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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 osu.Framework.Audio.Track ;
using osu.Framework.Graphics.Textures ;
using osu.Game.Rulesets.Mods ;
using System ;
using System.Collections.Generic ;
using osu.Game.Storyboards ;
using osu.Framework.IO.File ;
using System.IO ;
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using System.Linq ;
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using System.Threading ;
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using osu.Game.IO.Serialization ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.UI ;
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using osu.Game.Skinning ;
namespace osu.Game.Beatmaps
{
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public abstract partial class WorkingBeatmap : IDisposable
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{
public readonly BeatmapInfo BeatmapInfo ;
public readonly BeatmapSetInfo BeatmapSetInfo ;
public readonly BeatmapMetadata Metadata ;
protected WorkingBeatmap ( BeatmapInfo beatmapInfo )
{
BeatmapInfo = beatmapInfo ;
BeatmapSetInfo = beatmapInfo . BeatmapSet ;
Metadata = beatmapInfo . Metadata ? ? BeatmapSetInfo ? . Metadata ? ? new BeatmapMetadata ( ) ;
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beatmap = new RecyclableLazy < IBeatmap > ( ( ) = >
{
var b = GetBeatmap ( ) ? ? new Beatmap ( ) ;
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// The original beatmap version needs to be preserved as the database doesn't contain it
BeatmapInfo . BeatmapVersion = b . BeatmapInfo . BeatmapVersion ;
// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
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b . BeatmapInfo = BeatmapInfo ;
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return b ;
} ) ;
track = new RecyclableLazy < Track > ( ( ) = >
{
// we want to ensure that we always have a track, even if it's a fake one.
var t = GetTrack ( ) ? ? new VirtualBeatmapTrack ( Beatmap ) ;
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// applyRateAdjustments(t);
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return t ;
} ) ;
background = new RecyclableLazy < Texture > ( GetBackground , BackgroundStillValid ) ;
waveform = new RecyclableLazy < Waveform > ( GetWaveform ) ;
storyboard = new RecyclableLazy < Storyboard > ( GetStoryboard ) ;
skin = new RecyclableLazy < Skin > ( GetSkin ) ;
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}
/// <summary>
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/// Saves the <see cref="Beatmaps.Beatmap"/>.
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/// </summary>
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/// <returns>The absolute path of the output file.</returns>
public string Save ( )
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{
var path = FileSafety . GetTempPath ( Guid . NewGuid ( ) . ToString ( ) . Replace ( "-" , string . Empty ) + ".json" ) ;
using ( var sw = new StreamWriter ( path ) )
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sw . WriteLine ( Beatmap . Serialize ( ) ) ;
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return path ;
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}
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/// <summary>
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/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
/// <para>
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
/// </para>
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/// </summary>
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/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
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/// <returns>The converted <see cref="IBeatmap"/>.</returns>
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/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
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public IBeatmap GetPlayableBeatmap ( RulesetInfo ruleset , IEnumerable < Mod > mods )
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{
var rulesetInstance = ruleset . CreateInstance ( ) ;
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IBeatmapConverter converter = rulesetInstance . CreateBeatmapConverter ( Beatmap ) ;
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// Check if the beatmap can be converted
if ( ! converter . CanConvert )
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throw new BeatmapInvalidForRulesetException ( $"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter})." ) ;
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// Apply conversion mods
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foreach ( var mod in mods . OfType < IApplicableToBeatmapConverter > ( ) )
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mod . ApplyToBeatmapConverter ( converter ) ;
// Convert
IBeatmap converted = converter . Convert ( ) ;
// Apply difficulty mods
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if ( mods . Any ( m = > m is IApplicableToDifficulty ) )
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{
converted . BeatmapInfo = converted . BeatmapInfo . Clone ( ) ;
converted . BeatmapInfo . BaseDifficulty = converted . BeatmapInfo . BaseDifficulty . Clone ( ) ;
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foreach ( var mod in mods . OfType < IApplicableToDifficulty > ( ) )
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mod . ApplyToDifficulty ( converted . BeatmapInfo . BaseDifficulty ) ;
}
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IBeatmapProcessor processor = rulesetInstance . CreateBeatmapProcessor ( converted ) ;
processor ? . PreProcess ( ) ;
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
foreach ( var obj in converted . HitObjects )
