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mirror of https://github.com/ppy/osu.git synced 2024-09-21 21:27:24 +08:00
osu-lazer/osu.Game/OsuGameBase.cs
Dean Herbert 23d5e8b286 Fix beat sync components stopping after beatmap change
Not an amazing fix, but it seems to work and would rather get this in
ASAP rather than trying to fix at a framework level.

Closes #20059.
2022-09-01 23:46:02 +09:00

619 lines
25 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
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.Textures;
using osu.Framework.Input;
using osu.Framework.Input.Handlers;
using osu.Framework.Input.Handlers.Midi;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
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.Metadata;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Overlays;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.Settings.Sections;
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 File = System.IO.File;
using RuntimeInfo = osu.Framework.RuntimeInfo;
namespace osu.Game
{
/// <summary>
/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
/// for provide dependencies to test cases without interfering with them.
/// </summary>
public partial class OsuGameBase : Framework.Game, ICanAcceptFiles, IBeatSyncProvider
{
public static readonly string[] VIDEO_EXTENSIONS = { ".mp4", ".mov", ".avi", ".flv" };
public const string OSU_PROTOCOL = "osu://";
public const string CLIENT_STREAM_NAME = @"lazer";
/// <summary>
/// The filename of the main client database.
/// </summary>
public const string CLIENT_DATABASE_FILENAME = @"client.realm";
public const int SAMPLE_CONCURRENCY = 6;
/// <summary>
/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
/// </summary>
public const int SAMPLE_DEBOUNCE_TIME = 20;
/// <summary>
/// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects.
/// </summary>
private const double global_track_volume_adjust = 0.8;
public virtual bool UseDevelopmentServer => DebugUtils.IsDebugBuild;
internal EndpointConfiguration CreateEndpoints() =>
UseDevelopmentServer ? new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
/// <summary>
/// MD5 representation of the game executable.
/// </summary>
public string VersionHash { get; private set; }
public bool IsDeployedBuild => AssemblyVersion.Major > 0;
internal const string BUILD_SUFFIX = "lazer";
public virtual string Version
{
get
{
if (!IsDeployedBuild)
return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
var version = AssemblyVersion;
return $@"{version.Major}.{version.Minor}.{version.Build}-{BUILD_SUFFIX}";
}
}
/// <summary>
/// The <see cref="Edges"/> that the game should be drawn over at a top level.
/// Defaults to <see cref="Edges.None"/>.
/// </summary>
protected virtual Edges SafeAreaOverrideEdges => Edges.None;
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 RealmRulesetStore RulesetStore { get; private set; }
protected RealmKeyBindingStore KeyBindingStore { get; private set; }
protected GlobalCursorDisplay GlobalCursorDisplay { get; private set; }
protected MusicController MusicController { get; private set; }
protected IAPIProvider API { get; set; }
protected Storage Storage { get; set; }
protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
[Cached]
[Cached(typeof(IBindable<RulesetInfo>))]
protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
/// <summary>
/// The current mod selection for the local user.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
[Cached]
[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// Mods available for the current <see cref="Ruleset"/>.
/// </summary>
public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>(new Dictionary<ModType, IReadOnlyList<Mod>>());
private BeatmapDifficultyCache difficultyCache;
private BeatmapUpdater beatmapUpdater;
private UserLookupCache userCache;
private BeatmapLookupCache beatmapCache;
private RulesetConfigCache rulesetConfigCache;
private SpectatorClient spectatorClient;
private MultiplayerClient multiplayerClient;
private MetadataClient metadataClient;
private RealmAccess realm;
/// <summary>
/// For now, this is used as a source specifically for beat synced components.
/// Going forward, it could potentially be used as the single source-of-truth for beatmap timing.
/// </summary>
private readonly FramedBeatmapClock beatmapClock = new FramedBeatmapClock(true);
protected override Container<Drawable> Content => content;
private Container content;
private DependencyContainer dependencies;
private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(global_track_volume_adjust);
/// <summary>
/// A legacy EF context factory if migration has not been performed to realm yet.
/// </summary>
protected DatabaseContextFactory EFContextFactory { get; private set; }
/// <summary>
/// Number of unhandled exceptions to allow before aborting execution.
