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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.
using System ;
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using System.Diagnostics ;
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using System.Linq ;
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using JetBrains.Annotations ;
using Newtonsoft.Json ;
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using osu.Game.Beatmaps.ControlPoints ;
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using osu.Game.Collections ;
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using osu.Game.Database ;
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using osu.Game.Models ;
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using osu.Game.Online.API.Requests.Responses ;
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using osu.Game.Overlays.BeatmapSet.Scores ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Edit ;
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using osu.Game.Scoring ;
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using Realms ;
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namespace osu.Game.Beatmaps
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{
/// <summary>
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/// A realm model containing metadata for a single beatmap difficulty.
/// This should generally include anything which is required to be filtered on at song select, or anything pertaining to storage of beatmaps in the client.
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/// </summary>
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/// <remarks>
/// There are some legacy fields in this model which are not persisted to realm. These are isolated in a code region within the class and should eventually be migrated to `Beatmap`.
/// </remarks>
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[Serializable]
[MapTo("Beatmap")]
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public class BeatmapInfo : RealmObject , IHasGuidPrimaryKey , IBeatmapInfo , IEquatable < BeatmapInfo >
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{
[PrimaryKey]
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public Guid ID { get ; set ; }
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public string DifficultyName { get ; set ; } = string . Empty ;
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public RulesetInfo Ruleset { get ; set ; } = null ! ;
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public BeatmapDifficulty Difficulty { get ; set ; } = null ! ;
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public BeatmapMetadata Metadata { get ; set ; } = null ! ;
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[JsonIgnore]
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[Backlink(nameof(ScoreInfo.BeatmapInfo))]
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public IQueryable < ScoreInfo > Scores { get ; } = null ! ;
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public BeatmapUserSettings UserSettings { get ; set ; } = null ! ;
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public BeatmapInfo ( RulesetInfo ? ruleset = null , BeatmapDifficulty ? difficulty = null , BeatmapMetadata ? metadata = null )
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{
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ID = Guid . NewGuid ( ) ;
Ruleset = ruleset ? ? new RulesetInfo
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{
OnlineID = 0 ,
ShortName = @"osu" ,
Name = @"null placeholder ruleset"
} ;
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Difficulty = difficulty ? ? new BeatmapDifficulty ( ) ;
Metadata = metadata ? ? new BeatmapMetadata ( ) ;
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UserSettings = new BeatmapUserSettings ( ) ;
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}
[UsedImplicitly]
private BeatmapInfo ( )
{
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}
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public BeatmapSetInfo ? BeatmapSet { get ; set ; }
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[Ignored]
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public RealmNamedFileUsage ? File = > BeatmapSet ? . Files . FirstOrDefault ( f = > f . File . Hash = = Hash ) ;
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[Ignored]
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public BeatmapOnlineStatus Status
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{
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get = > ( BeatmapOnlineStatus ) StatusInt ;
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set = > StatusInt = ( int ) value ;
}
[MapTo(nameof(Status))]
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public int StatusInt { get ; set ; } = ( int ) BeatmapOnlineStatus . None ;
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[Indexed]
public int OnlineID { get ; set ; } = - 1 ;
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public double Length { get ; set ; }
public double BPM { get ; set ; }
public string Hash { get ; set ; } = string . Empty ;
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/// <summary>
/// Defaults to -1 (meaning not-yet-calculated).
/// Will likely be superseded with a better storage considering ruleset/mods.
/// </summary>
public double StarRating { get ; set ; } = - 1 ;
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[Indexed]
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public string MD5Hash { get ; set ; } = string . Empty ;
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public string OnlineMD5Hash { get ; set ; } = string . Empty ;
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/// <summary>
/// The last time of a local modification (via the editor).
/// </summary>
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public DateTimeOffset ? LastLocalUpdate { get ; set ; }
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/// <summary>
/// The last time online metadata was applied to this beatmap.
/// </summary>
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public DateTimeOffset ? LastOnlineUpdate { get ; set ; }
/// <summary>
/// Whether this beatmap matches the online version, based on fetched online metadata.
/// Will return <c>true</c> if no online metadata is available.
/// </summary>
public bool MatchesOnlineVersion = > LastOnlineUpdate = = null | | MD5Hash = = OnlineMD5Hash ;
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[JsonIgnore]
public bool Hidden { get ; set ; }
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/// <summary>
/// Reset any fetched online linking information (and history).
/// </summary>
public void ResetOnlineInfo ( )
{
OnlineID = - 1 ;
LastOnlineUpdate = null ;
OnlineMD5Hash = string . Empty ;
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if ( Status ! = BeatmapOnlineStatus . LocallyModified )
Status = BeatmapOnlineStatus . None ;
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}
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#region Properties we may not want persisted ( but also maybe no harm ? )
public double AudioLeadIn { get ; set ; }
public float StackLeniency { get ; set ; } = 0.7f ;
public bool SpecialStyle { get ; set ; }
public bool LetterboxInBreaks { get ; set ; }
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public bool WidescreenStoryboard { get ; set ; } = true ;
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public bool EpilepsyWarning { get ; set ; }
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public bool SamplesMatchPlaybackRate { get ; set ; } = true ;
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/// <summary>
/// The time at which this beatmap was last played by the local user.
