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mirror of https://github.com/ppy/osu.git synced 2024-11-09 09:37:42 +08:00
osu-lazer/osu.Game/Beatmaps/BeatmapManager.cs
Dean Herbert 3b485b5f37 Rewrite PreviewTrackManager to avoid constructing TrackBass locally
This paves the way for the framework code quality change
(https://github.com/ppy/osu-framework/pull/4873) which stops exposing
the constructor.

Most of the restructuring here is required to give `PreviewTrackManager`
an adjustable target to apply the global mute.
2021-11-09 17:38:12 +09:00

376 lines
15 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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Linq.Expressions;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Audio;
using osu.Framework.Audio.Mixing;
using osu.Framework.Audio.Track;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Database;
using osu.Game.IO;
using osu.Game.IO.Archives;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Skinning;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles general operations related to global beatmap management.
/// </summary>
[ExcludeFromDynamicCompile]
public class BeatmapManager : IModelDownloader<IBeatmapSetInfo>, IModelManager<BeatmapSetInfo>, IModelFileManager<BeatmapSetInfo, BeatmapSetFileInfo>, IModelImporter<BeatmapSetInfo>, IWorkingBeatmapCache, IDisposable
{
public ITrackStore BeatmapTrackStore { get; }
private readonly BeatmapModelManager beatmapModelManager;
private readonly BeatmapModelDownloader beatmapModelDownloader;
private readonly WorkingBeatmapCache workingBeatmapCache;
private readonly BeatmapOnlineLookupQueue onlineBeatmapLookupQueue;
public BeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore<byte[]> gameResources, GameHost host = null, WorkingBeatmap defaultBeatmap = null, bool performOnlineLookups = false, AudioMixer mainTrackMixer = null)
{
var userResources = new FileStore(contextFactory, storage).Store;
BeatmapTrackStore = audioManager.GetTrackStore(userResources);
beatmapModelManager = CreateBeatmapModelManager(storage, contextFactory, rulesets, api, host);
beatmapModelDownloader = CreateBeatmapModelDownloader(beatmapModelManager, api, host);
workingBeatmapCache = CreateWorkingBeatmapCache(audioManager, gameResources, userResources, defaultBeatmap, host);
workingBeatmapCache.BeatmapManager = beatmapModelManager;
beatmapModelManager.WorkingBeatmapCache = workingBeatmapCache;
if (performOnlineLookups)
{
onlineBeatmapLookupQueue = new BeatmapOnlineLookupQueue(api, storage);
beatmapModelManager.OnlineLookupQueue = onlineBeatmapLookupQueue;
}
}
protected virtual BeatmapModelDownloader CreateBeatmapModelDownloader(IModelImporter<BeatmapSetInfo> modelManager, IAPIProvider api, GameHost host)
{
return new BeatmapModelDownloader(modelManager, api, host);
}
protected virtual WorkingBeatmapCache CreateWorkingBeatmapCache(AudioManager audioManager, IResourceStore<byte[]> resources, IResourceStore<byte[]> storage, WorkingBeatmap defaultBeatmap, GameHost host)
{
return new WorkingBeatmapCache(BeatmapTrackStore, audioManager, resources, storage, defaultBeatmap, host);
}
protected virtual BeatmapModelManager CreateBeatmapModelManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, GameHost host) =>
new BeatmapModelManager(storage, contextFactory, rulesets, host);
/// <summary>
/// Create a new <see cref="WorkingBeatmap"/>.
/// </summary>
public WorkingBeatmap CreateNew(RulesetInfo ruleset, APIUser user)
{
var metadata = new BeatmapMetadata
{
Author = user,
};
var set = new BeatmapSetInfo
{
Metadata = metadata,
Beatmaps = new List<BeatmapInfo>
{
new BeatmapInfo
{
BaseDifficulty = new BeatmapDifficulty(),
Ruleset = ruleset,
Metadata = metadata,
WidescreenStoryboard = true,
SamplesMatchPlaybackRate = true,
}
}
};
var imported = beatmapModelManager.Import(set).Result.Value;
return GetWorkingBeatmap(imported.Beatmaps.First());
}
#region Delegation to BeatmapModelManager (methods which previously existed locally).
