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mirror of https://github.com/ppy/osu.git synced 2025-02-14 23:33:23 +08:00

Reorder methods to hopefully make more sense

This commit is contained in:
Dean Herbert 2021-12-22 18:01:09 +09:00
parent e38e4c0adc
commit 3c95497ed7

View File

@ -51,6 +51,110 @@ namespace osu.Game.Beatmaps
skin = new RecyclableLazy<ISkin>(GetSkin);
}
#region Load checks
public virtual bool TrackLoaded => loadedTrack != null;
public bool WaveformLoaded => waveform.IsResultAvailable;
public bool StoryboardLoaded => storyboard.IsResultAvailable;
public bool SkinLoaded => skin.IsResultAvailable;
public bool BackgroundLoaded => background.IsResultAvailable;
public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
#endregion
#region Resource getters
protected virtual Waveform GetWaveform() => new Waveform(null);
protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
protected abstract IBeatmap GetBeatmap();
protected abstract Texture GetBackground();
protected abstract Track GetBeatmapTrack();
/// <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>
protected internal abstract ISkin GetSkin();
#endregion
#region Async load control
public void BeginAsyncLoad() => loadBeatmapAsync();
public void CancelAsyncLoad()
{
lock (beatmapFetchLock)
{
loadCancellationSource?.Cancel();
loadCancellationSource = new CancellationTokenSource();
if (beatmapLoadTask?.IsCompleted != true)
beatmapLoadTask = null;
}
}
#endregion
#region Background
public Texture Background => background.Value;
private readonly RecyclableLazy<Texture> background;
protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
#endregion
#region Track
private Track loadedTrack;
public Track LoadTrack() => loadedTrack = GetBeatmapTrack() ?? GetVirtualTrack(1000);
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>
public void TransferTrack([NotNull] Track track) => loadedTrack = track ?? throw new ArgumentNullException(nameof(track));
/// <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)}.");
return loadedTrack;
}
}
protected Track GetVirtualTrack(double emptyLength = 0)
{
const double excess_length = 1000;
@ -77,13 +181,82 @@ namespace osu.Game.Beatmaps
return audioManager.Tracks.GetVirtual(length);
}
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
/// </summary>
/// <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);
#endregion
#region Waveform
public Waveform Waveform => waveform.Value;
private readonly RecyclableLazy<Waveform> waveform;
#endregion
#region Storyboard
public Storyboard Storyboard => storyboard.Value;
private readonly RecyclableLazy<Storyboard> storyboard;
#endregion
#region Skin
private readonly RecyclableLazy<ISkin> skin;
public ISkin Skin => skin.Value;
#endregion
#region Beatmap
public IBeatmap Beatmap
{
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;
}
}
}
private Task<IBeatmap> beatmapLoadTask;
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;
}, loadCancellationSource.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
}
}
#endregion
#region Playable beatmap
public IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods = null)
{
@ -101,7 +274,7 @@ namespace osu.Game.Beatmaps
}
}
public virtual IBeatmap GetPlayableBeatmap([NotNull] IRulesetInfo ruleset, [NotNull] IReadOnlyList<Mod> mods, CancellationToken token)
public virtual IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken token)
{
var rulesetInstance = ruleset.CreateInstance();
@ -175,155 +348,20 @@ namespace osu.Game.Beatmaps
return converted;
}
public void BeginAsyncLoad() => loadBeatmapAsync();
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
/// </summary>
/// <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);
public void CancelAsyncLoad()
{
lock (beatmapFetchLock)
{
loadCancellationSource?.Cancel();
loadCancellationSource = new CancellationTokenSource();
if (beatmapLoadTask?.IsCompleted != true)
beatmapLoadTask = null;
}
}
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;
}, loadCancellationSource.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
}
}
#endregion
public override string ToString() => BeatmapInfo.ToString();
public virtual bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
IBeatmapInfo IWorkingBeatmap.BeatmapInfo => BeatmapInfo;
public IBeatmap Beatmap
{
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;
}
}
}
protected abstract IBeatmap GetBeatmap();
private Task<IBeatmap> beatmapLoadTask;
public bool BackgroundLoaded => background.IsResultAvailable;
public Texture Background => background.Value;
protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
protected abstract Texture GetBackground();
private readonly RecyclableLazy<Texture> background;
private Track loadedTrack;
public Track LoadTrack() => loadedTrack = GetBeatmapTrack() ?? GetVirtualTrack(1000);
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>
public void TransferTrack([NotNull] Track track) => loadedTrack = track ?? throw new ArgumentNullException(nameof(track));
/// <summary>
/// Whether this beatmap's track has been loaded via <see cref="LoadTrack"/>.
/// </summary>
public virtual bool TrackLoaded => loadedTrack != null;
/// <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)}.");
return loadedTrack;
}
}
protected abstract Track GetBeatmapTrack();
public bool WaveformLoaded => waveform.IsResultAvailable;
public Waveform Waveform => waveform.Value;
protected virtual Waveform GetWaveform() => new Waveform(null);
private readonly RecyclableLazy<Waveform> waveform;
public bool StoryboardLoaded => storyboard.IsResultAvailable;
public Storyboard Storyboard => storyboard.Value;
protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
private readonly RecyclableLazy<Storyboard> storyboard;
public bool SkinLoaded => skin.IsResultAvailable;
public ISkin Skin => skin.Value;
/// <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>
protected internal abstract ISkin GetSkin();
private readonly RecyclableLazy<ISkin> skin;
public abstract Stream GetStream(string storagePath);
public class RecyclableLazy<T>