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Remove async WorkingBeatmap logic
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9b753bb429
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@ -8,10 +8,10 @@ using osu.Game.Rulesets.Mods;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Game.Storyboards;
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using osu.Framework.IO.File;
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using System.IO;
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using System.Threading;
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using osu.Game.IO.Serialization;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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@ -38,12 +38,26 @@ namespace osu.Game.Beatmaps
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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new AsyncLazy<IBeatmap>(populateBeatmap);
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background = new AsyncLazy<Texture>(populateBackground, b => b == null || !b.IsDisposed);
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track = new AsyncLazy<Track>(populateTrack);
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waveform = new AsyncLazy<Waveform>(populateWaveform);
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storyboard = new AsyncLazy<Storyboard>(populateStoryboard);
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skin = new AsyncLazy<Skin>(populateSkin);
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beatmap = new RecyclableLazy<IBeatmap>(() =>
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{
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var b = GetBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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return b;
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});
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track = new RecyclableLazy<Track>(() =>
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{
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new VirtualBeatmapTrack(Beatmap);
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applyRateAdjustments(t);
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return t;
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});
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background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
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waveform = new RecyclableLazy<Waveform>(GetWaveform);
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storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
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skin = new RecyclableLazy<Skin>(GetSkin);
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}
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/// <summary>
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@ -58,28 +72,6 @@ namespace osu.Game.Beatmaps
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return path;
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}
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protected abstract IBeatmap GetBeatmap();
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protected abstract Texture GetBackground();
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protected abstract Track GetTrack();
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protected virtual Skin GetSkin() => new DefaultSkin();
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protected virtual Waveform GetWaveform() => new Waveform();
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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public bool BeatmapLoaded => beatmap.IsResultAvailable;
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public IBeatmap Beatmap => beatmap.Value.Result;
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public Task<IBeatmap> GetBeatmapAsync() => beatmap.Value;
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private readonly AsyncLazy<IBeatmap> beatmap;
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private IBeatmap populateBeatmap()
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{
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var b = GetBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}
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/// <summary>
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/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
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/// <para>
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@ -136,62 +128,53 @@ namespace osu.Game.Beatmaps
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public override string ToString() => BeatmapInfo.ToString();
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public bool BackgroundLoaded => background.IsResultAvailable;
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public Texture Background => background.Value.Result;
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public Task<Texture> GetBackgroundAsync() => background.Value;
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private AsyncLazy<Texture> background;
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public bool BeatmapLoaded => beatmap.IsResultAvailable;
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public IBeatmap Beatmap => beatmap.Value;
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protected abstract IBeatmap GetBeatmap();
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private readonly RecyclableLazy<IBeatmap> beatmap;
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private Texture populateBackground() => GetBackground();
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public bool BackgroundLoaded => background.IsResultAvailable;
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public Texture Background => background.Value;
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protected virtual bool BackgroundStillValid(Texture b) => b == null || !b.IsDisposed;
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protected abstract Texture GetBackground();
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private readonly RecyclableLazy<Texture> background;
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public bool TrackLoaded => track.IsResultAvailable;
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public Track Track => track.Value.Result;
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public Task<Track> GetTrackAsync() => track.Value;
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private AsyncLazy<Track> track;
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private Track populateTrack()
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{
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new VirtualBeatmapTrack(Beatmap);
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applyRateAdjustments(t);
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return t;
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}
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public Track Track => track.Value;
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protected abstract Track GetTrack();
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private RecyclableLazy<Track> track;
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public bool WaveformLoaded => waveform.IsResultAvailable;
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public Waveform Waveform => waveform.Value.Result;
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public Task<Waveform> GetWaveformAsync() => waveform.Value;
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private readonly AsyncLazy<Waveform> waveform;
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private Waveform populateWaveform() => GetWaveform();
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public Waveform Waveform => waveform.Value;
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protected virtual Waveform GetWaveform() => new Waveform();
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private readonly RecyclableLazy<Waveform> waveform;
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public bool StoryboardLoaded => storyboard.IsResultAvailable;
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public Storyboard Storyboard => storyboard.Value.Result;
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public Task<Storyboard> GetStoryboardAsync() => storyboard.Value;
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private readonly AsyncLazy<Storyboard> storyboard;
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private Storyboard populateStoryboard() => GetStoryboard();
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public Storyboard Storyboard => storyboard.Value;
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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private readonly RecyclableLazy<Storyboard> storyboard;
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public bool SkinLoaded => skin.IsResultAvailable;
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public Skin Skin => skin.Value.Result;
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public Task<Skin> GetSkinAsync() => skin.Value;
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private readonly AsyncLazy<Skin> skin;
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public Skin Skin => skin.Value;
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protected virtual Skin GetSkin() => new DefaultSkin();
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private readonly RecyclableLazy<Skin> skin;
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private Skin populateSkin() => GetSkin();
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public void TransferTo(WorkingBeatmap other)
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/// <summary>
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/// Transfer pieces of a beatmap to a new one, where possible, to save on loading.
