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// 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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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using JetBrains.Annotations ;
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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.Graphics ;
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using osu.Framework.Graphics.Audio ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Threading ;
using osu.Game.Beatmaps ;
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using osu.Game.Database ;
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using osu.Game.Rulesets.Mods ;
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using Realms ;
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namespace osu.Game.Overlays
{
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/// <summary>
/// Handles playback of the global music track.
/// </summary>
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public class MusicController : CompositeDrawable
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{
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private IDisposable beatmapSubscription ;
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[Resolved]
private BeatmapManager beatmaps { get ; set ; }
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public IBindableList < BeatmapSetInfo > BeatmapSets
{
get
{
if ( LoadState < LoadState . Ready )
throw new InvalidOperationException ( $"{nameof(BeatmapSets)} should not be accessed before the music controller is loaded." ) ;
return beatmapSets ;
}
}
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/// <summary>
/// Point in time after which the current track will be restarted on triggering a "previous track" action.
/// </summary>
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private const double restart_cutoff_point = 5000 ;
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private readonly BindableList < BeatmapSetInfo > beatmapSets = new BindableList < BeatmapSetInfo > ( ) ;
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/// <summary>
/// Whether the user has requested the track to be paused. Use <see cref="IsPlaying"/> to determine whether the track is still playing.
/// </summary>
public bool UserPauseRequested { get ; private set ; }
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/// <summary>
/// Fired when the global <see cref="WorkingBeatmap"/> has changed.
/// Includes direction information for display purposes.
/// </summary>
public event Action < WorkingBeatmap , TrackChangeDirection > TrackChanged ;
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[Resolved]
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private IBindable < WorkingBeatmap > beatmap { get ; set ; }
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[Resolved]
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private IBindable < IReadOnlyList < Mod > > mods { get ; set ; }
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[NotNull]
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public DrawableTrack CurrentTrack { get ; private set ; } = new DrawableTrack ( new TrackVirtual ( 1000 ) ) ;
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[Resolved]
private RealmContextFactory realmFactory { get ; set ; }
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[BackgroundDependencyLoader]
private void load ( )
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{
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// Todo: These binds really shouldn't be here, but are unlikely to cause any issues for now.
// They are placed here for now since some tests rely on setting the beatmap _and_ their hierarchies inside their load(), which runs before the MusicController's load().
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beatmap . BindValueChanged ( beatmapChanged , true ) ;
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mods . BindValueChanged ( _ = > ResetTrackAdjustments ( ) , true ) ;
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
// ensure we're ready before completing async load.
// probably not a good way of handling this (as there is a period we aren't watching for changes until the realm subscription finishes up.
foreach ( var s in realmFactory . Context . All < BeatmapSetInfo > ( ) )
beatmapSets . Add ( s ) ;
beatmapSubscription = realmFactory . Context . All < BeatmapSetInfo > ( ) . QueryAsyncWithNotifications ( beatmapsChanged ) ;
}
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private void beatmapsChanged ( IRealmCollection < BeatmapSetInfo > sender , ChangeSet changes , Exception error )
{
if ( changes = = null )
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return ;
foreach ( int i in changes . InsertedIndices )
beatmapSets . Insert ( i , sender [ i ] ) ;
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foreach ( int i in changes . DeletedIndices . OrderByDescending ( i = > i ) )
beatmapSets . RemoveAt ( i ) ;
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}
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/// <summary>
/// Forcefully reload the current <see cref="WorkingBeatmap"/>'s track from disk.
/// </summary>
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public void ReloadCurrentTrack ( ) = > changeTrack ( ) ;
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/// <summary>
/// Change the position of a <see cref="BeatmapSetInfo"/> in the current playlist.
/// </summary>
/// <param name="beatmapSetInfo">The beatmap to move.</param>
/// <param name="index">The new position.</param>
public void ChangeBeatmapSetPosition ( BeatmapSetInfo beatmapSetInfo , int index )
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{
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beatmapSets . Remove ( beatmapSetInfo ) ;
beatmapSets . Insert ( index , beatmapSetInfo ) ;
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}
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/// <summary>
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/// Returns whether the beatmap track is playing.
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/// </summary>
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public bool IsPlaying = > CurrentTrack . IsRunning ;
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/// <summary>
/// Returns whether the beatmap track is loaded.
/// </summary>
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public bool TrackLoaded = > CurrentTrack . TrackLoaded ;
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private void beatmapUpdated ( BeatmapSetInfo set ) = > Schedule ( ( ) = >
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{
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beatmapSets . Remove ( set ) ;
beatmapSets . Add ( set ) ;
} ) ;
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private void beatmapRemoved ( BeatmapSetInfo set ) = > Schedule ( ( ) = > beatmapSets . RemoveAll ( s = > s . ID = = set . ID ) ) ;
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private ScheduledDelegate seekDelegate ;
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public void SeekTo ( double position )
{
seekDelegate ? . Cancel ( ) ;
seekDelegate = Schedule ( ( ) = >
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{
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if ( ! beatmap . Disabled )
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CurrentTrack . Seek ( position ) ;
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} ) ;
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}
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/// <summary>
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/// Ensures music is playing, no matter what, unless the user has explicitly paused.
