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978d15955c
Closes #20994. I haven't considered how this affects performance of difficulty calculation or otherwise. Seems like a sane initial fix which we can iterate on going forward. I've tested using the scenario in the linked issue. I'm not going to add test coverage because [BeatmapConversionTest](https://github.com/ppy/osu/blob/master/osu.Game/Tests/Beatmaps/BeatmapConversionTest.cs) should correctly cover this scenario once we are serialising control points as well.
119 lines
4.4 KiB
C#
119 lines
4.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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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;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Converts a Beatmap for another mode.
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/// </summary>
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/// <typeparam name="T">The type of HitObject stored in the Beatmap.</typeparam>
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public abstract class BeatmapConverter<T> : IBeatmapConverter
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where T : HitObject
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{
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private event Action<HitObject, IEnumerable<HitObject>> objectConverted;
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event Action<HitObject, IEnumerable<HitObject>> IBeatmapConverter.ObjectConverted
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{
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add => objectConverted += value;
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remove => objectConverted -= value;
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}
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public IBeatmap Beatmap { get; }
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protected BeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
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{
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Beatmap = beatmap;
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}
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/// <summary>
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/// Whether <see cref="Beatmap"/> can be converted by this <see cref="BeatmapConverter{T}"/>.
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/// </summary>
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public abstract bool CanConvert();
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public IBeatmap Convert(CancellationToken cancellationToken = default)
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{
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// We always operate on a clone of the original beatmap, to not modify it game-wide
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var original = Beatmap.Clone();
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// Shallow clone isn't enough to ensure we don't mutate beatmap info unexpectedly.
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// Can potentially be removed after `Beatmap.Difficulty` doesn't save back to `Beatmap.BeatmapInfo`.
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original.BeatmapInfo = original.BeatmapInfo.Clone();
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original.ControlPointInfo = original.ControlPointInfo.DeepClone();
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return ConvertBeatmap(original, cancellationToken);
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}
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/// <summary>
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/// Performs the conversion of a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>The converted Beatmap.</returns>
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protected virtual Beatmap<T> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken)
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{
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var beatmap = CreateBeatmap();
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beatmap.BeatmapInfo = original.BeatmapInfo;
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beatmap.ControlPointInfo = original.ControlPointInfo;
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beatmap.HitObjects = convertHitObjects(original.HitObjects, original, cancellationToken).OrderBy(s => s.StartTime).ToList();
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beatmap.Breaks = original.Breaks;
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return beatmap;
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}
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private List<T> convertHitObjects(IReadOnlyList<HitObject> hitObjects, IBeatmap beatmap, CancellationToken cancellationToken)
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{
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var result = new List<T>(hitObjects.Count);
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foreach (var obj in hitObjects)
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{
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if (obj is T tObj)
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{
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result.Add(tObj);
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continue;
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}
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var converted = ConvertHitObject(obj, beatmap, cancellationToken);
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if (objectConverted != null)
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{
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converted = converted.ToList();
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objectConverted.Invoke(obj, converted);
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}
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foreach (var c in converted)
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{
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if (c != null)
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result.Add(c);
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}
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}
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return result;
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}
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/// <summary>
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/// Creates the <see cref="Beatmap{T}"/> that will be returned by this <see cref="BeatmapProcessor"/>.
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/// </summary>
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protected virtual Beatmap<T> CreateBeatmap() => new Beatmap<T>();
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/// <summary>
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/// Performs the conversion of a hit object.
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/// This method is generally executed sequentially for all objects in a beatmap.
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/// </summary>
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/// <param name="original">The hit object to convert.</param>
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/// <param name="beatmap">The un-converted Beatmap.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>The converted hit object.</returns>
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protected virtual IEnumerable<T> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken) => Enumerable.Empty<T>();
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}
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}
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