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Add support for bindable retrieval
This commit is contained in:
parent
599a15edb8
commit
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@ -9,7 +9,9 @@ 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Lists;
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using osu.Framework.Threading;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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@ -21,32 +23,154 @@ namespace osu.Game.Beatmaps
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// Too many simultaneous updates can lead to stutters. One thread seems to work fine for song select display purposes.
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private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(1, nameof(BeatmapDifficultyManager));
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private readonly TimedExpiryCache<DifficultyCacheLookup, double> difficultyCache = new TimedExpiryCache<DifficultyCacheLookup, double> { ExpiryTime = 60000 };
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private readonly BeatmapManager beatmapManager;
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// A cache that keeps references to BeatmapInfos for 60sec.
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private readonly TimedExpiryCache<DifficultyCacheLookup, StarDifficulty> difficultyCache = new TimedExpiryCache<DifficultyCacheLookup, StarDifficulty> { ExpiryTime = 60000 };
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public BeatmapDifficultyManager(BeatmapManager beatmapManager)
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// All bindables that should be updated along with the current ruleset + mods.
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private readonly LockedWeakList<BindableStarDifficulty> trackedBindables = new LockedWeakList<BindableStarDifficulty>();
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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[Resolved]
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private Bindable<RulesetInfo> currentRuleset { get; set; }
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> currentMods { get; set; }
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protected override void LoadComplete()
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{
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this.beatmapManager = beatmapManager;
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base.LoadComplete();
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currentRuleset.BindValueChanged(_ => updateTrackedBindables());
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currentMods.BindValueChanged(_ => updateTrackedBindables(), true);
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}
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public async Task<double> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null,
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CancellationToken cancellationToken = default)
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/// <summary>
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/// Retrieves an <see cref="IBindable{StarDifficulty}"/> containing the star difficulty of a <see cref="BeatmapInfo"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
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/// </summary>
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/// <remarks>
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/// This <see cref="Bindable{StarDifficulty}"/> will not update to follow the currently-selected ruleset and mods.
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/// </remarks>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
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/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
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/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
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/// <returns>An <see cref="IBindable{StarDifficulty}"/> that is updated to contain the star difficulty when it becomes available.</returns>
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public IBindable<StarDifficulty> GetUntrackedBindable([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null,
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CancellationToken cancellationToken = default)
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=> createBindable(beatmapInfo, rulesetInfo, mods, cancellationToken);
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/// <summary>
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/// Retrieves a <see cref="IBindable{StarDifficulty}"/> containing the star difficulty of a <see cref="BeatmapInfo"/> that follows the user's currently-selected ruleset and mods.
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/// </summary>
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/// <remarks>
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/// Ensure to hold a local reference of the returned <see cref="Bindable{StarDifficulty}"/> in order to receive value-changed events.
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/// </remarks>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
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/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
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/// <returns>An <see cref="IBindable{StarDifficulty}"/> that is updated to contain the star difficulty when it becomes available, or when the currently-selected ruleset and mods change.</returns>
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public IBindable<StarDifficulty> GetTrackedBindable([NotNull] BeatmapInfo beatmapInfo, CancellationToken cancellationToken = default)
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{
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var bindable = createBindable(beatmapInfo, currentRuleset.Value, currentMods.Value, cancellationToken);
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trackedBindables.Add(bindable);
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return bindable;
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}
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/// <summary>
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/// Retrieves the difficulty of a <see cref="BeatmapInfo"/>.
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/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
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/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
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/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops computing the star difficulty.</param>
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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public async Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null,
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CancellationToken cancellationToken = default)
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{
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if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
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return existing;
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return await Task.Factory.StartNew(() => getDifficulty(key), cancellationToken, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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return await Task.Factory.StartNew(() => computeDifficulty(key), cancellationToken, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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}
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public double GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null)
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/// <summary>
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/// Retrieves the difficulty of a <see cref="BeatmapInfo"/>.
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/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
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/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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public StarDifficulty GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null)
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{
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if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
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return existing;
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return getDifficulty(key);
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return computeDifficulty(key);
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}
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private double getDifficulty(in DifficultyCacheLookup key)
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private CancellationTokenSource trackedUpdateCancellationSource;
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/// <summary>
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/// Updates all tracked <see cref="BindableStarDifficulty"/> using the current ruleset and mods.
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/// </summary>
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private void updateTrackedBindables()
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{
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trackedUpdateCancellationSource?.Cancel();
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trackedUpdateCancellationSource = new CancellationTokenSource();
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foreach (var b in trackedBindables)
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{
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if (trackedUpdateCancellationSource.IsCancellationRequested)
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break;
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using (var linkedSource = CancellationTokenSource.CreateLinkedTokenSource(trackedUpdateCancellationSource.Token, b.CancellationToken))
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updateBindable(b, currentRuleset.Value, currentMods.Value, linkedSource.Token);
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}
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}
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/// <summary>
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/// Updates the value of a <see cref="BindableStarDifficulty"/> with a given ruleset + mods.