/// </summary>
/// <remarks>
/// When an unhandled exception is encountered, an internal count will be decremented.
/// If the count hits zero, the game will crash.
/// Each second, the count is incremented until reaching the value specified.
/// </remarks>
protected virtual int UnhandledExceptionsBeforeCrash => DebugUtils.IsDebugBuild ? 0 : 1;
public OsuGameBase()
{
Name = @"osu!";
#if DEBUG
Name += " (development)";
#endif
allowableExceptions = UnhandledExceptionsBeforeCrash;
}
[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));
if (Storage.Exists(DatabaseContextFactory.DATABASE_NAME))
dependencies.Cache(EFContextFactory = new DatabaseContextFactory(Storage));
dependencies.Cache(realm = new RealmAccess(Storage, CLIENT_DATABASE_FILENAME, Host.UpdateThread, EFContextFactory));
dependencies.CacheAs<RulesetStore>(RulesetStore = new RealmRulesetStore(realm, Storage));
dependencies.CacheAs<IRulesetStore>(RulesetStore);
Decoder.RegisterDependencies(RulesetStore);
dependencies.CacheAs(Storage);
var largeStore = new LargeTextureStore(Host.Renderer, Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
largeStore.AddTextureSource(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, realm, Host, Resources, Audio, Scheduler));
dependencies.CacheAs<ISkinSource>(SkinManager);
EndpointConfiguration endpoints = CreateEndpoints();
MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl;
dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash));
var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, realm, API, LocalConfig));
dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, realm, API, Audio, Resources, Host, defaultBeatmap, difficultyCache, performOnlineLookups: true));
dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API));
dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API));
// Add after all the above cache operations as it depends on them.
AddInternal(difficultyCache);
// TODO: OsuGame or OsuGameBase?
dependencies.CacheAs(beatmapUpdater = new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage));
dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints));
dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
AddInternal(new BeatmapOnlineChangeIngest(beatmapUpdater, realm, metadataClient));
BeatmapManager.ProcessBeatmap = args => beatmapUpdater.Process(args.beatmapSet, !args.isBatch);
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<IRulesetConfigCache>(rulesetConfigCache = new RulesetConfigCache(realm, 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<WorkingBeatmap>(defaultBeatmap);
dependencies.CacheAs<IBindable<WorkingBeatmap>>(Beatmap);
dependencies.CacheAs(Beatmap);
// add api components to hierarchy.
if (API is APIAccess apiAccess)
AddInternal(apiAccess);
AddInternal(spectatorClient);
AddInternal(multiplayerClient);
AddInternal(metadataClient);
AddInternal(rulesetConfigCache);
GlobalActionContainer globalBindings;
base.Content.Add(new SafeAreaContainer
{
SafeAreaOverrideEdges = SafeAreaOverrideEdges,
RelativeSizeAxes = Axes.Both,
Child = CreateScalingContainer().WithChildren(new Drawable[]
{
(GlobalCursorDisplay = new GlobalCursorDisplay
{
RelativeSizeAxes = Axes.Both
}).WithChild(content = new OsuTooltipContainer(GlobalCursorDisplay.MenuCursor)
{
RelativeSizeAxes = Axes.Both
}),
// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
globalBindings = new GlobalActionContainer(this)
})
});
KeyBindingStore = new RealmKeyBindingStore(realm, 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);
MusicController.TrackChanged += onTrackChanged;
AddInternal(beatmapClock);
Ruleset.BindValueChanged(onRulesetChanged);
Beatmap.BindValueChanged(onBeatmapChanged);
}
private void onTrackChanged(WorkingBeatmap beatmap, TrackChangeDirection direction)
{
// FramedBeatmapClock uses a decoupled clock internally which will mutate the source if it is an `IAdjustableClock`.
// We don't want this for now, as the intention of beatmapClock is to be a read-only source for beat sync components.
//
// Encapsulating in a FramedClock will avoid any mutations.
var framedClock = new FramedClock(beatmap.Track);
beatmapClock.ChangeSource(framedClock);
// Normally the internal decoupled clock will seek the *track* to the decoupled time, but we blocked this.