/// This means that if the current beatmap has a virtual track (see <see cref="TrackVirtual"/>) a new beatmap will be selected.
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/// </summary>
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public void EnsurePlayingSomething ( )
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{
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if ( UserPauseRequested ) return ;
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if ( CurrentTrack . IsDummyDevice | | beatmap . Value . BeatmapSetInfo . DeletePending )
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{
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if ( beatmap . Disabled )
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return ;
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NextTrack ( ) ;
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}
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else if ( ! IsPlaying )
{
Play ( ) ;
}
}
/// <summary>
/// Start playing the current track (if not already playing).
/// </summary>
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/// <param name="restart">Whether to restart the track from the beginning.</param>
/// <param name="requestedByUser">
/// Whether the request to play was issued by the user rather than internally.
/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
/// will resume music playback going forward.
/// </param>
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/// <returns>Whether the operation was successful.</returns>
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public bool Play ( bool restart = false , bool requestedByUser = false )
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{
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if ( requestedByUser )
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UserPauseRequested = false ;
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if ( restart )
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CurrentTrack . Restart ( ) ;
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else if ( ! IsPlaying )
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CurrentTrack . Start ( ) ;
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return true ;
}
/// <summary>
/// Stop playing the current track and pause at the current position.
/// </summary>
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/// <param name="requestedByUser">
/// Whether the request to stop was issued by the user rather than internally.
/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
/// will not resume music playback until the next explicit call to <see cref="Play"/>.
/// </param>
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public void Stop ( bool requestedByUser = false )
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{
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UserPauseRequested | = requestedByUser ;
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if ( CurrentTrack . IsRunning )
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CurrentTrack . Stop ( ) ;
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}
/// <summary>
/// Toggle pause / play.
/// </summary>
/// <returns>Whether the operation was successful.</returns>
public bool TogglePause ( )
{
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if ( CurrentTrack . IsRunning )
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Stop ( true ) ;
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else
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Play ( requestedByUser : true ) ;
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return true ;
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}
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
public void PreviousTrack ( Action < PreviousTrackResult > onSuccess = null ) = > Schedule ( ( ) = >
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{
PreviousTrackResult res = prev ( ) ;
if ( res ! = PreviousTrackResult . None )
onSuccess ? . Invoke ( res ) ;
} ) ;
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/// <summary>
/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
/// </summary>
/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action.</returns>
private PreviousTrackResult prev ( )
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{
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if ( beatmap . Disabled )
return PreviousTrackResult . None ;
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double currentTrackPosition = CurrentTrack . CurrentTime ;
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if ( currentTrackPosition > = restart_cutoff_point )
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{
SeekTo ( 0 ) ;
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return PreviousTrackResult . Restart ;
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}
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queuedDirection = TrackChangeDirection . Prev ;
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var playable = BeatmapSets . TakeWhile ( i = > ! i . Equals ( current . BeatmapSetInfo ) ) . LastOrDefault ( ) ? ? BeatmapSets . LastOrDefault ( ) ;
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if ( playable ! = null )
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{
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changeBeatmap ( beatmaps . GetWorkingBeatmap ( playable . Beatmaps . First ( ) ) ) ;
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restartTrack ( ) ;
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return PreviousTrackResult . Previous ;
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}
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return PreviousTrackResult . None ;
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}
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/// <summary>
/// Play the next random or playlist track.
/// </summary>
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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/// <returns>A <see cref="ScheduledDelegate"/> of the operation.</returns>
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public void NextTrack ( Action onSuccess = null ) = > Schedule ( ( ) = >
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{
bool res = next ( ) ;
if ( res )
onSuccess ? . Invoke ( ) ;
} ) ;
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private bool next ( )
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{
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if ( beatmap . Disabled )
return false ;
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queuedDirection = TrackChangeDirection . Next ;
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var playable = BeatmapSets . SkipWhile ( i = > i . ID ! = current . BeatmapSetInfo . ID ) . ElementAtOrDefault ( 1 ) ? ? BeatmapSets . FirstOrDefault ( ) ;
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if ( playable ! = null )
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{
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changeBeatmap ( beatmaps . GetWorkingBeatmap ( playable . Beatmaps . First ( ) ) ) ;
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restartTrack ( ) ;
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return true ;
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}
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return false ;
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}
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private void restartTrack ( )
{
// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
// we probably want to move this to a central method for switching to a new working beatmap in the future.
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Schedule ( ( ) = > CurrentTrack . Restart ( ) ) ;
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}
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private WorkingBeatmap current ;
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private TrackChangeDirection ? queuedDirection ;
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private void beatmapChanged ( ValueChangedEvent < WorkingBeatmap > beatmap ) = > changeBeatmap ( beatmap . NewValue ) ;
private void changeBeatmap ( WorkingBeatmap newWorking )
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{
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// This method can potentially be triggered multiple times as it is eagerly fired in next() / prev() to ensure correct execution order
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// (changeBeatmap must be called before consumers receive the bindable changed event, which is not the case when the local beatmap bindable is updated directly).
