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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.Tasks;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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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.IO.Stores;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
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using osu.Framework.Logging;
using osu.Game.Audio;
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using osu.Game.Database;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Online;
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;
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using osuTK.Input;
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 class OsuGameBase : Framework.Game, ICanAcceptFiles
{
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public const string CLIENT_STREAM_NAME = "lazer";
public const int SAMPLE_CONCURRENCY = 6;
public bool UseDevelopmentServer { get; }
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protected OsuConfigManager LocalConfig;
protected BeatmapManager BeatmapManager;
protected ScoreManager ScoreManager;
protected BeatmapDifficultyCache DifficultyCache;
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protected UserLookupCache UserCache;
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protected SkinManager SkinManager;
protected RulesetStore RulesetStore;
protected FileStore FileStore;
protected KeyBindingStore KeyBindingStore;
protected SettingsStore SettingsStore;
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protected RulesetConfigCache RulesetConfigCache;
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protected IAPIProvider API;
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private SpectatorStreamingClient spectatorStreaming;
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private StatefulMultiplayerClient multiplayerClient;
protected MenuCursorContainer MenuCursorContainer;
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protected MusicController MusicController;
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private Container content;
protected override Container<Drawable> Content => content;
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protected Storage Storage { get; set; }
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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>>>();
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protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
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private Bindable<bool> fpsDisplayVisible;
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public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
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/// <summary>
/// MD5 representation of the game executable.
/// </summary>
public string VersionHash { get; private set; }
public bool IsDeployedBuild => AssemblyVersion.Major > 0;
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public virtual string Version
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{
get
{
if (!IsDeployedBuild)
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return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
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var version = AssemblyVersion;
return $@"{version.Major}.{version.Minor}.{version.Build}";
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}
}
public OsuGameBase()
{
UseDevelopmentServer = DebugUtils.IsDebugBuild;
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Name = @"osu!lazer";
}
private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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private DatabaseContextFactory contextFactory;
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protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
/// <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>
internal const double GLOBAL_TRACK_VOLUME_ADJUST = 0.5;
private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(GLOBAL_TRACK_VOLUME_ADJUST);
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[BackgroundDependencyLoader]
private void load()
{
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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dependencies.Cache(contextFactory = new DatabaseContextFactory(Storage));
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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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AddFont(Resources, @"Fonts/osuFont");
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AddFont(Resources, @"Fonts/Torus-Regular");
AddFont(Resources, @"Fonts/Torus-Light");
AddFont(Resources, @"Fonts/Torus-SemiBold");
AddFont(Resources, @"Fonts/Torus-Bold");
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AddFont(Resources, @"Fonts/Noto-Basic");
AddFont(Resources, @"Fonts/Noto-Hangul");
AddFont(Resources, @"Fonts/Noto-CJK-Basic");
AddFont(Resources, @"Fonts/Noto-CJK-Compatibility");
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AddFont(Resources, @"Fonts/Noto-Thai");
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AddFont(Resources, @"Fonts/Venera-Light");
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AddFont(Resources, @"Fonts/Venera-Bold");
AddFont(Resources, @"Fonts/Venera-Black");
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
runMigrations();
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dependencies.Cache(SkinManager = new SkinManager(Storage, contextFactory, Host, Audio, new NamespacedResourceStore<byte[]>(Resources, "Skins/Legacy")));
dependencies.CacheAs<ISkinSource>(SkinManager);
// needs to be done here rather than inside SkinManager to ensure thread safety of CurrentSkinInfo.
SkinManager.ItemRemoved.BindValueChanged(weakRemovedInfo =>
{
if (weakRemovedInfo.NewValue.TryGetTarget(out var removedInfo))
{
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Schedule(() =>
{
// check the removed skin is not the current user choice. if it is, switch back to default.
if (removedInfo.ID == SkinManager.CurrentSkinInfo.Value.ID)
SkinManager.CurrentSkinInfo.Value = SkinInfo.Default;
});
}
});
EndpointConfiguration endpoints = UseDevelopmentServer ? (EndpointConfiguration)new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl;
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dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash));
dependencies.CacheAs(spectatorStreaming = new SpectatorStreamingClient(endpoints));
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dependencies.CacheAs(multiplayerClient = new MultiplayerClient(endpoints));
var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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dependencies.Cache(RulesetStore = new RulesetStore(contextFactory, Storage));
dependencies.Cache(FileStore = new FileStore(contextFactory, Storage));
// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, API, contextFactory, Host, () => DifficultyCache, LocalConfig));
dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, contextFactory, RulesetStore, API, Audio, Host, defaultBeatmap, true));
// this should likely be moved to ArchiveModelManager when another case appers where it is necessary
// to have inter-dependent model managers. this could be obtained with an IHasForeign<T> interface to
// allow lookups to be done on the child (ScoreManager in this case) to perform the cascading delete.
List<ScoreInfo> getBeatmapScores(BeatmapSetInfo set)
{
var beatmapIds = BeatmapManager.QueryBeatmaps(b => b.BeatmapSetInfoID == set.ID).Select(b => b.ID).ToList();
return ScoreManager.QueryScores(s => beatmapIds.Contains(s.Beatmap.ID)).ToList();
}
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BeatmapManager.ItemRemoved.BindValueChanged(i =>
{
if (i.NewValue.TryGetTarget(out var item))
ScoreManager.Delete(getBeatmapScores(item), true);
});
BeatmapManager.ItemUpdated.BindValueChanged(i =>
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{
if (i.NewValue.TryGetTarget(out var item))
ScoreManager.Undelete(getBeatmapScores(item), true);
});
dependencies.Cache(DifficultyCache = new BeatmapDifficultyCache());
AddInternal(DifficultyCache);
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dependencies.Cache(UserCache = new UserLookupCache());
AddInternal(UserCache);
var scorePerformanceManager = new ScorePerformanceCache();
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dependencies.Cache(scorePerformanceManager);
AddInternal(scorePerformanceManager);
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dependencies.Cache(KeyBindingStore = new KeyBindingStore(contextFactory, RulesetStore));
dependencies.Cache(SettingsStore = new SettingsStore(contextFactory));
dependencies.Cache(RulesetConfigCache = new RulesetConfigCache(SettingsStore));
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dependencies.Cache(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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FileStore.Cleanup();
// add api components to hierarchy.
