// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using System.Threading; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Development; using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Performance; using osu.Framework.Graphics.Textures; using osu.Framework.Input; using osu.Framework.IO.Stores; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Game.Audio; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Database; using osu.Game.Graphics; using osu.Game.Graphics.Cursor; using osu.Game.Input; using osu.Game.Input.Bindings; using osu.Game.IO; using osu.Game.Online; using osu.Game.Online.API; using osu.Game.Online.Chat; using osu.Game.Online.Multiplayer; using osu.Game.Online.Spectator; using osu.Game.Overlays; using osu.Game.Resources; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Scoring; using osu.Game.Skinning; using osu.Game.Utils; using RuntimeInfo = osu.Framework.RuntimeInfo; namespace osu.Game { /// /// The most basic that can be used to host osu! components and systems. /// Unlike , this class will not load any kind of UI, allowing it to be used /// for provide dependencies to test cases without interfering with them. /// public partial class OsuGameBase : Framework.Game, ICanAcceptFiles { public const string CLIENT_STREAM_NAME = @"lazer"; public const int SAMPLE_CONCURRENCY = 6; /// /// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack. /// public const int SAMPLE_DEBOUNCE_TIME = 20; /// /// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects. /// private const double global_track_volume_adjust = 0.8; public bool UseDevelopmentServer { get; } public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version(); /// /// MD5 representation of the game executable. /// public string VersionHash { get; private set; } public bool IsDeployedBuild => AssemblyVersion.Major > 0; public virtual string Version { get { if (!IsDeployedBuild) return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release"); var version = AssemblyVersion; return $@"{version.Major}.{version.Minor}.{version.Build}-lazer"; } } protected OsuConfigManager LocalConfig { get; private set; } protected SessionStatics SessionStatics { get; private set; } protected BeatmapManager BeatmapManager { get; private set; } protected BeatmapModelDownloader BeatmapDownloader { get; private set; } protected ScoreManager ScoreManager { get; private set; } protected ScoreModelDownloader ScoreDownloader { get; private set; } protected SkinManager SkinManager { get; private set; } protected RulesetStore RulesetStore { get; private set; } protected RealmKeyBindingStore KeyBindingStore { get; private set; } protected MenuCursorContainer MenuCursorContainer { get; private set; } protected MusicController MusicController { get; private set; } protected IAPIProvider API { get; set; } protected Storage Storage { get; set; } protected Bindable Beatmap { get; private set; } // cached via load() method [Cached] [Cached(typeof(IBindable))] protected readonly Bindable Ruleset = new Bindable(); /// /// The current mod selection for the local user. /// /// /// If a mod select overlay is present, mod instances set to this value are not guaranteed to remain as the provided instance and will be overwritten by a copy. /// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection. /// As such, all settings should be finalised before adding a mod to this collection. /// [Cached] [Cached(typeof(IBindable>))] protected readonly Bindable> SelectedMods = new Bindable>(Array.Empty()); /// /// Mods available for the current . /// public readonly Bindable>> AvailableMods = new Bindable>>(); private BeatmapDifficultyCache difficultyCache; private UserLookupCache userCache; private BeatmapLookupCache beatmapCache; private RulesetConfigCache rulesetConfigCache; private SpectatorClient spectatorClient; private MultiplayerClient multiplayerClient; private DatabaseContextFactory contextFactory; private RealmContextFactory realmFactory; protected override Container Content => content; private Container content; private DependencyContainer dependencies; private Bindable fpsDisplayVisible; private readonly BindableNumber globalTrackVolumeAdjust = new BindableNumber(global_track_volume_adjust); public OsuGameBase() { UseDevelopmentServer = DebugUtils.IsDebugBuild; Name = @"osu!"; } [BackgroundDependencyLoader] private void load(ReadableKeyCombinationProvider keyCombinationProvider) { try { using (var str = File.OpenRead(typeof(OsuGameBase).Assembly.Location)) VersionHash = str.ComputeMD5Hash(); } catch { // special case