2018-04-13 17:19:50 +08:00
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// 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 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.Reflection;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Configuration;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.IO.Stores;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Online.API;
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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.Logging;
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using osu.Game.Database;
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using osu.Game.Graphics.Textures;
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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.Rulesets;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game
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{
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/// <summary>
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/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
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/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
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/// for provide dependencies to test cases without interfering with them.
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/// </summary>
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public class OsuGameBase : Framework.Game, ICanAcceptFiles
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{
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protected OsuConfigManager LocalConfig;
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protected BeatmapManager BeatmapManager;
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protected SkinManager SkinManager;
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protected RulesetStore RulesetStore;
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protected FileStore FileStore;
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protected ScoreStore ScoreStore;
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protected KeyBindingStore KeyBindingStore;
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protected SettingsStore SettingsStore;
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protected CursorOverrideContainer CursorOverrideContainer;
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protected override string MainResourceFile => @"osu.Game.Resources.dll";
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private Container content;
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protected override Container<Drawable> Content => content;
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public Bindable<WorkingBeatmap> Beatmap { get; private set; }
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private Bindable<bool> fpsDisplayVisible;
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protected AssemblyName AssemblyName => Assembly.GetEntryAssembly()?.GetName() ?? new AssemblyName { Version = new Version() };
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public bool IsDeployedBuild => AssemblyName.Version.Major > 0;
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public string Version
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{
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get
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{
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if (!IsDeployedBuild)
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return @"local " + (DebugUtils.IsDebug ? @"debug" : @"release");
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var assembly = AssemblyName;
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return $@"{assembly.Version.Major}.{assembly.Version.Minor}.{assembly.Version.Build}";
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}
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}
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public OsuGameBase()
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{
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Name = @"osu!lazer";
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}
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateLocalDependencies(parent));
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private DatabaseContextFactory contextFactory;
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[BackgroundDependencyLoader]
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private void load()
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{
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dependencies.Cache(contextFactory = new DatabaseContextFactory(Host));
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dependencies.Cache(new LargeTextureStore(new RawTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures"))));
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dependencies.CacheAs(this);
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dependencies.Cache(LocalConfig);
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runMigrations();
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dependencies.Cache(SkinManager = new SkinManager(Host.Storage, contextFactory, Host, Audio));
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dependencies.CacheAs<ISkinSource>(SkinManager);
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var api = new APIAccess(LocalConfig);
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dependencies.Cache(api);
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dependencies.CacheAs<IAPIProvider>(api);
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dependencies.Cache(RulesetStore = new RulesetStore(contextFactory));
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dependencies.Cache(FileStore = new FileStore(contextFactory, Host.Storage));
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dependencies.Cache(BeatmapManager = new BeatmapManager(Host.Storage, contextFactory, RulesetStore, api, Audio, Host));
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dependencies.Cache(ScoreStore = new ScoreStore(Host.Storage, contextFactory, Host, BeatmapManager, RulesetStore));
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dependencies.Cache(KeyBindingStore = new KeyBindingStore(contextFactory, RulesetStore));
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dependencies.Cache(SettingsStore = new SettingsStore(contextFactory));
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dependencies.Cache(new OsuColour());
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fileImporters.Add(BeatmapManager);
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fileImporters.Add(ScoreStore);
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fileImporters.Add(SkinManager);
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//this completely overrides the framework default. will need to change once we make a proper FontStore.
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dependencies.Cache(Fonts = new FontStore { ScaleAdjust = 100 });
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/FontAwesome"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/osuFont"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Medium"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-MediumItalic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-Basic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-Hangul"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-CJK-Basic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-CJK-Compatibility"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Regular"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-RegularItalic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-SemiBold"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-SemiBoldItalic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Bold"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-BoldItalic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Light"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-LightItalic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Black"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-BlackItalic"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Venera"));
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Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Venera-Light"));
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var defaultBeatmap = new DummyWorkingBeatmap(this);
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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BeatmapManager.DefaultBeatmap = defaultBeatmap;
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// tracks play so loud our samples can't keep up.
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// this adds a global reduction of track volume for the time being.
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Audio.Track.AddAdjustment(AdjustableProperty.Volume, new BindableDouble(0.8));
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Beatmap.ValueChanged += b =>
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{
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var trackLoaded = lastBeatmap?.TrackLoaded ?? false;
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// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
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if (!trackLoaded || lastBeatmap?.Track != b.Track)
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{
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if (trackLoaded)
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{
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Debug.Assert(lastBeatmap != null);
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Debug.Assert(lastBeatmap.Track != null);
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lastBeatmap.RecycleTrack();
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}
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Audio.Track.AddItem(b.Track);
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}
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lastBeatmap = b;
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};
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FileStore.Cleanup();
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AddInternal(api);
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}
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private void runMigrations()
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{
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try
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{
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using (var db = contextFactory.GetForWrite())
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db.Context.Migrate();
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}
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catch (MigrationFailedException e)
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{
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Logger.Error(e.InnerException ?? e, "Migration failed! We'll be starting with a fresh database.", LoggingTarget.Database);
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// if we failed, let's delete the database and start fresh.
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// todo: we probably want a better (non-destructive) migrations/recovery process at a later point than this.
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contextFactory.ResetDatabase();
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Logger.Log("Database purged successfully.", LoggingTarget.Database, LogLevel.Important);
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using (var db = contextFactory.GetForWrite())
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db.Context.Migrate();
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}
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}
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private WorkingBeatmap lastBeatmap;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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GlobalActionContainer globalBinding;
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CursorOverrideContainer = new CursorOverrideContainer { RelativeSizeAxes = Axes.Both };
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CursorOverrideContainer.Child = globalBinding = new GlobalActionContainer(this)
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{
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RelativeSizeAxes = Axes.Both,
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Child = content = new OsuTooltipContainer(CursorOverrideContainer.Cursor) { RelativeSizeAxes = Axes.Both }
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};
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base.Content.Add(new DrawSizePreservingFillContainer { Child = CursorOverrideContainer });
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KeyBindingStore.Register(globalBinding);
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dependencies.Cache(globalBinding);
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// TODO: This is temporary until we reimplement the local FPS display.
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// It's just to allow end-users to access the framework FPS display without knowing the shortcut key.
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fpsDisplayVisible = LocalConfig.GetBindable<bool>(OsuSetting.ShowFpsDisplay);
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fpsDisplayVisible.ValueChanged += val => { FrameStatisticsMode = val ? FrameStatisticsMode.Minimal : FrameStatisticsMode.None; };
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fpsDisplayVisible.TriggerChange();
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}
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public override void SetHost(GameHost host)
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{
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if (LocalConfig == null)
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LocalConfig = new OsuConfigManager(host.Storage);
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base.SetHost(host);
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}
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private readonly List<ICanAcceptFiles> fileImporters = new List<ICanAcceptFiles>();
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public void Import(params string[] paths)
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{
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var extension = Path.GetExtension(paths.First());
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foreach (var importer in fileImporters)
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if (importer.HandledExtensions.Contains(extension)) importer.Import(paths);
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}
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public string[] HandledExtensions => fileImporters.SelectMany(i => i.HandledExtensions).ToArray();
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}
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}
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