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if (API is APIAccess apiAccess)
AddInternal(apiAccess);
AddInternal(spectatorStreaming);
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AddInternal(multiplayerClient);
AddInternal(RulesetConfigCache);
MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both };
GlobalActionContainer globalBindings;
MenuCursorContainer.Child = globalBindings = new GlobalActionContainer(this)
{
RelativeSizeAxes = Axes.Both,
Child = content = new OsuTooltipContainer(MenuCursorContainer.Cursor) { RelativeSizeAxes = Axes.Both }
};
base.Content.Add(CreateScalingContainer().WithChild(MenuCursorContainer));
KeyBindingStore.Register(globalBindings);
dependencies.Cache(globalBindings);
PreviewTrackManager previewTrackManager;
dependencies.Cache(previewTrackManager = new PreviewTrackManager());
Add(previewTrackManager);
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AddInternal(MusicController = new MusicController());
dependencies.CacheAs(MusicController);
Ruleset.BindValueChanged(onRulesetChanged);
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> r)
{
var dict = new Dictionary<ModType, IReadOnlyList<Mod>>();
if (r.NewValue?.Available == true)
{
foreach (ModType type in Enum.GetValues(typeof(ModType)))
dict[type] = r.NewValue.CreateInstance().GetModsFor(type).ToList();
}
if (!SelectedMods.Disabled)
SelectedMods.Value = Array.Empty<Mod>();
AvailableMods.Value = dict;
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}
protected virtual Container CreateScalingContainer() => new DrawSizePreservingFillContainer();
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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; };
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fpsDisplayVisible.TriggerChange();
FrameStatistics.ValueChanged += e => fpsDisplayVisible.Value = e.NewValue != FrameStatisticsMode.None;
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}
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private void runMigrations()
{
try
{
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using (var db = contextFactory.GetForWrite(false))
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db.Context.Migrate();
}
catch (Exception e)
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{
Logger.Error(e.InnerException ?? e, "Migration failed! We'll be starting with a fresh database.", LoggingTarget.Database);
// if we failed, let's delete the database and start fresh.
// 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);
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// only run once more, then hard bail.
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using (var db = contextFactory.GetForWrite(false))
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db.Context.Migrate();
}
}
public override void SetHost(GameHost host)
{
base.SetHost(host);
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// may be non-null for certain tests
Storage ??= host.Storage;
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LocalConfig ??= UseDevelopmentServer
? new DevelopmentOsuConfigManager(Storage)
: new OsuConfigManager(Storage);
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}
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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);
}
protected override Storage CreateStorage(GameHost host, Storage defaultStorage) => new OsuStorage(host, defaultStorage);
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private readonly List<ICanAcceptFiles> fileImporters = new List<ICanAcceptFiles>();
/// <summary>
/// Register a global handler for file imports. Most recently registered will have precedence.
/// </summary>
/// <param name="handler">The handler to register.</param>
public void RegisterImportHandler(ICanAcceptFiles handler) => fileImporters.Insert(0, handler);
/// <summary>
/// Unregister a global handler for file imports.
/// </summary>
/// <param name="handler">The previously registered handler.</param>
public void UnregisterImportHandler(ICanAcceptFiles handler) => fileImporters.Remove(handler);
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public async Task Import(params string[] paths)
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{
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var extension = Path.GetExtension(paths.First())?.ToLowerInvariant();
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foreach (var importer in fileImporters)
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{
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if (importer.HandledExtensions.Contains(extension))
await importer.Import(paths);
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}
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}
public virtual async Task Import(params ImportTask[] tasks)
{
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var tasksPerExtension = tasks.GroupBy(t => Path.GetExtension(t.Path).ToLowerInvariant());
await Task.WhenAll(tasksPerExtension.Select(taskGroup =>
{
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var importer = fileImporters.FirstOrDefault(i => i.HandledExtensions.Contains(taskGroup.Key));
return importer?.Import(taskGroup.ToArray()) ?? Task.CompletedTask;
}));
}
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public IEnumerable<string> HandledExtensions => fileImporters.SelectMany(i => i.HandledExtensions);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RulesetStore?.Dispose();
BeatmapManager?.Dispose();
LocalConfig?.Dispose();
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contextFactory.FlushConnections();
}
private class OsuUserInputManager : UserInputManager
{
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protected override MouseButtonEventManager CreateButtonEventManagerFor(MouseButton button)
{
switch (button)
{
case MouseButton.Right:
return new RightMouseManager(button);
}
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return base.CreateButtonEventManagerFor(button);
}
private class RightMouseManager : MouseButtonEventManager
{
public RightMouseManager(MouseButton button)
: base(button)
{
}
public override bool EnableDrag => true; // allow right-mouse dragging for absolute scroll in scroll containers.
public override bool EnableClick => false;
public override bool ChangeFocusOnClick => false;
}
}
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public void Migrate(string path)
{
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contextFactory.FlushConnections();
(Storage as OsuStorage)?.Migrate(Host.GetStorage(path));
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}
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}
}