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if ( newWorking = = current )
return ;
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var lastWorking = current ;
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TrackChangeDirection direction = TrackChangeDirection . None ;
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bool audioEquals = newWorking ? . BeatmapInfo ? . AudioEquals ( current ? . BeatmapInfo ) ? ? false ;
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if ( current ! = null )
{
if ( audioEquals )
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direction = TrackChangeDirection . None ;
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else if ( queuedDirection . HasValue )
{
direction = queuedDirection . Value ;
queuedDirection = null ;
}
else
{
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// figure out the best direction based on order in playlist.
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int last = BeatmapSets . TakeWhile ( b = > ! b . Equals ( current . BeatmapSetInfo ) ) . Count ( ) ;
int next = newWorking = = null ? - 1 : BeatmapSets . TakeWhile ( b = > ! b . Equals ( newWorking . BeatmapSetInfo ) ) . Count ( ) ;
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direction = last > next ? TrackChangeDirection . Prev : TrackChangeDirection . Next ;
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}
}
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current = newWorking ;
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if ( ! audioEquals | | CurrentTrack . IsDummyDevice )
{
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changeTrack ( ) ;
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}
else
{
// transfer still valid track to new working beatmap
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current . TransferTrack ( lastWorking . Track ) ;
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}
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TrackChanged ? . Invoke ( current , direction ) ;
ResetTrackAdjustments ( ) ;
queuedDirection = null ;
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// this will be a noop if coming from the beatmapChanged event.
// the exception is local operations like next/prev, where we want to complete loading the track before sending out a change.
if ( beatmap . Value ! = current & & beatmap is Bindable < WorkingBeatmap > working )
working . Value = current ;
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}
private void changeTrack ( )
{
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var queuedTrack = getQueuedTrack ( ) ;
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var lastTrack = CurrentTrack ;
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CurrentTrack = queuedTrack ;
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// At this point we may potentially be in an async context from tests. This is extremely dangerous but we have to make do for now.
// CurrentTrack is immediately updated above for situations where a immediate knowledge about the new track is required,
// but the mutation of the hierarchy is scheduled to avoid exceptions.
Schedule ( ( ) = >
{
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lastTrack . VolumeTo ( 0 , 500 , Easing . Out ) . Expire ( ) ;
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if ( queuedTrack = = CurrentTrack )
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{
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AddInternal ( queuedTrack ) ;
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queuedTrack . VolumeTo ( 0 ) . Then ( ) . VolumeTo ( 1 , 300 , Easing . Out ) ;
}
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else
{
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// If the track has changed since the call to changeTrack, it is safe to dispose the
// queued track rather than consume it.
queuedTrack . Dispose ( ) ;
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}
} ) ;
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}
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private DrawableTrack getQueuedTrack ( )
{
// Important to keep this in its own method to avoid inadvertently capturing unnecessary variables in the callback.
// Can lead to leaks.
var queuedTrack = new DrawableTrack ( current . LoadTrack ( ) ) ;
queuedTrack . Completed + = ( ) = > onTrackCompleted ( current ) ;
return queuedTrack ;
}
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private void onTrackCompleted ( WorkingBeatmap workingBeatmap )
{
// the source of track completion is the audio thread, so the beatmap may have changed before firing.
if ( current ! = workingBeatmap )
return ;
if ( ! CurrentTrack . Looping & & ! beatmap . Disabled )
NextTrack ( ) ;
}
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private bool allowTrackAdjustments ;
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/// <summary>
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/// Whether mod track adjustments are allowed to be applied.
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/// </summary>
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public bool AllowTrackAdjustments
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{
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get = > allowTrackAdjustments ;
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set
{
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if ( allowTrackAdjustments = = value )
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return ;
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allowTrackAdjustments = value ;
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ResetTrackAdjustments ( ) ;
}
}
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/// <summary>
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/// Resets the adjustments currently applied on <see cref="CurrentTrack"/> and applies the mod adjustments if <see cref="AllowTrackAdjustments"/> is <c>true</c>.
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/// </summary>
/// <remarks>
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/// Does not reset any adjustments applied directly to the beatmap track.
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/// </remarks>
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public void ResetTrackAdjustments ( )
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{
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CurrentTrack . RemoveAllAdjustments ( AdjustableProperty . Balance ) ;
CurrentTrack . RemoveAllAdjustments ( AdjustableProperty . Frequency ) ;
CurrentTrack . RemoveAllAdjustments ( AdjustableProperty . Tempo ) ;
CurrentTrack . RemoveAllAdjustments ( AdjustableProperty . Volume ) ;
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if ( allowTrackAdjustments )
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{
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foreach ( var mod in mods . Value . OfType < IApplicableToTrack > ( ) )
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mod . ApplyToTrack ( CurrentTrack ) ;
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}
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}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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beatmapSubscription ? . Dispose ( ) ;
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}
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}
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public enum TrackChangeDirection
{
None ,
Next ,
Prev
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}
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public enum PreviousTrackResult
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{
None ,
Restart ,
Previous
}
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}