/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
public event Action<BeatmapInfo> BeatmapHidden
{
add => beatmapModelManager.BeatmapHidden += value;
remove => beatmapModelManager.BeatmapHidden -= value;
}
/// <summary>
/// Fired when a single difficulty has been restored.
/// </summary>
public event Action<BeatmapInfo> BeatmapRestored
{
add => beatmapModelManager.BeatmapRestored += value;
remove => beatmapModelManager.BeatmapRestored -= value;
}
/// <summary>
/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
/// </summary>
/// <param name="info">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
public virtual void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null) =>
beatmapModelManager.Save(info, beatmapContent, beatmapSkin);
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public List<BeatmapSetInfo> GetAllUsableBeatmapSets(IncludedDetails includes = IncludedDetails.All, bool includeProtected = false) => beatmapModelManager.GetAllUsableBeatmapSets(includes, includeProtected);
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated.
/// </summary>
/// <param name="includes">The level of detail to include in the returned objects.</param>
/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public IEnumerable<BeatmapSetInfo> GetAllUsableBeatmapSetsEnumerable(IncludedDetails includes, bool includeProtected = false) => beatmapModelManager.GetAllUsableBeatmapSetsEnumerable(includes, includeProtected);
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <param name="includes">The level of detail to include in the returned objects.</param>
/// <returns>Results from the provided query.</returns>
public IEnumerable<BeatmapSetInfo> QueryBeatmapSets(Expression<Func<BeatmapSetInfo, bool>> query, IncludedDetails includes = IncludedDetails.All) => beatmapModelManager.QueryBeatmapSets(query, includes);
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapSetInfo QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query) => beatmapModelManager.QueryBeatmapSet(query);
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
public IQueryable<BeatmapInfo> QueryBeatmaps(Expression<Func<BeatmapInfo, bool>> query) => beatmapModelManager.QueryBeatmaps(query);
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapInfo QueryBeatmap(Expression<Func<BeatmapInfo, bool>> query) => beatmapModelManager.QueryBeatmap(query);
/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
public WorkingBeatmap DefaultBeatmap => workingBeatmapCache.DefaultBeatmap;
/// <summary>
/// Fired when a notification should be presented to the user.
/// </summary>
public Action<Notification> PostNotification
{
set
{
beatmapModelManager.PostNotification = value;
beatmapModelDownloader.PostNotification = value;
}
}
/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
/// <param name="beatmapInfo">The beatmap difficulty to hide.</param>
public void Hide(BeatmapInfo beatmapInfo) => beatmapModelManager.Hide(beatmapInfo);
/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmapInfo">The beatmap difficulty to restore.</param>
public void Restore(BeatmapInfo beatmapInfo) => beatmapModelManager.Restore(beatmapInfo);
#endregion
#region Implementation of IModelManager<BeatmapSetInfo>
public bool IsAvailableLocally(BeatmapSetInfo model)
{
return beatmapModelManager.IsAvailableLocally(model);
}
public event Action<BeatmapSetInfo> ItemUpdated
{
add => beatmapModelManager.ItemUpdated += value;
remove => beatmapModelManager.ItemUpdated -= value;
}
public event Action<BeatmapSetInfo> ItemRemoved
{
add => beatmapModelManager.ItemRemoved += value;
remove => beatmapModelManager.ItemRemoved -= value;
}
public Task ImportFromStableAsync(StableStorage stableStorage)
{
return beatmapModelManager.ImportFromStableAsync(stableStorage);
}
public void Export(BeatmapSetInfo item)
{
