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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 ;
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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.Threading ;
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using System.Threading.Tasks ;
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using JetBrains.Annotations ;
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using osu.Framework.Audio ;
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using osu.Framework.Audio.Track ;
using osu.Framework.Graphics.Textures ;
using osu.Framework.Logging ;
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using osu.Framework.Testing ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Objects.Types ;
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using osu.Game.Rulesets.UI ;
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using osu.Game.Skinning ;
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using osu.Game.Storyboards ;
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namespace osu.Game.Beatmaps
{
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[ExcludeFromDynamicCompile]
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public abstract class WorkingBeatmap : IWorkingBeatmap
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{
public readonly BeatmapInfo BeatmapInfo ;
public readonly BeatmapSetInfo BeatmapSetInfo ;
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// TODO: remove once the fallback lookup is not required (and access via `working.BeatmapInfo.Metadata` directly).
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public BeatmapMetadata Metadata = > BeatmapInfo . Metadata ? ? BeatmapSetInfo ? . Metadata ? ? new BeatmapMetadata ( ) ;
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public Waveform Waveform = > waveform . Value ;
public Storyboard Storyboard = > storyboard . Value ;
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public Texture Background = > GetBackground ( ) ; // Texture uses ref counting, so we want to return a new instance every usage.
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public ISkin Skin = > skin . Value ;
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private AudioManager audioManager { get ; }
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private CancellationTokenSource loadCancellationSource = new CancellationTokenSource ( ) ;
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private readonly object beatmapFetchLock = new object ( ) ;
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private readonly Lazy < Waveform > waveform ;
private readonly Lazy < Storyboard > storyboard ;
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private readonly Lazy < ISkin > skin ;
private Track track ; // track is not Lazy as we allow transferring and loading multiple times.
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protected WorkingBeatmap ( BeatmapInfo beatmapInfo , AudioManager audioManager )
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{
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this . audioManager = audioManager ;
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BeatmapInfo = beatmapInfo ;
BeatmapSetInfo = beatmapInfo . BeatmapSet ;
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waveform = new Lazy < Waveform > ( GetWaveform ) ;
storyboard = new Lazy < Storyboard > ( GetStoryboard ) ;
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skin = new Lazy < ISkin > ( GetSkin ) ;
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}
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#region Resource getters
protected virtual Waveform GetWaveform ( ) = > new Waveform ( null ) ;
protected virtual Storyboard GetStoryboard ( ) = > new Storyboard { BeatmapInfo = BeatmapInfo } ;
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protected abstract IBeatmap GetBeatmap ( ) ;
protected abstract Texture GetBackground ( ) ;
protected abstract Track GetBeatmapTrack ( ) ;
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/// <summary>
/// Creates a new skin instance for this beatmap.
/// </summary>
/// <remarks>
/// This should only be called externally in scenarios where it is explicitly desired to get a new instance of a skin
/// (e.g. for editing purposes, to avoid state pollution).
/// For standard reading purposes, <see cref="Skin"/> should always be used directly.
/// </remarks>
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protected internal abstract ISkin GetSkin ( ) ;
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#endregion
#region Async load control
public void BeginAsyncLoad ( ) = > loadBeatmapAsync ( ) ;
public void CancelAsyncLoad ( )
{
lock ( beatmapFetchLock )
{
loadCancellationSource ? . Cancel ( ) ;
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loadCancellationSource = new CancellationTokenSource ( ) ;
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if ( beatmapLoadTask ? . IsCompleted ! = true )
beatmapLoadTask = null ;
}
}
#endregion
#region Track
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public virtual bool TrackLoaded = > track ! = null ;
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public Track LoadTrack ( ) = > track = GetBeatmapTrack ( ) ? ? GetVirtualTrack ( 1000 ) ;
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public void PrepareTrackForPreviewLooping ( )
{
Track . Looping = true ;
Track . RestartPoint = Metadata . PreviewTime ;
if ( Track . RestartPoint = = - 1 )
{
if ( ! Track . IsLoaded )
{
// force length to be populated (https://github.com/ppy/osu-framework/issues/4202)
Track . Seek ( Track . CurrentTime ) ;
}
Track . RestartPoint = 0.4f * Track . Length ;
}
}
/// <summary>
/// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
/// across difficulties in the same beatmap set.
/// </summary>
/// <param name="track">The track to transfer.</param>
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public void TransferTrack ( [ NotNull ] Track track ) = > this . track = track ? ? throw new ArgumentNullException ( nameof ( track ) ) ;
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/// <summary>
/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
/// This generally happens via MusicController when changing the global beatmap.
