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osu-lazer/osu.Game/OsuGameBase.cs

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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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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
using osu.Framework.Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Framework.IO.Stores;
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using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
using osu.Game.Configuration;
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using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
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using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Online;
using osu.Game.Online.API;
using osu.Game.Online.Chat;
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using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
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using osu.Game.Overlays;
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;
using osu.Game.Utils;
using RuntimeInfo = osu.Framework.RuntimeInfo;
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namespace osu.Game
{
/// <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>
public partial class OsuGameBase : Framework.Game, ICanAcceptFiles, IBeatSyncProvider
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{
public const string OSU_PROTOCOL = "osu://";
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";
public const int SAMPLE_CONCURRENCY = 6;
/// <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>
private const double global_track_volume_adjust = 0.8;
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public virtual bool UseDevelopmentServer => DebugUtils.IsDebugBuild;
internal EndpointConfiguration CreateEndpoints() =>
UseDevelopmentServer ? (EndpointConfiguration)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;
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;
return $@"{version.Major}.{version.Minor}.{version.Build}-{BUILD_SUFFIX}";
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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>
protected virtual Edges SafeAreaOverrideEdges => Edges.None;
protected OsuConfigManager LocalConfig { get; private set; }
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protected SessionStatics SessionStatics { get; private set; }
protected BeatmapManager BeatmapManager { get; private set; }
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protected BeatmapModelDownloader BeatmapDownloader { get; private set; }
protected ScoreManager ScoreManager { get; private set; }
protected ScoreModelDownloader ScoreDownloader { get; private set; }
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; }
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>();
/// <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>
public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>();
private BeatmapDifficultyCache difficultyCache;
private UserLookupCache userCache;
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private BeatmapLookupCache beatmapCache;
private RulesetConfigCache rulesetConfigCache;
private SpectatorClient spectatorClient;
private MultiplayerClient multiplayerClient;
private RealmAccess realm;
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; }
/// <summary>
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/// Number of unhandled exceptions to allow before aborting execution.
/// </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()
{
Name = @"osu!";
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allowableExceptions = UnhandledExceptionsBeforeCrash;
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}
[BackgroundDependencyLoader]
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private void load(ReadableKeyCombinationProvider keyCombinationProvider)
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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();
}
Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly));
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if (Storage.Exists(DatabaseContextFactory.DATABASE_NAME))
dependencies.Cache(EFContextFactory = new DatabaseContextFactory(Storage));
dependencies.Cache(realm = new RealmAccess(Storage, CLIENT_DATABASE_FILENAME, Host.UpdateThread, EFContextFactory));
dependencies.CacheAs<RulesetStore>(RulesetStore = new RealmRulesetStore(realm, Storage));
dependencies.CacheAs<IRulesetStore>(RulesetStore);
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Decoder.RegisterDependencies(RulesetStore);
// Backup is taken here rather than in EFToRealmMigrator to avoid recycling realm contexts
// after initial usages below. It can be moved once a direction is established for handling re-subscription.
// See https://github.com/ppy/osu/pull/16547 for more discussion.
