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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 ) ;
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host . ExceptionThrown + = onExceptionThrown ;
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}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
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/// By default, will keep persisting until an exit occurs (exit may be blocked multiple times).
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/// May be interrupted (see <see cref="OsuGame"/>'s override).
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/// </summary>
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public virtual void AttemptExit ( )
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{
if ( ! OnExiting ( ) )
Exit ( ) ;
else
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Scheduler . AddDelayed ( AttemptExit , 2000 ) ;
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}
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public bool 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 ;
try
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{
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ManualResetEventSlim readyToRun = new ManualResetEventSlim ( ) ;
Scheduler . Add ( ( ) = >
{
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realmBlocker = realm . BlockAllOperations ( ) ;
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readyToRun . Set ( ) ;
} , false ) ;
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if ( ! readyToRun . Wait ( 30000 ) )
throw new TimeoutException ( "Attempting to block for migration took too long." ) ;
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bool? cleanupSucceded = ( Storage as OsuStorage ) ? . Migrate ( Host . GetStorage ( path ) ) ;
Logger . Log ( @"Migration complete!" ) ;
return cleanupSucceded ! = false ;
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}
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finally
{
realmBlocker ? . Dispose ( ) ;
}
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}
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 ) ;
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/// <summary>
/// Creates an input settings subsection for an <see cref="InputHandler"/>.
/// </summary>
/// <remarks>Should be overriden per-platform to provide settings for platform-specific handlers.</remarks>
public virtual SettingsSubsection CreateSettingsSubsectionFor ( InputHandler handler )
{
switch ( handler )
{
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case MidiHandler :
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return new InputSection . HandlerSection ( handler ) ;
// return null for handlers that shouldn't have settings.
default :
return null ;
}
}
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private void onBeatmapChanged ( ValueChangedEvent < WorkingBeatmap > beatmap )
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{
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if ( IsLoaded & & ! ThreadSafety . IsUpdateThread )
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throw new InvalidOperationException ( "Global beatmap bindable must be changed from update thread." ) ;
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Logger . Log ( $"Game-wide working beatmap updated to {beatmap.NewValue}" ) ;
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}
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private void onRulesetChanged ( ValueChangedEvent < RulesetInfo > r )
{
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if ( IsLoaded & & ! ThreadSafety . IsUpdateThread )
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throw new InvalidOperationException ( "Global ruleset bindable must be changed from update thread." ) ;
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Ruleset instance = null ;
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try
{
if ( r . NewValue ? . Available = = true )
{
instance = r . NewValue . CreateInstance ( ) ;
}
}
catch ( Exception e )
{
Logger . Error ( e , "Ruleset load failed and has been rolled back" ) ;
}
if ( instance = = null )
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{
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// reject the change if the ruleset is not available.
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revertRulesetChange ( ) ;
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return ;
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}
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var dict = new Dictionary < ModType , IReadOnlyList < Mod > > ( ) ;
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try
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{
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foreach ( ModType type in Enum . GetValues ( typeof ( ModType ) ) )
{
dict [ type ] = instance . GetModsFor ( type )
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// Rulesets should never return null mods, but let's be defensive just in case.
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
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. Where ( mod = > mod ! = null )
. ToList ( ) ;
}
}
catch ( Exception e )
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{
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Logger . Error ( e , $"Could not load mods for \" { instance . RulesetInfo . Name } \ " ruleset. Current ruleset has been rolled back." ) ;
revertRulesetChange ( ) ;
return ;
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}
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if ( ! SelectedMods . Disabled )
SelectedMods . Value = Array . Empty < Mod > ( ) ;
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AvailableMods . Value = dict ;
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void revertRulesetChange ( ) = > Ruleset . Value = r . OldValue ? . Available = = true ? r . OldValue : RulesetStore . AvailableRulesets . First ( ) ;
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}
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private int allowableExceptions ;
/// <summary>
/// Allows a maximum of one unhandled exception, per second of execution.
/// </summary>
private bool onExceptionThrown ( Exception _ )
{
bool continueExecution = Interlocked . Decrement ( ref allowableExceptions ) > = 0 ;
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Logger . Log ( $"Unhandled exception has been {(continueExecution ? $" allowed with { allowableExceptions } more allowable exceptions " : " denied ")} ." ) ;
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// restore the stock of allowable exceptions after a short delay.
Task . Delay ( 1000 ) . ContinueWith ( _ = > Interlocked . Increment ( ref allowableExceptions ) ) ;
return continueExecution ;
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}
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protected override void Dispose ( bool isDisposing )
{
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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realm ? . Dispose ( ) ;
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if ( Host ! = null )
Host . ExceptionThrown - = onExceptionThrown ;
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}
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ControlPointInfo IBeatSyncProvider . ControlPoints = > Beatmap . Value . Beatmap . ControlPointInfo ;
IClock IBeatSyncProvider . Clock = > Beatmap . Value . TrackLoaded ? Beatmap . Value . Track : ( IClock ) null ;
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ChannelAmplitudes ? IBeatSyncProvider . Amplitudes = > Beatmap . Value . TrackLoaded ? Beatmap . Value . Track . CurrentAmplitudes : null ;
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}
}