for android builds, which can't read DLLs from a packed apk. // should eventually be handled in a better way. VersionHash = $"{Version}-{RuntimeInfo.OS}".ComputeMD5Hash(); } Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly)); dependencies.Cache(contextFactory = new DatabaseContextFactory(Storage)); runMigrations(); dependencies.Cache(realmFactory = new RealmContextFactory(Storage, "client", contextFactory)); new EFToRealmMigrator(contextFactory, realmFactory, LocalConfig).Run(); dependencies.CacheAs(Storage); var largeStore = new LargeTextureStore(Host.CreateTextureLoaderStore(new NamespacedResourceStore(Resources, @"Textures"))); largeStore.AddStore(Host.CreateTextureLoaderStore(new OnlineStore())); dependencies.Cache(largeStore); dependencies.CacheAs(this); dependencies.CacheAs(LocalConfig); InitialiseFonts(); Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY; dependencies.Cache(SkinManager = new SkinManager(Storage, realmFactory, Host, Resources, Audio, Scheduler)); dependencies.CacheAs(SkinManager); EndpointConfiguration endpoints = UseDevelopmentServer ? (EndpointConfiguration)new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration(); MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl; dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash)); dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints)); dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints)); var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures); dependencies.Cache(RulesetStore = new RulesetStore(realmFactory, Storage)); dependencies.CacheAs(RulesetStore); // ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup() dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, realmFactory, Scheduler, Host, () => difficultyCache, LocalConfig)); dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, realmFactory, RulesetStore, API, Audio, Resources, Host, defaultBeatmap, performOnlineLookups: true)); dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API)); dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API)); dependencies.Cache(difficultyCache = new BeatmapDifficultyCache()); AddInternal(difficultyCache); dependencies.Cache(userCache = new UserLookupCache()); AddInternal(userCache); dependencies.Cache(beatmapCache = new BeatmapLookupCache()); AddInternal(beatmapCache); var scorePerformanceManager = new ScorePerformanceCache(); dependencies.Cache(scorePerformanceManager); AddInternal(scorePerformanceManager); dependencies.CacheAs(rulesetConfigCache = new RulesetConfigCache(realmFactory, RulesetStore)); var powerStatus = CreateBatteryInfo(); if (powerStatus != null) dependencies.CacheAs(powerStatus); dependencies.Cache(SessionStatics = new SessionStatics()); dependencies.Cache(new OsuColour()); RegisterImportHandler(BeatmapManager); RegisterImportHandler(ScoreManager); RegisterImportHandler(SkinManager); // drop track volume game-wide to leave some head-room for UI effects / samples. // this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable. // we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial). Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust); Beatmap = new NonNullableBindable(defaultBeatmap); dependencies.CacheAs>(Beatmap); dependencies.CacheAs(Beatmap); // add api components to hierarchy. if (API is APIAccess apiAccess) AddInternal(apiAccess); AddInternal(spectatorClient); AddInternal(multiplayerClient); AddInternal(rulesetConfigCache); GlobalActionContainer globalBindings; var mainContent = new Drawable[] { MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both }, // to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything. globalBindings = new GlobalActionContainer(this) }; MenuCursorContainer.Child = content = new OsuTooltipContainer(MenuCursorContainer.Cursor) { RelativeSizeAxes = Axes.Both }; base.Content.Add(CreateScalingContainer().WithChildren(mainContent)); KeyBindingStore = new RealmKeyBindingStore(realmFactory, keyCombinationProvider); KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets); dependencies.Cache(globalBindings); PreviewTrackManager previewTrackManager; dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore)); Add(previewTrackManager); AddInternal(MusicController = new MusicController()); dependencies.CacheAs(MusicController); Ruleset.BindValueChanged(onRulesetChanged); } protected virtual void