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/// </summary>
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/// <param name="bindable">The <see cref="BindableStarDifficulty"/> to update.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to update with.</param>
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/// <param name="mods">The <see cref="Mod"/>s to update with.</param>
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/// <param name="cancellationToken">A token that may be used to cancel this update.</param>
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private void updateBindable([NotNull] BindableStarDifficulty bindable, [CanBeNull] RulesetInfo rulesetInfo, [CanBeNull] IReadOnlyList<Mod> mods, CancellationToken cancellationToken = default)
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{
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GetDifficultyAsync(bindable.Beatmap, rulesetInfo, mods, cancellationToken).ContinueWith(t =>
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{
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// We're on a threadpool thread, but we should exit back to the update thread so consumers can safely handle value-changed events.
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Schedule(() =>
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{
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if (!cancellationToken.IsCancellationRequested)
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bindable.Value = t.Result;
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});
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}, cancellationToken);
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}
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/// <summary>
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/// Creates a new <see cref="BindableStarDifficulty"/> and triggers an initial value update.
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/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> that star difficulty should correspond to.</param>
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/// <param name="initialRulesetInfo">The initial <see cref="RulesetInfo"/> to get the difficulty with.</param>
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/// <param name="initialMods">The initial <see cref="Mod"/>s to get the difficulty with.</param>
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/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
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/// <returns>The <see cref="BindableStarDifficulty"/>.</returns>
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private BindableStarDifficulty createBindable([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo initialRulesetInfo, [CanBeNull] IReadOnlyList<Mod> initialMods,
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CancellationToken cancellationToken)
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{
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var bindable = new BindableStarDifficulty(beatmapInfo, cancellationToken);
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updateBindable(bindable, initialRulesetInfo, initialMods, cancellationToken);
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return bindable;
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}
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/// <summary>
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/// Computes the difficulty defined by a <see cref="DifficultyCacheLookup"/> key, and stores it to the timed cache.
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/// </summary>
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/// <param name="key">The <see cref="DifficultyCacheLookup"/> that defines the computation parameters.</param>
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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private StarDifficulty computeDifficulty(in DifficultyCacheLookup key)
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{
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try
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{
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@ -56,13 +180,17 @@ namespace osu.Game.Beatmaps
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var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(key.BeatmapInfo));
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var attributes = calculator.Calculate(key.Mods);
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difficultyCache.Add(key, attributes.StarRating);
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return attributes.StarRating;
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var difficulty = new StarDifficulty(attributes.StarRating);
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difficultyCache.Add(key, difficulty);
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return difficulty;
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}
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catch
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{
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difficultyCache.Add(key, 0);
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return 0;
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var difficulty = new StarDifficulty(0);
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difficultyCache.Add(key, difficulty);
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return difficulty;
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}
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}
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@ -73,9 +201,9 @@ namespace osu.Game.Beatmaps
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/>.</param>
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/// <param name="mods">The <see cref="Mod"/>s.</param>
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/// <param name="existingDifficulty">The existing difficulty value, if present.</param>
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/// <param name="key">The <see cref="DifficultyCacheLookup"/> key that was used to perform this lookup. This can be further used to query <see cref="getDifficulty"/>.</param>
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/// <param name="key">The <see cref="DifficultyCacheLookup"/> key that was used to perform this lookup. This can be further used to query <see cref="computeDifficulty"/>.</param>
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/// <returns>Whether an existing difficulty was found.</returns>
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private bool tryGetGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IReadOnlyList<Mod> mods, out double existingDifficulty, out DifficultyCacheLookup key)
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private bool tryGetGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IReadOnlyList<Mod> mods, out StarDifficulty existingDifficulty, out DifficultyCacheLookup key)
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{
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// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
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rulesetInfo ??= beatmapInfo.Ruleset;
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@ -83,7 +211,7 @@ namespace osu.Game.Beatmaps
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// Difficulty can only be computed if the beatmap is locally available.
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if (beatmapInfo.ID == 0)
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{
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existingDifficulty = 0;
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existingDifficulty = new StarDifficulty(0);
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key = default;
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return true;
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@ -122,5 +250,29 @@ namespace osu.Game.Beatmaps
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return hashCode.ToHashCode();
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}
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}
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private class BindableStarDifficulty : Bindable<StarDifficulty>
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{
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public readonly BeatmapInfo Beatmap;
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public readonly CancellationToken CancellationToken;
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public BindableStarDifficulty(BeatmapInfo beatmap, CancellationToken cancellationToken)
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{
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Beatmap = beatmap;
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CancellationToken = cancellationToken;
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}
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}
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}
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public readonly struct StarDifficulty
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{
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public readonly double Stars;
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public StarDifficulty(double stars)
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{
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Stars = stars;
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// Todo: Add more members (BeatmapInfo.DifficultyRating? Attributes? Etc...)
