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299 lines
11 KiB
C#
299 lines
11 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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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets.Mods;
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using System;
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using System.Collections.Generic;
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using osu.Game.Storyboards;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Audio;
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using osu.Framework.Statistics;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osu.Framework.Graphics.Video;
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namespace osu.Game.Beatmaps
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{
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public abstract class WorkingBeatmap : IWorkingBeatmap, IDisposable
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{
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public readonly BeatmapInfo BeatmapInfo;
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public readonly BeatmapSetInfo BeatmapSetInfo;
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public readonly BeatmapMetadata Metadata;
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protected AudioManager AudioManager { get; }
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private static readonly GlobalStatistic<int> total_count = GlobalStatistics.Get<int>(nameof(Beatmaps), $"Total {nameof(WorkingBeatmap)}s");
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protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
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{
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AudioManager = audioManager;
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapInfo.BeatmapSet;
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Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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track = new RecyclableLazy<Track>(() => GetTrack() ?? GetVirtualTrack());
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background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
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waveform = new RecyclableLazy<Waveform>(GetWaveform);
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storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
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skin = new RecyclableLazy<ISkin>(GetSkin);
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total_count.Value++;
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}
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protected virtual Track GetVirtualTrack()
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{
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const double excess_length = 1000;
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var lastObject = Beatmap.HitObjects.LastOrDefault();
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double length;
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switch (lastObject)
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{
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case null:
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length = excess_length;
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break;
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case IHasEndTime endTime:
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length = endTime.EndTime + excess_length;
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break;
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default:
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length = lastObject.StartTime + excess_length;
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break;
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}
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return AudioManager.Tracks.GetVirtual(length);
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}
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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> for a specified <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
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/// <param name="ruleset">The <see cref="Ruleset"/> for which <paramref name="beatmap"/> should be converted.</param>
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/// <returns>The applicable <see cref="IBeatmapConverter"/>.</returns>
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protected virtual IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) => ruleset.CreateBeatmapConverter(beatmap);
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null)
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{
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mods ??= Array.Empty<Mod>();
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var rulesetInstance = ruleset.CreateInstance();
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IBeatmapConverter converter = CreateBeatmapConverter(Beatmap, rulesetInstance);
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// Check if the beatmap can be converted
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if (Beatmap.HitObjects.Count > 0 && !converter.CanConvert())
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throw new BeatmapInvalidForRulesetException($"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter}).");
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// Apply conversion mods
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foreach (var mod in mods.OfType<IApplicableToBeatmapConverter>())
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mod.ApplyToBeatmapConverter(converter);
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// Convert
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IBeatmap converted = converter.Convert();
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// Apply difficulty mods
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if (mods.Any(m => m is IApplicableToDifficulty))
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{
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converted.BeatmapInfo = converted.BeatmapInfo.Clone();
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converted.BeatmapInfo.BaseDifficulty = converted.BeatmapInfo.BaseDifficulty.Clone();
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foreach (var mod in mods.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
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}
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IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
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processor?.PreProcess();
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
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foreach (var obj in converted.HitObjects)
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obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
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foreach (var mod in mods.OfType<IApplicableToHitObject>())
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{
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foreach (var obj in converted.HitObjects)
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mod.ApplyToHitObject(obj);
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}
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processor?.PostProcess();
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foreach (var mod in mods.OfType<IApplicableToBeatmap>())
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mod.ApplyToBeatmap(converted);
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return converted;
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}
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public override string ToString() => BeatmapInfo.ToString();
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public bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
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public Task<IBeatmap> LoadBeatmapAsync() => beatmapLoadTask ??= Task.Factory.StartNew(() =>
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{
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// Todo: Handle cancellation during beatmap parsing
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var b = GetBeatmap() ?? new Beatmap();
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// The original beatmap version needs to be preserved as the database doesn't contain it
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BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
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// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}, beatmapCancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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public IBeatmap Beatmap
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{
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get
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{
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try
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{
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return LoadBeatmapAsync().Result;
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}
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catch (TaskCanceledException)
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{
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return null;
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}
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}
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}
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private readonly CancellationTokenSource beatmapCancellation = new CancellationTokenSource();
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protected abstract IBeatmap GetBeatmap();
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private Task<IBeatmap> beatmapLoadTask;
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public bool BackgroundLoaded => background.IsResultAvailable;
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public Texture Background => background.Value;
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protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
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protected abstract Texture GetBackground();
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private readonly RecyclableLazy<Texture> background;
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public VideoSprite Video => GetVideo();
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protected abstract VideoSprite GetVideo();
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public bool TrackLoaded => track.IsResultAvailable;
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public Track Track => track.Value;
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protected abstract Track GetTrack();
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private RecyclableLazy<Track> track;
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public bool WaveformLoaded => waveform.IsResultAvailable;
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public Waveform Waveform => waveform.Value;
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protected virtual Waveform GetWaveform() => new Waveform(null);
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private readonly RecyclableLazy<Waveform> waveform;
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public bool StoryboardLoaded => storyboard.IsResultAvailable;
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public Storyboard Storyboard => storyboard.Value;
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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private readonly RecyclableLazy<Storyboard> storyboard;
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public bool SkinLoaded => skin.IsResultAvailable;
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public ISkin Skin => skin.Value;
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protected virtual ISkin GetSkin() => new DefaultSkin();
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private readonly RecyclableLazy<ISkin> skin;
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/// <summary>
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/// Transfer pieces of a beatmap to a new one, where possible, to save on loading.
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/// </summary>
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/// <param name="other">The new beatmap which is being switched to.</param>
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public virtual void TransferTo(WorkingBeatmap other)
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{
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if (track.IsResultAvailable && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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other.track = track;
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}
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/// <summary>
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/// Eagerly dispose of the audio track associated with this <see cref="WorkingBeatmap"/> (if any).
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/// Accessing track again will load a fresh instance.
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/// </summary>
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public virtual void RecycleTrack() => track.Recycle();
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#region Disposal
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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private bool isDisposed;
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protected virtual void Dispose(bool isDisposing)
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{
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if (isDisposed)
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return;
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isDisposed = true;
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// recycling logic is not here for the time being, as components which use
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// retrieved objects from WorkingBeatmap may not hold a reference to the WorkingBeatmap itself.
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// this should be fine as each retrieved component do have their own finalizers.
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// cancelling the beatmap load is safe for now since the retrieval is a synchronous
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// operation. if we add an async retrieval method this may need to be reconsidered.
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beatmapCancellation?.Cancel();
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total_count.Value--;
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}
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~WorkingBeatmap()
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{
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Dispose(false);
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}
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#endregion
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public class RecyclableLazy<T>
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{
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private Lazy<T> lazy;
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private readonly Func<T> valueFactory;
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private readonly Func<T, bool> stillValidFunction;
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private readonly object fetchLock = new object();
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public RecyclableLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
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{
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this.valueFactory = valueFactory;
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this.stillValidFunction = stillValidFunction;
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recreate();
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}
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public void Recycle()
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{
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if (!IsResultAvailable) return;
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(lazy.Value as IDisposable)?.Dispose();
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recreate();
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}
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public bool IsResultAvailable => stillValid;
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public T Value
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{
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get
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{
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lock (fetchLock)
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{
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if (!stillValid)
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recreate();
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return lazy.Value;
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}
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}
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}
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private bool stillValid => lazy.IsValueCreated && (stillValidFunction?.Invoke(lazy.Value) ?? true);
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private void recreate() => lazy = new Lazy<T>(valueFactory, LazyThreadSafetyMode.ExecutionAndPublication);
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}
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}
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}
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