InitialiseFonts() { AddFont(Resources, @"Fonts/osuFont"); AddFont(Resources, @"Fonts/Torus/Torus-Regular"); AddFont(Resources, @"Fonts/Torus/Torus-Light"); AddFont(Resources, @"Fonts/Torus/Torus-SemiBold"); AddFont(Resources, @"Fonts/Torus/Torus-Bold"); AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Regular"); AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Light"); AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-SemiBold"); AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Bold"); AddFont(Resources, @"Fonts/Inter/Inter-Regular"); AddFont(Resources, @"Fonts/Inter/Inter-RegularItalic"); AddFont(Resources, @"Fonts/Inter/Inter-Light"); AddFont(Resources, @"Fonts/Inter/Inter-LightItalic"); AddFont(Resources, @"Fonts/Inter/Inter-SemiBold"); AddFont(Resources, @"Fonts/Inter/Inter-SemiBoldItalic"); AddFont(Resources, @"Fonts/Inter/Inter-Bold"); AddFont(Resources, @"Fonts/Inter/Inter-BoldItalic"); AddFont(Resources, @"Fonts/Noto/Noto-Basic"); AddFont(Resources, @"Fonts/Noto/Noto-Hangul"); AddFont(Resources, @"Fonts/Noto/Noto-CJK-Basic"); AddFont(Resources, @"Fonts/Noto/Noto-CJK-Compatibility"); AddFont(Resources, @"Fonts/Noto/Noto-Thai"); AddFont(Resources, @"Fonts/Venera/Venera-Light"); AddFont(Resources, @"Fonts/Venera/Venera-Bold"); AddFont(Resources, @"Fonts/Venera/Venera-Black"); } protected override void LoadComplete() { base.LoadComplete(); // TODO: This is temporary until we reimplement the local FPS display. // It's just to allow end-users to access the framework FPS display without knowing the shortcut key. fpsDisplayVisible = LocalConfig.GetBindable(OsuSetting.ShowFpsDisplay); fpsDisplayVisible.ValueChanged += visible => { FrameStatistics.Value = visible.NewValue ? FrameStatisticsMode.Minimal : FrameStatisticsMode.None; }; fpsDisplayVisible.TriggerChange(); FrameStatistics.ValueChanged += e => fpsDisplayVisible.Value = e.NewValue != FrameStatisticsMode.None; } protected override void Update() { base.Update(); realmFactory.Refresh(); } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); public override void SetHost(GameHost host) { base.SetHost(host); // may be non-null for certain tests Storage ??= host.Storage; LocalConfig ??= UseDevelopmentServer ? new DevelopmentOsuConfigManager(Storage) : new OsuConfigManager(Storage); } /// /// Use to programatically exit the game as if the user was triggering via alt-f4. /// Will keep persisting until an exit occurs (exit may be blocked multiple times). /// public void GracefullyExit() { if (!OnExiting()) Exit(); else Scheduler.AddDelayed(GracefullyExit, 2000); } public void Migrate(string path) { Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""..."); IDisposable realmBlocker = null; try { ManualResetEventSlim readyToRun = new ManualResetEventSlim(); Scheduler.Add(() => { realmBlocker = realmFactory.BlockAllOperations(); contextFactory.FlushConnections(); readyToRun.Set(); }, false); readyToRun.Wait(); (Storage as OsuStorage)?.Migrate(Host.GetStorage(path)); } finally { realmBlocker?.Dispose(); } Logger.Log(@"Migration complete!"); } protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager(); protected virtual BatteryInfo CreateBatteryInfo() => null; protected virtual Container CreateScalingContainer() => new DrawSizePreservingFillContainer(); protected override Storage CreateStorage(GameHost host, Storage defaultStorage) => new OsuStorage(host, defaultStorage); private void onRulesetChanged(ValueChangedEvent r) { Ruleset instance; if (r.NewValue?.Available != true || (instance = r.NewValue.CreateInstance()) == null) { // reject the change if the ruleset is not available. Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First(); return; } var dict = new Dictionary>(); foreach (ModType type in Enum.GetValues(typeof(ModType))) { dict[type] = instance.GetModsFor(type).ToList(); } if (!SelectedMods.Disabled) SelectedMods.Value = Array.Empty(); AvailableMods.Value = dict; } private void runMigrations() { try { using (var db = contextFactory.GetForWrite(false)) db.Context.Migrate(); } catch (Exception e) { Logger.Error(e.InnerException ?? e, "Migration failed! We'll be starting with a fresh database.", LoggingTarget.Database); // if we failed, let's delete the database and start fresh. // todo: we probably want a better (non-destructive) migrations/recovery process at a later point than this. contextFactory.ResetDatabase(); Logger.Log("Database purged successfully.", LoggingTarget.Database); // only run once more, then hard bail. using (var db = contextFactory.GetForWrite(false)) db.Context.Migrate(); } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); RulesetStore?.Dispose(); BeatmapManager?.Dispose(); LocalConfig?.Dispose(); contextFactory?.FlushConnections(); realmFactory?.Dispose(); } } }