obj . ApplyDefaults ( converted . ControlPointInfo , converted . BeatmapInfo . BaseDifficulty ) ;
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foreach ( var mod in mods . OfType < IApplicableToHitObject > ( ) )
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foreach ( var obj in converted . HitObjects )
mod . ApplyToHitObject ( obj ) ;
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processor ? . PostProcess ( ) ;
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return converted ;
}
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public override string ToString ( ) = > BeatmapInfo . ToString ( ) ;
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public bool BeatmapLoaded = > beatmap . IsResultAvailable ;
public IBeatmap Beatmap = > beatmap . Value ;
protected abstract IBeatmap GetBeatmap ( ) ;
private readonly RecyclableLazy < IBeatmap > beatmap ;
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public bool BackgroundLoaded = > background . IsResultAvailable ;
public Texture Background = > background . Value ;
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protected virtual bool BackgroundStillValid ( Texture b ) = > b = = null | | b . Available ;
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protected abstract Texture GetBackground ( ) ;
private readonly RecyclableLazy < Texture > background ;
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public bool TrackLoaded = > track . IsResultAvailable ;
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public Track Track = > track . Value ;
protected abstract Track GetTrack ( ) ;
private RecyclableLazy < Track > track ;
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public bool WaveformLoaded = > waveform . IsResultAvailable ;
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public Waveform Waveform = > waveform . Value ;
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protected virtual Waveform GetWaveform ( ) = > new Waveform ( null ) ;
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private readonly RecyclableLazy < Waveform > waveform ;
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public bool StoryboardLoaded = > storyboard . IsResultAvailable ;
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public Storyboard Storyboard = > storyboard . Value ;
protected virtual Storyboard GetStoryboard ( ) = > new Storyboard { BeatmapInfo = BeatmapInfo } ;
private readonly RecyclableLazy < Storyboard > storyboard ;
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public bool SkinLoaded = > skin . IsResultAvailable ;
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public Skin Skin = > skin . Value ;
protected virtual Skin GetSkin ( ) = > new DefaultSkin ( ) ;
private readonly RecyclableLazy < Skin > skin ;
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/// <summary>
/// Transfer pieces of a beatmap to a new one, where possible, to save on loading.
/// </summary>
/// <param name="other">The new beatmap which is being switched to.</param>
public virtual void TransferTo ( WorkingBeatmap other )
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{
if ( track . IsResultAvailable & & Track ! = null & & BeatmapInfo . AudioEquals ( other . BeatmapInfo ) )
other . track = track ;
}
public virtual void Dispose ( )
{
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background . Recycle ( ) ;
waveform . Recycle ( ) ;
storyboard . Recycle ( ) ;
skin . Recycle ( ) ;
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}
/// <summary>
/// Eagerly dispose of the audio track associated with this <see cref="WorkingBeatmap"/> (if any).
/// Accessing track again will load a fresh instance.
/// </summary>
public void RecycleTrack ( ) = > track . Recycle ( ) ;
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// private void applyRateAdjustments(Track t = null)
// {
// if (t == null && track.IsResultAvailable) t = Track;
// if (t == null) return;
//
// t.ResetSpeedAdjustments();
// foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
// mod.ApplyToClock(t);
// }
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public class RecyclableLazy < T >
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{
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private Lazy < T > lazy ;
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private readonly Func < T > valueFactory ;
private readonly Func < T , bool > stillValidFunction ;
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private readonly object fetchLock = new object ( ) ;
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public RecyclableLazy ( Func < T > valueFactory , Func < T , bool > stillValidFunction = null )
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{
this . valueFactory = valueFactory ;
this . stillValidFunction = stillValidFunction ;
recreate ( ) ;
}
public void Recycle ( )
{
if ( ! IsResultAvailable ) return ;
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( lazy . Value as IDisposable ) ? . Dispose ( ) ;
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recreate ( ) ;
}
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public bool IsResultAvailable = > stillValid ;
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public T Value
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{
get
{
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lock ( fetchLock )
{
if ( ! stillValid )
recreate ( ) ;
return lazy . Value ;
}
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}
}
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private bool stillValid = > lazy . IsValueCreated & & ( stillValidFunction ? . Invoke ( lazy . Value ) ? ? true ) ;
private void recreate ( ) = > lazy = new Lazy < T > ( valueFactory , LazyThreadSafetyMode . ExecutionAndPublication ) ;
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}
}
}