/// </summary>
public DateTimeOffset ? LastPlayed { get ; set ; }
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/// <summary>
/// The ratio of distance travelled per time unit.
/// Generally used to decouple the spacing between hit objects from the enforced "velocity" of the beatmap (see <see cref="DifficultyControlPoint.SliderVelocity"/>).
/// </summary>
/// <remarks>
/// The most common method of understanding is that at a default value of 1.0, the time-to-distance ratio will match the slider velocity of the beatmap
/// at the current point in time. Increasing this value will make hit objects more spaced apart when compared to the cursor movement required to track a slider.
///
/// This is only a hint property, used by the editor in <see cref="IDistanceSnapProvider"/> implementations. It does not directly affect the beatmap or gameplay.
/// </remarks>
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public double DistanceSpacing { get ; set ; } = 1.0 ;
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public int BeatDivisor { get ; set ; } = 4 ;
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public int GridSize { get ; set ; }
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public double TimelineZoom { get ; set ; } = 1.0 ;
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[Ignored]
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public CountdownType Countdown { get ; set ; } = CountdownType . Normal ;
/// <summary>
/// The number of beats to move the countdown backwards (compared to its default location).
/// </summary>
public int CountdownOffset { get ; set ; }
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#endregion
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public bool Equals ( BeatmapInfo ? other )
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{
if ( ReferenceEquals ( this , other ) ) return true ;
if ( other = = null ) return false ;
return ID = = other . ID ;
}
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public bool Equals ( IBeatmapInfo ? other ) = > other is BeatmapInfo b & & Equals ( b ) ;
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public bool AudioEquals ( BeatmapInfo ? other ) = > other ! = null
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& & BeatmapSet ! = null
& & other . BeatmapSet ! = null
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& & compareFiles ( this , other , m = > m . AudioFile ) ;
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public bool BackgroundEquals ( BeatmapInfo ? other ) = > other ! = null
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& & BeatmapSet ! = null
& & other . BeatmapSet ! = null
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& & compareFiles ( this , other , m = > m . BackgroundFile ) ;
private static bool compareFiles ( BeatmapInfo x , BeatmapInfo y , Func < IBeatmapMetadataInfo , string > getFilename )
{
Debug . Assert ( x . BeatmapSet ! = null ) ;
Debug . Assert ( y . BeatmapSet ! = null ) ;
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string? fileHashX = x . BeatmapSet . GetFile ( getFilename ( x . Metadata ) ) ? . File . Hash ;
string? fileHashY = y . BeatmapSet . GetFile ( getFilename ( y . Metadata ) ) ? . File . Hash ;
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return fileHashX = = fileHashY ;
}
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/// <summary>
/// When updating a beatmap, its hashes will change. Collections currently track beatmaps by hash, so they need to be updated.
/// This method will handle updating
/// </summary>
/// <param name="realm">A realm instance in an active write transaction.</param>
/// <param name="previousMD5Hash">The previous MD5 hash of the beatmap before update.</param>
public void TransferCollectionReferences ( Realm realm , string previousMD5Hash )
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{
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var collections = realm . All < BeatmapCollection > ( ) . AsEnumerable ( ) . Where ( c = > c . BeatmapMD5Hashes . Contains ( previousMD5Hash ) ) ;
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foreach ( var c in collections )
{
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c . BeatmapMD5Hashes . Remove ( previousMD5Hash ) ;
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c . BeatmapMD5Hashes . Add ( MD5Hash ) ;
}
}
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IBeatmapMetadataInfo IBeatmapInfo . Metadata = > Metadata ;
IBeatmapSetInfo ? IBeatmapInfo . BeatmapSet = > BeatmapSet ;
IRulesetInfo IBeatmapInfo . Ruleset = > Ruleset ;
IBeatmapDifficultyInfo IBeatmapInfo . Difficulty = > Difficulty ;
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#region Compatibility properties
[Ignored]
public string? Path = > File ? . Filename ;
[Ignored]
public APIBeatmap ? OnlineInfo { get ; set ; }
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/// <summary>
/// The maximum achievable combo on this beatmap, populated for online info purposes only.
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/// Todo: This should never be used nor exist, but is still relied on in <see cref="ScoresContainer.Scores"/> since <see cref="IBeatmapInfo"/> can't be used yet. For now this is obsoleted until it is removed.
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/// </summary>
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[Ignored]
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[Obsolete("Use ScoreManager.GetMaximumAchievableComboAsync instead.")]
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public int? MaxCombo { get ; set ; }
[Ignored]
public int [ ] Bookmarks { get ; set ; } = Array . Empty < int > ( ) ;
public int BeatmapVersion ;
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public BeatmapInfo Clone ( ) = > ( BeatmapInfo ) this . Detach ( ) . MemberwiseClone ( ) ;
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public override string ToString ( ) = > this . GetDisplayTitle ( ) ;
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#endregion
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}
}