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osu-lazer/osu.Game/Beatmaps/BeatmapUpdater.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.
#nullable enable
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Extensions;
using osu.Game.Database;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles all processing required to ensure a local beatmap is in a consistent state with any changes.
/// </summary>
public class BeatmapUpdater
{
private readonly BeatmapManager beatmapManager;
private readonly BeatmapOnlineLookupQueue onlineLookupQueue;
private readonly BeatmapDifficultyCache difficultyCache;
public BeatmapUpdater(BeatmapManager beatmapManager, BeatmapOnlineLookupQueue onlineLookupQueue, BeatmapDifficultyCache difficultyCache)
{
this.beatmapManager = beatmapManager;
this.onlineLookupQueue = onlineLookupQueue;
this.difficultyCache = difficultyCache;
}
/// <summary>
/// Queue a beatmap for background processing.
/// </summary>
public void Queue(Live<BeatmapSetInfo> beatmap)
{
// For now, just fire off a task.
// TODO: Add actual queueing probably.
Task.Factory.StartNew(() => beatmap.PerformRead(Process));
}
/// <summary>
/// Run all processing on a beatmap immediately.
/// </summary>
public void Process(BeatmapSetInfo beatmapSet)
{
beatmapSet.Realm.Write(() =>
{
onlineLookupQueue.Update(beatmapSet);
foreach (var beatmap in beatmapSet.Beatmaps)
{
var working = beatmapManager.GetWorkingBeatmap(beatmap);
// Because we aren't guaranteed all processing will happen on this thread, it's very hard to use the live realm object.
// This can be fixed by adding a synchronous flow to `BeatmapDifficultyCache`.
var detachedBeatmap = beatmap.Detach();
beatmap.StarRating = difficultyCache.GetDifficultyAsync(detachedBeatmap).GetResultSafely()?.Stars ?? 0;
beatmap.Length = calculateLength(working.Beatmap);
beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
}
});
}
private double calculateLength(IBeatmap b)
{
if (!b.HitObjects.Any())
return 0;
var lastObject = b.HitObjects.Last();
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
double endTime = lastObject.GetEndTime();
double startTime = b.HitObjects.First().StartTime;
return endTime - startTime;
}
}
}