if (EFContextFactory != null)
{
const string backup_folder = "backups";
string migration = $"before_final_migration_{DateTimeOffset.UtcNow.ToUnixTimeSeconds()}";
EFContextFactory.CreateBackup(Path.Combine(backup_folder, $"client.{migration}.db"));
realm.CreateBackup(Path.Combine(backup_folder, $"client.{migration}.realm"));
using (var source = Storage.GetStream("collection.db"))
{
if (source != null)
{
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using (var destination = Storage.CreateFileSafely(Path.Combine(backup_folder, $"collection.{migration}.db")))
source.CopyTo(destination);
}
}
}
dependencies.CacheAs(Storage);
var largeStore = new LargeTextureStore(Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
largeStore.AddStore(Host.CreateTextureLoaderStore(new OnlineStore()));
dependencies.Cache(largeStore);
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dependencies.CacheAs(this);
dependencies.CacheAs(LocalConfig);
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InitialiseFonts();
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
dependencies.Cache(SkinManager = new SkinManager(Storage, realm, Host, Resources, Audio, Scheduler));
dependencies.CacheAs<ISkinSource>(SkinManager);
EndpointConfiguration endpoints = CreateEndpoints();
MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl;
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dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash));
dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
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dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints));
var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, realm, Scheduler, () => difficultyCache, LocalConfig));
dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, realm, RulesetStore, API, Audio, Resources, Host, defaultBeatmap, performOnlineLookups: true));
dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API));
dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API));
dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
AddInternal(difficultyCache);
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dependencies.Cache(userCache = new UserLookupCache());
AddInternal(userCache);
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dependencies.Cache(beatmapCache = new BeatmapLookupCache());
AddInternal(beatmapCache);
var scorePerformanceManager = new ScorePerformanceCache();
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dependencies.Cache(scorePerformanceManager);
AddInternal(scorePerformanceManager);
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);
dependencies.Cache(SessionStatics = new SessionStatics());
dependencies.Cache(new OsuColour());
RegisterImportHandler(BeatmapManager);
RegisterImportHandler(ScoreManager);
RegisterImportHandler(SkinManager);
// 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);
AddInternal(spectatorClient);
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AddInternal(multiplayerClient);
AddInternal(rulesetConfigCache);
GlobalActionContainer globalBindings;
base.Content.Add(new SafeAreaContainer
{
SafeAreaOverrideEdges = SafeAreaOverrideEdges,
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)
})
});
KeyBindingStore = new RealmKeyBindingStore(realm, keyCombinationProvider);
KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
dependencies.Cache(globalBindings);
PreviewTrackManager previewTrackManager;
dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore));
Add(previewTrackManager);
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AddInternal(MusicController = new MusicController());
dependencies.CacheAs(MusicController);
Ruleset.BindValueChanged(onRulesetChanged);
Beatmap.BindValueChanged(onBeatmapChanged);
}
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");
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);
host.ExceptionThrown += onExceptionThrown;
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}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
/// </summary>
public void GracefullyExit()
{
if (!OnExiting())
Exit();
else
Scheduler.AddDelayed(GracefullyExit, 2000);
}
public bool Migrate(string path)
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{
Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
IDisposable realmBlocker = null;
try
{
ManualResetEventSlim readyToRun = new ManualResetEventSlim();
Scheduler.Add(() =>
{
realmBlocker = realm.BlockAllOperations();
readyToRun.Set();
}, false);
readyToRun.Wait();
bool? cleanupSucceded = (Storage as OsuStorage)?.Migrate(Host.GetStorage(path));
Logger.Log(@"Migration complete!");
return cleanupSucceded != false;
}
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);
private void onBeatmapChanged(ValueChangedEvent<WorkingBeatmap> valueChangedEvent)
{
if (IsLoaded && !ThreadSafety.IsUpdateThread)
throw new InvalidOperationException("Global beatmap bindable must be changed from update thread.");
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> r)
{
if (IsLoaded && !ThreadSafety.IsUpdateThread)
throw new InvalidOperationException("Global ruleset bindable must be changed from update thread.");
Ruleset instance = null;
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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// reject the change if the ruleset is not available.
Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
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return;
}
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var dict = new Dictionary<ModType, IReadOnlyList<Mod>>();
foreach (ModType type in Enum.GetValues(typeof(ModType)))
{
dict[type] = instance.GetModsFor(type).ToList();
}
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if (!SelectedMods.Disabled)
SelectedMods.Value = Array.Empty<Mod>();
AvailableMods.Value = dict;
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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;
Logger.Log($"Unhandled exception has been {(continueExecution ? $"allowed with {allowableExceptions} more allowable exceptions" : "denied")} .");
// restore the stock of allowable exceptions after a short delay.
Task.Delay(1000).ContinueWith(_ => Interlocked.Increment(ref allowableExceptions));
return continueExecution;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RulesetStore?.Dispose();
BeatmapManager?.Dispose();
LocalConfig?.Dispose();
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realm?.Dispose();
if (Host != null)
Host.ExceptionThrown -= onExceptionThrown;
}
ControlPointInfo IBeatSyncProvider.ControlPoints => Beatmap.Value.Beatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track : (IClock)null;
ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : (ChannelAmplitudes?)null;
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}
}