1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 17:57:38 +08:00
osu-lazer/osu.Game/Beatmaps/IWorkingBeatmap.cs
Bartłomiej Dach 05bd912a21
Revert internal access modifier application
Unfortunately breaks a few classes (which is fixable), and also breaks
Moq/Castle dynamic proxies (which is unfortunate).

Relevant error:

    System.TypeLoadException : Method 'GetPanelBackground' in type 'Castle.Proxies.IWorkingBeatmapProxy' from assembly 'DynamicProxyGenAssembly2, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
    Stack Trace:
        at System.Reflection.Emit.TypeBuilder.CreateTypeNoLock()
        at System.Reflection.Emit.TypeBuilder.CreateTypeInfo()
        at Castle.DynamicProxy.Generators.Emitters.AbstractTypeEmitter.BuildType()
        at Castle.DynamicProxy.Generators.BaseInterfaceProxyGenerator.GenerateType(String typeName, INamingScope namingScope)
        at Castle.DynamicProxy.Generators.BaseProxyGenerator.<>c__DisplayClass13_0.<GetProxyType>b__0(CacheKey cacheKey)
        at Castle.Core.Internal.SynchronizedDictionary`2.GetOrAdd(TKey key, Func`2 valueFactory)
        at Castle.DynamicProxy.Generators.BaseProxyGenerator.GetProxyType()
        at Castle.DynamicProxy.DefaultProxyBuilder.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options)
        at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options)
        at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options, IInterceptor[] interceptors)
        at Moq.CastleProxyFactory.CreateProxy(Type mockType, IInterceptor interceptor, Type[] interfaces, Object[] arguments) in C:\projects\moq4\src\Moq\Interception\CastleProxyFactory.cs:line 50

In theory it would be possible to fix this via application of

    [assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]

onto the `osu.Game` assembly, but I think this would be bad precedent.
2023-06-08 15:23:09 +02:00

145 lines
6.8 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.Collections.Generic;
using System.IO;
using System.Threading;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osu.Game.Storyboards;
namespace osu.Game.Beatmaps
{
/// <summary>
/// A more expensive representation of a beatmap which allows access to various associated resources.
/// - Access textures and other resources via <see cref="GetStream"/>.
/// - Access the storyboard via <see cref="Storyboard"/>.
/// - Access a local skin via <see cref="Skin"/>.
/// - Access the track via <see cref="LoadTrack"/> (and then <see cref="Track"/> for subsequent accesses).
/// - Create a playable <see cref="Beatmap"/> via <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod})"/>.
/// </summary>
public interface IWorkingBeatmap
{
IBeatmapInfo BeatmapInfo { get; }
/// <summary>
/// Whether the Beatmap has finished loading.
///</summary>
bool BeatmapLoaded { get; }
/// <summary>
/// Whether the Track has finished loading.
///</summary>
bool TrackLoaded { get; }
/// <summary>
/// Retrieves the <see cref="IBeatmap"/> which this <see cref="IWorkingBeatmap"/> represents.
/// </summary>
IBeatmap Beatmap { get; }
/// <summary>
/// Retrieves the background for this <see cref="IWorkingBeatmap"/>.
/// </summary>
Texture GetBackground();
/// <summary>
/// Retrieves a cropped background for this <see cref="IWorkingBeatmap"/> used for display on panels.
/// </summary>
Texture GetPanelBackground();
/// <summary>
/// Retrieves the <see cref="Waveform"/> for the <see cref="Track"/> of this <see cref="IWorkingBeatmap"/>.
/// </summary>
Waveform Waveform { get; }
/// <summary>
/// Retrieves the <see cref="Storyboard"/> which this <see cref="IWorkingBeatmap"/> provides.
/// </summary>
Storyboard Storyboard { get; }
/// <summary>
/// Retrieves the <see cref="Skin"/> which this <see cref="IWorkingBeatmap"/> provides.
/// </summary>
ISkin Skin { get; }
/// <summary>
/// Retrieves the <see cref="Track"/> which this <see cref="IWorkingBeatmap"/> has loaded.
/// </summary>
Track Track { get; }
/// <summary>
/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
/// <para>
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
/// </para>
/// </summary>
/// <remarks>
/// By default, the beatmap load process will be interrupted after 10 seconds.
/// For finer-grained control over the load process, use the
/// <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod},System.Threading.CancellationToken)"/>
/// overload instead.
/// </remarks>
/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods = null);
/// <summary>
/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
/// <para>
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
/// </para>
/// </summary>
/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply to the <see cref="IBeatmap"/>.</param>
/// <param name="cancellationToken">Cancellation token that cancels the beatmap loading process.</param>
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList<Mod> mods, CancellationToken cancellationToken);
/// <summary>
/// Load a new audio track instance for this beatmap. This should be called once before accessing <see cref="Track"/>.
/// The caller of this method is responsible for the lifetime of the track.
/// </summary>
/// <remarks>
/// In a standard game context, the loading of the track is managed solely by MusicController, which will
/// automatically load the track of the current global IBindable IWorkingBeatmap.
/// As such, this method should only be called in very special scenarios, such as external tests or apps which are
/// outside of the game context.
/// </remarks>
/// <returns>A fresh track instance, which will also be available via <see cref="Track"/>.</returns>
Track LoadTrack();
/// <summary>
/// Returns the stream of the file from the given storage path.
/// </summary>
/// <param name="storagePath">The storage path to the file.</param>
Stream GetStream(string storagePath);
/// <summary>
/// Beings loading the contents of this <see cref="IWorkingBeatmap"/> asynchronously.
/// </summary>
void BeginAsyncLoad();
/// <summary>
/// Cancels the asynchronous loading of the contents of this <see cref="IWorkingBeatmap"/>.
/// </summary>
void CancelAsyncLoad();
/// <summary>
/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
/// </summary>
void PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint = 0);
}
}