/// </summary>
public Track Track
{
get
{
if ( ! TrackLoaded )
throw new InvalidOperationException ( $"Cannot access {nameof(Track)} without first calling {nameof(LoadTrack)}." ) ;
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return track ;
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}
}
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protected Track GetVirtualTrack ( double emptyLength = 0 )
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{
const double excess_length = 1000 ;
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var lastObject = Beatmap ? . HitObjects . LastOrDefault ( ) ;
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double length ;
switch ( lastObject )
{
case null :
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length = emptyLength ;
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break ;
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case IHasDuration endTime :
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length = endTime . EndTime + excess_length ;
break ;
default :
length = lastObject . StartTime + excess_length ;
break ;
}
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return audioManager . Tracks . GetVirtual ( length ) ;
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}
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#endregion
#region Beatmap
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public virtual bool BeatmapLoaded = > beatmapLoadTask ? . IsCompleted ? ? false ;
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public IBeatmap Beatmap
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{
get
{
try
{
return loadBeatmapAsync ( ) . Result ;
}
catch ( AggregateException ae )
{
// This is the exception that is generally expected here, which occurs via natural cancellation of the asynchronous load
if ( ae . InnerExceptions . FirstOrDefault ( ) is TaskCanceledException )
return null ;
Logger . Error ( ae , "Beatmap failed to load" ) ;
return null ;
}
catch ( Exception e )
{
Logger . Error ( e , "Beatmap failed to load" ) ;
return null ;
}
}
}
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private Task < IBeatmap > beatmapLoadTask ;
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private Task < IBeatmap > loadBeatmapAsync ( )
{
lock ( beatmapFetchLock )
{
return beatmapLoadTask ? ? = Task . Factory . StartNew ( ( ) = >
{
// Todo: Handle cancellation during beatmap parsing
var b = GetBeatmap ( ) ? ? new Beatmap ( ) ;
// 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)
b . BeatmapInfo = BeatmapInfo ;
return b ;
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} , loadCancellationSource . Token , TaskCreationOptions . LongRunning , TaskScheduler . Default ) ;
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}
}
#endregion
#region Playable beatmap
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public IBeatmap GetPlayableBeatmap ( IRulesetInfo ruleset , IReadOnlyList < Mod > mods = null )
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{
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try
{
using ( var cancellationTokenSource = new CancellationTokenSource ( 10_000 ) )
{
// don't apply the default timeout when debugger is attached (may be breakpointing / debugging).
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return GetPlayableBeatmap ( ruleset , mods ? ? Array . Empty < Mod > ( ) , Debugger . IsAttached ? new CancellationToken ( ) : cancellationTokenSource . Token ) ;
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}
}
catch ( OperationCanceledException )
{
throw new BeatmapLoadTimeoutException ( BeatmapInfo ) ;
}
}
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public virtual IBeatmap GetPlayableBeatmap ( IRulesetInfo ruleset , IReadOnlyList < Mod > mods , CancellationToken token )
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{
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var rulesetInstance = ruleset . CreateInstance ( ) ;
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if ( rulesetInstance = = null )
throw new RulesetLoadException ( "Creating ruleset instance failed when attempting to create playable beatmap." ) ;
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IBeatmapConverter converter = CreateBeatmapConverter ( Beatmap , rulesetInstance ) ;
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// Check if the beatmap can be converted
if ( Beatmap . HitObjects . Count > 0 & & ! converter . CanConvert ( ) )
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
foreach ( var mod in mods . OfType < IApplicableToBeatmapConverter > ( ) )
{
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token . ThrowIfCancellationRequested ( ) ;
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mod . ApplyToBeatmapConverter ( converter ) ;
}
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// Convert
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IBeatmap converted = converter . Convert ( token ) ;
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// Apply conversion mods to the result
foreach ( var mod in mods . OfType < IApplicableAfterBeatmapConversion > ( ) )
{
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token . ThrowIfCancellationRequested ( ) ;
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mod . ApplyToBeatmap ( converted ) ;
}
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// Apply difficulty mods
if ( mods . Any ( m = > m is IApplicableToDifficulty ) )
{
foreach ( var mod in mods . OfType < IApplicableToDifficulty > ( ) )
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{
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token . ThrowIfCancellationRequested ( ) ;
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mod . ApplyToDifficulty ( converted . Difficulty ) ;
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}
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}
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IBeatmapProcessor processor = rulesetInstance . CreateBeatmapProcessor ( converted ) ;
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foreach ( var mod in mods . OfType < IApplicableToBeatmapProcessor > ( ) )
mod . ApplyToBeatmapProcessor ( processor ) ;
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processor ? . PreProcess ( ) ;
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
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foreach ( var obj in converted . HitObjects )
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{
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token . ThrowIfCancellationRequested ( ) ;
obj . ApplyDefaults ( converted . ControlPointInfo , converted . Difficulty , token ) ;
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}
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foreach ( var mod in mods . OfType < IApplicableToHitObject > ( ) )
{
foreach ( var obj in converted . HitObjects )
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{
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token . ThrowIfCancellationRequested ( ) ;
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mod . ApplyToHitObject ( obj ) ;
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}
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}
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processor ? . PostProcess ( ) ;
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foreach ( var mod in mods . OfType < IApplicableToBeatmap > ( ) )
{
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token . ThrowIfCancellationRequested ( ) ;
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mod . ApplyToBeatmap ( converted ) ;
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}
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return converted ;
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}
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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
/// <param name="ruleset">The <see cref="Ruleset"/> for which <paramref name="beatmap"/> should be converted.</param>
/// <returns>The applicable <see cref="IBeatmapConverter"/>.</returns>
protected virtual IBeatmapConverter CreateBeatmapConverter ( IBeatmap beatmap , Ruleset ruleset ) = > ruleset . CreateBeatmapConverter ( beatmap ) ;
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#endregion
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public override string ToString ( ) = > BeatmapInfo . ToString ( ) ;
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public abstract Stream GetStream ( string storagePath ) ;
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IBeatmapInfo IWorkingBeatmap . BeatmapInfo = > BeatmapInfo ;
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private class BeatmapLoadTimeoutException : TimeoutException
{
public BeatmapLoadTimeoutException ( BeatmapInfo beatmapInfo )
: base ( $"Timed out while loading beatmap ({beatmapInfo})." )
{
}
}
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}
}