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}
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}
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}
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@ -199,7 +199,10 @@ namespace osu.Game
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ScoreManager.Undelete(getBeatmapScores(item), true);
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});
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dependencies.Cache(new BeatmapDifficultyManager(BeatmapManager));
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var difficultyManager = new BeatmapDifficultyManager();
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dependencies.Cache(difficultyManager);
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AddInternal(difficultyManager);
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dependencies.Cache(KeyBindingStore = new KeyBindingStore(contextFactory, RulesetStore));
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dependencies.Cache(SettingsStore = new SettingsStore(contextFactory));
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dependencies.Cache(RulesetConfigCache = new RulesetConfigCache(SettingsStore));
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@ -15,7 +15,6 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
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@ -23,8 +22,6 @@ using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Graphics;
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@ -46,15 +43,12 @@ namespace osu.Game.Screens.Select.Carousel
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[Resolved(CanBeNull = true)]
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private BeatmapSetOverlay beatmapOverlay { get; set; }
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[Resolved]
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private IBindable<RulesetInfo> ruleset { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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[Resolved]
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private BeatmapDifficultyManager difficultyManager { get; set; }
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private IBindable<StarDifficulty> starDifficultyBindable;
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private CancellationTokenSource starDifficultyCancellationSource;
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public DrawableCarouselBeatmap(CarouselBeatmap panel)
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: base(panel)
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{
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@ -160,36 +154,6 @@ namespace osu.Game.Screens.Select.Carousel
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}
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}
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};
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ruleset.BindValueChanged(_ => refreshStarCounter());
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mods.BindValueChanged(_ => refreshStarCounter(), true);
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}
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private ScheduledDelegate scheduledRefresh;
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private CancellationTokenSource cancellationSource;
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private void refreshStarCounter()
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{
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scheduledRefresh?.Cancel();
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scheduledRefresh = null;
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cancellationSource?.Cancel();
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cancellationSource = null;
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// Only want to run the calculation when we become visible.
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scheduledRefresh = Schedule(() =>
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{
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var ourSource = cancellationSource = new CancellationTokenSource();
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difficultyManager.GetDifficultyAsync(beatmap, ruleset.Value, mods.Value, ourSource.Token).ContinueWith(t =>
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{
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// We're currently on a random threadpool thread which we must exit.
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Schedule(() =>
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{
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if (!ourSource.IsCancellationRequested)
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starCounter.Current = (float)t.Result;
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});
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}, ourSource.Token);
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});
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}
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protected override void Selected()
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@ -224,6 +188,17 @@ namespace osu.Game.Screens.Select.Carousel
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if (Item.State.Value != CarouselItemState.Collapsed && Alpha == 0)
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starCounter.ReplayAnimation();
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if (Item.State.Value == CarouselItemState.Collapsed)
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starDifficultyCancellationSource?.Cancel();
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else
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{
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starDifficultyCancellationSource?.Cancel();
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// We've potentially cancelled the computation above so a new bindable is required.
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starDifficultyBindable = difficultyManager.GetTrackedBindable(beatmap, (starDifficultyCancellationSource = new CancellationTokenSource()).Token);
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starDifficultyBindable.BindValueChanged(d => starCounter.Current = (float)d.NewValue.Stars, true);
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}
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base.ApplyState();
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}
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@ -248,5 +223,11 @@ namespace osu.Game.Screens.Select.Carousel
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return items.ToArray();
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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starDifficultyCancellationSource?.Cancel();
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}
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}
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}
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@ -15,7 +15,6 @@ using System.Collections.Generic;
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using osu.Game.Rulesets.Mods;
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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 osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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@ -149,6 +148,8 @@ namespace osu.Game.Screens.Select.Details
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updateStarDifficulty();
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}
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private IBindable<StarDifficulty> normalStarDifficulty;
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private IBindable<StarDifficulty> moddedStarDifficulty;
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private CancellationTokenSource starDifficultyCancellationSource;
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private void updateStarDifficulty()
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@ -160,15 +161,19 @@ namespace osu.Game.Screens.Select.Details
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var ourSource = starDifficultyCancellationSource = new CancellationTokenSource();
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Task.WhenAll(difficultyManager.GetDifficultyAsync(Beatmap, ruleset.Value, cancellationToken: ourSource.Token),
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difficultyManager.GetDifficultyAsync(Beatmap, ruleset.Value, mods.Value, ourSource.Token)).ContinueWith(t =>
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{
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Schedule(() =>
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{
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if (!ourSource.IsCancellationRequested)
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starDifficulty.Value = ((float)t.Result[0], (float)t.Result[1]);
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});
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}, ourSource.Token);
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normalStarDifficulty = difficultyManager.GetUntrackedBindable(Beatmap, ruleset.Value, cancellationToken: ourSource.Token);
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moddedStarDifficulty = difficultyManager.GetUntrackedBindable(Beatmap, ruleset.Value, mods.Value, ourSource.Token);
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normalStarDifficulty.BindValueChanged(_ => updateDisplay());
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moddedStarDifficulty.BindValueChanged(_ => updateDisplay(), true);
|
||||
|
||||
void updateDisplay() => starDifficulty.Value = ((float)normalStarDifficulty.Value.Stars, (float)moddedStarDifficulty.Value.Stars);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
starDifficultyCancellationSource?.Cancel();
|
||||
}
|
||||
|
||||
public class StatisticRow : Container, IHasAccentColour
|
||||
|
Loading…
Reference in New Issue
Block a user