beatmapModelManager.Export(item);
}
public void ExportModelTo(BeatmapSetInfo model, Stream outputStream)
{
beatmapModelManager.ExportModelTo(model, outputStream);
}
public void Update(BeatmapSetInfo item)
{
beatmapModelManager.Update(item);
}
public bool Delete(BeatmapSetInfo item)
{
return beatmapModelManager.Delete(item);
}
public void Delete(List<BeatmapSetInfo> items, bool silent = false)
{
beatmapModelManager.Delete(items, silent);
}
public void Undelete(List<BeatmapSetInfo> items, bool silent = false)
{
beatmapModelManager.Undelete(items, silent);
}
public void Undelete(BeatmapSetInfo item)
{
beatmapModelManager.Undelete(item);
}
#endregion
#region Implementation of IModelDownloader<BeatmapSetInfo>
public event Action<ArchiveDownloadRequest<IBeatmapSetInfo>> DownloadBegan
{
add => beatmapModelDownloader.DownloadBegan += value;
remove => beatmapModelDownloader.DownloadBegan -= value;
}
public event Action<ArchiveDownloadRequest<IBeatmapSetInfo>> DownloadFailed
{
add => beatmapModelDownloader.DownloadFailed += value;
remove => beatmapModelDownloader.DownloadFailed -= value;
}
public bool Download(IBeatmapSetInfo model, bool minimiseDownloadSize = false) =>
beatmapModelDownloader.Download(model, minimiseDownloadSize);
public ArchiveDownloadRequest<IBeatmapSetInfo> GetExistingDownload(IBeatmapSetInfo model) =>
beatmapModelDownloader.GetExistingDownload(model);
#endregion
#region Implementation of ICanAcceptFiles
public Task Import(params string[] paths)
{
return beatmapModelManager.Import(paths);
}
public Task Import(params ImportTask[] tasks)
{
return beatmapModelManager.Import(tasks);
}
public Task<IEnumerable<ILive<BeatmapSetInfo>>> Import(ProgressNotification notification, params ImportTask[] tasks)
{
return beatmapModelManager.Import(notification, tasks);
}
public Task<ILive<BeatmapSetInfo>> Import(ImportTask task, bool lowPriority = false, CancellationToken cancellationToken = default)
{
return beatmapModelManager.Import(task, lowPriority, cancellationToken);
}
public Task<ILive<BeatmapSetInfo>> Import(ArchiveReader archive, bool lowPriority = false, CancellationToken cancellationToken = default)
{
return beatmapModelManager.Import(archive, lowPriority, cancellationToken);
}
public Task<ILive<BeatmapSetInfo>> Import(BeatmapSetInfo item, ArchiveReader archive = null, bool lowPriority = false, CancellationToken cancellationToken = default)
{
return beatmapModelManager.Import(item, archive, lowPriority, cancellationToken);
}
public IEnumerable<string> HandledExtensions => beatmapModelManager.HandledExtensions;
#endregion
#region Implementation of IWorkingBeatmapCache
public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo importedBeatmap) => workingBeatmapCache.GetWorkingBeatmap(importedBeatmap);
void IWorkingBeatmapCache.Invalidate(BeatmapSetInfo beatmapSetInfo) => workingBeatmapCache.Invalidate(beatmapSetInfo);
void IWorkingBeatmapCache.Invalidate(BeatmapInfo beatmapInfo) => workingBeatmapCache.Invalidate(beatmapInfo);
#endregion
#region Implementation of IModelFileManager<in BeatmapSetInfo,in BeatmapSetFileInfo>
public void ReplaceFile(BeatmapSetInfo model, BeatmapSetFileInfo file, Stream contents, string filename = null)
{
beatmapModelManager.ReplaceFile(model, file, contents, filename);
}
public void DeleteFile(BeatmapSetInfo model, BeatmapSetFileInfo file)
{
beatmapModelManager.DeleteFile(model, file);
}
public void AddFile(BeatmapSetInfo model, Stream contents, string filename)
{
beatmapModelManager.AddFile(model, contents, filename);
}
#endregion
#region Implementation of IDisposable
public void Dispose()
{
onlineBeatmapLookupQueue?.Dispose();
}
#endregion
#region Implementation of IPostImports<out BeatmapSetInfo>
public Action<IEnumerable<ILive<BeatmapSetInfo>>> PostImport
{
set => beatmapModelManager.PostImport = value;
}
#endregion
}
}