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/// </summary>
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/// <param name="other">The new beatmap which is being switched to.</param>
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public virtual void TransferTo(WorkingBeatmap other)
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{
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if (track.IsResultAvailable && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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other.track = track;
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if (background.IsResultAvailable && Background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
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other.background = background;
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}
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public virtual void Dispose()
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{
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if (BackgroundLoaded) Background?.Dispose();
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if (WaveformLoaded) Waveform?.Dispose();
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if (StoryboardLoaded) Storyboard?.Dispose();
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if (SkinLoaded) Skin?.Dispose();
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background.Recycle();
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waveform.Recycle();
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storyboard.Recycle();
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skin.Recycle();
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}
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/// <summary>
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@ -210,15 +193,15 @@ namespace osu.Game.Beatmaps
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mod.ApplyToClock(t);
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}
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public class AsyncLazy<T>
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public class RecyclableLazy<T>
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{
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private Lazy<Task<T>> lazy;
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private Lazy<T> lazy;
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private readonly Func<T> valueFactory;
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private readonly Func<T, bool> stillValidFunction;
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private readonly object initLock = new object();
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public AsyncLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
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public RecyclableLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
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{
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this.valueFactory = valueFactory;
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this.stillValidFunction = stillValidFunction;
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@ -230,20 +213,13 @@ namespace osu.Game.Beatmaps
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{
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if (!IsResultAvailable) return;
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(lazy.Value.Result as IDisposable)?.Dispose();
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(lazy.Value as IDisposable)?.Dispose();
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recreate();
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}
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public bool IsResultAvailable
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{
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get
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{
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recreateIfInvalid();
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return lazy.Value.IsCompleted;
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}
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}
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public bool IsResultAvailable => stillValid;
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public Task<T> Value
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public T Value
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{
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get
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{
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@ -252,15 +228,17 @@ namespace osu.Game.Beatmaps
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}
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}
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private bool stillValid => lazy.IsValueCreated && (stillValidFunction?.Invoke(lazy.Value) ?? true);
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private void recreateIfInvalid()
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{
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lock (initLock)
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{
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if (!lazy.IsValueCreated || !lazy.Value.IsCompleted)
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if (!lazy.IsValueCreated)
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// we have not yet been initialised or haven't run the task.
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return;
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if (stillValidFunction?.Invoke(lazy.Value.Result) ?? true)
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if (stillValid)
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// we are still in a valid state.
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return;
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@ -268,7 +246,7 @@ namespace osu.Game.Beatmaps
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}
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}
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private void recreate() => lazy = new Lazy<Task<T>>(() => Task.Run(valueFactory));
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private void recreate() => lazy = new Lazy<T>(valueFactory, LazyThreadSafetyMode.ExecutionAndPublication);
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}
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}
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}
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