// It won't behave nicely unless we also set it to the track's time.
// Probably another thing which should be fixed in the decoupled mess (or just replaced).
beatmapClock.Seek(beatmap.Track.CurrentTime);
}
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 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);
host.ExceptionThrown += onExceptionThrown;
}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// By default, will keep persisting until an exit occurs (exit may be blocked multiple times).
/// May be interrupted (see <see cref="OsuGame"/>'s override).
/// </summary>
public virtual void AttemptExit()
{
if (!OnExiting())
Exit();
else
Scheduler.AddDelayed(AttemptExit, 2000);
}
public bool 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 = realm.BlockAllOperations("migration");
readyToRun.Set();
}, false);
if (!readyToRun.Wait(30000))
throw new TimeoutException("Attempting to block for migration took too long.");
bool? cleanupSucceded = (Storage as OsuStorage)?.Migrate(Host.GetStorage(path));
Logger.Log(@"Migration complete!");
return cleanupSucceded != false;
}
finally
{
realmBlocker?.Dispose();
}
}
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);
/// <summary>
/// Creates an input settings subsection for an <see cref="InputHandler"/>.
/// </summary>
/// <remarks>Should be overriden per-platform to provide settings for platform-specific handlers.</remarks>
public virtual SettingsSubsection CreateSettingsSubsectionFor(InputHandler handler)
{
switch (handler)
{
case MidiHandler:
return new InputSection.HandlerSection(handler);
// return null for handlers that shouldn't have settings.
default:
return null;
}
}
private void onBeatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
{
if (IsLoaded && !ThreadSafety.IsUpdateThread)
throw new InvalidOperationException("Global beatmap bindable must be changed from update thread.");
Logger.Log($"Game-wide working beatmap updated to {beatmap.NewValue}");
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> r)
{
if (IsLoaded && !ThreadSafety.IsUpdateThread)
throw new InvalidOperationException("Global ruleset bindable must be changed from update thread.");
Ruleset instance = null;
try
{
if (r.NewValue?.Available == true)
{
instance = r.NewValue.CreateInstance();
}
}
catch (Exception e)
{
Logger.Error(e, "Ruleset load failed and has been rolled back");
}
if (instance == null)
{
// reject the change if the ruleset is not available.
revertRulesetChange();
return;
}
var dict = new Dictionary<ModType, IReadOnlyList<Mod>>();
try
{
foreach (ModType type in Enum.GetValues(typeof(ModType)))
{
dict[type] = instance.GetModsFor(type)
// Rulesets should never return null mods, but let's be defensive just in case.
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
.Where(mod => mod != null)
.ToList();
}
}
catch (Exception e)
{
Logger.Error(e, $"Could not load mods for \"{instance.RulesetInfo.Name}\" ruleset. Current ruleset has been rolled back.");
revertRulesetChange();
return;
}
if (!SelectedMods.Disabled)
SelectedMods.Value = Array.Empty<Mod>();
AvailableMods.Value = dict;
void revertRulesetChange() => Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
}
private int allowableExceptions;
/// <summary>
/// Allows a maximum of one unhandled exception, per second of execution.
/// </summary>
private bool onExceptionThrown(Exception _)
{
bool continueExecution = Interlocked.Decrement(ref allowableExceptions) >= 0;
Logger.Log($"Unhandled exception has been {(continueExecution ? $"allowed with {allowableExceptions} more allowable exceptions" : "denied")} .");
// restore the stock of allowable exceptions after a short delay.
Task.Delay(1000).ContinueWith(_ => Interlocked.Increment(ref allowableExceptions));
return continueExecution;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RulesetStore?.Dispose();
LocalConfig?.Dispose();
beatmapUpdater?.Dispose();
realm?.Dispose();
if (Host != null)
Host.ExceptionThrown -= onExceptionThrown;
}
ControlPointInfo IBeatSyncProvider.ControlPoints => Beatmap.Value.BeatmapLoaded ? Beatmap.Value.Beatmap.ControlPointInfo : null;
IClock IBeatSyncProvider.Clock => beatmapClock;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}