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Fix GetAsync() not limiting texture dimensions

This commit is contained in:
Bartłomiej Dach 2023-01-25 18:37:58 +01:00
parent 7bb6337d2e
commit fd495e87f7
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@ -35,6 +35,25 @@ namespace osu.Game.Skinning
if (textureUpload == null)
return null!;
return limitTextureUploadSize(textureUpload);
}
public async Task<TextureUpload> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken())
{
// NRT not enabled on framework side classes (IResourceStore / TextureLoaderStore), welp.
if (textureStore == null)
return null!;
var textureUpload = await textureStore.GetAsync(name, cancellationToken).ConfigureAwait(false);
if (textureUpload == null)
return null!;
return await Task.Run(() => limitTextureUploadSize(textureUpload), cancellationToken).ConfigureAwait(false);
}
private TextureUpload limitTextureUploadSize(TextureUpload textureUpload)
{
// So there's a thing where some users have taken it upon themselves to create skin elements of insane dimensions.
// To the point where GPUs cannot load the textures (along with most image editor apps).
// To work around this, let's look out for any stupid images and shrink them down into a usable size.
@ -58,10 +77,6 @@ namespace osu.Game.Skinning
return textureUpload;
}
// TODO: remove null-forgiving operator below after texture stores are NRT-annotated framework-side
public Task<TextureUpload> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken())
=> textureStore?.GetAsync(name, cancellationToken) ?? Task.FromResult<TextureUpload>(null!);
public Stream? GetStream(string name) => textureStore?.GetStream(name);
public IEnumerable<string> GetAvailableResources() => textureStore?.GetAvailableResources() ?? Array.Empty<string>();