mirror of
https://github.com/ppy/osu.git
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670 lines
27 KiB
C#
670 lines
27 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.IO;
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using System.Linq;
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using System.Reflection;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Input.Handlers.Joystick;
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using osu.Framework.Input.Handlers.Midi;
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using osu.Framework.Input.Handlers.Mouse;
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using osu.Framework.Input.Handlers.Tablet;
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using osu.Framework.Input.Handlers.Touch;
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using osu.Framework.IO.Stores;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Input;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Online;
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using osu.Game.Online.API;
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using osu.Game.Online.Chat;
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using osu.Game.Online.Metadata;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Spectator;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Settings.Sections;
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using osu.Game.Overlays.Settings.Sections.Input;
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using osu.Game.Resources;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using File = System.IO.File;
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using RuntimeInfo = osu.Framework.RuntimeInfo;
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namespace osu.Game
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{
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/// <summary>
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/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
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/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
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/// for provide dependencies to test cases without interfering with them.
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/// </summary>
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[Cached(typeof(OsuGameBase))]
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public partial class OsuGameBase : Framework.Game, ICanAcceptFiles, IBeatSyncProvider
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{
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public static readonly string[] VIDEO_EXTENSIONS = { ".mp4", ".mov", ".avi", ".flv" };
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public const string OSU_PROTOCOL = "osu://";
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public const string CLIENT_STREAM_NAME = @"lazer";
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/// <summary>
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/// The filename of the main client database.
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/// </summary>
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public const string CLIENT_DATABASE_FILENAME = @"client.realm";
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public const int SAMPLE_CONCURRENCY = 6;
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/// <summary>
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/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
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/// </summary>
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public const int SAMPLE_DEBOUNCE_TIME = 20;
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/// <summary>
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/// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects.
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/// </summary>
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private const double global_track_volume_adjust = 0.8;
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public virtual bool UseDevelopmentServer => DebugUtils.IsDebugBuild;
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internal EndpointConfiguration CreateEndpoints() =>
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UseDevelopmentServer ? new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
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public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
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/// <summary>
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/// MD5 representation of the game executable.
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/// </summary>
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public string VersionHash { get; private set; }
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public bool IsDeployedBuild => AssemblyVersion.Major > 0;
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internal const string BUILD_SUFFIX = "lazer";
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public virtual string Version
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{
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get
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{
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if (!IsDeployedBuild)
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return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
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var version = AssemblyVersion;
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return $@"{version.Major}.{version.Minor}.{version.Build}-{BUILD_SUFFIX}";
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}
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}
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/// <summary>
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/// The <see cref="Edges"/> that the game should be drawn over at a top level.
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/// Defaults to <see cref="Edges.None"/>.
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/// </summary>
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protected virtual Edges SafeAreaOverrideEdges => Edges.None;
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protected OsuConfigManager LocalConfig { get; private set; }
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protected SessionStatics SessionStatics { get; private set; }
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protected OsuColour Colours { get; private set; }
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protected BeatmapManager BeatmapManager { get; private set; }
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protected BeatmapModelDownloader BeatmapDownloader { get; private set; }
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protected ScoreManager ScoreManager { get; private set; }
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protected ScoreModelDownloader ScoreDownloader { get; private set; }
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protected SkinManager SkinManager { get; private set; }
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protected RealmRulesetStore RulesetStore { get; private set; }
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protected RealmKeyBindingStore KeyBindingStore { get; private set; }
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protected GlobalCursorDisplay GlobalCursorDisplay { get; private set; }
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protected MusicController MusicController { get; private set; }
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protected IAPIProvider API { get; set; }
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protected Storage Storage { get; set; }
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protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
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[Cached]
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[Cached(typeof(IBindable<RulesetInfo>))]
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protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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/// <summary>
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/// The current mod selection for the local user.
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/// </summary>
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/// <remarks>
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/// 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.
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/// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection.
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/// As such, all settings should be finalised before adding a mod to this collection.
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/// </remarks>
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[Cached]
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[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
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protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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/// Mods available for the current <see cref="Ruleset"/>.
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/// </summary>
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public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>(new Dictionary<ModType, IReadOnlyList<Mod>>());
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private BeatmapDifficultyCache difficultyCache;
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private BeatmapUpdater beatmapUpdater;
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private UserLookupCache userCache;
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private BeatmapLookupCache beatmapCache;
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private RulesetConfigCache rulesetConfigCache;
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private SpectatorClient spectatorClient;
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protected MultiplayerClient MultiplayerClient { get; private set; }
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private MetadataClient metadataClient;
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private RealmAccess realm;
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protected SafeAreaContainer SafeAreaContainer { get; private set; }
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/// <summary>
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/// For now, this is used as a source specifically for beat synced components.
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/// Going forward, it could potentially be used as the single source-of-truth for beatmap timing.
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/// </summary>
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private readonly FramedBeatmapClock beatmapClock = new FramedBeatmapClock(true);
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protected override Container<Drawable> Content => content;
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private Container content;
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private DependencyContainer dependencies;
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private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(global_track_volume_adjust);
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/// <summary>
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/// Number of unhandled exceptions to allow before aborting execution.
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/// </summary>
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/// <remarks>
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/// When an unhandled exception is encountered, an internal count will be decremented.
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/// If the count hits zero, the game will crash.
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/// Each second, the count is incremented until reaching the value specified.
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/// </remarks>
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protected virtual int UnhandledExceptionsBeforeCrash => DebugUtils.IsDebugBuild ? 0 : 1;
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public OsuGameBase()
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{
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Name = @"osu!";
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#if DEBUG
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Name += " (development)";
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#endif
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allowableExceptions = UnhandledExceptionsBeforeCrash;
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}
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[BackgroundDependencyLoader]
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private void load(ReadableKeyCombinationProvider keyCombinationProvider)
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{
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try
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{
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using (var str = File.OpenRead(typeof(OsuGameBase).Assembly.Location))
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VersionHash = str.ComputeMD5Hash();
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}
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catch
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{
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// special case for android builds, which can't read DLLs from a packed apk.
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// should eventually be handled in a better way.
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VersionHash = $"{Version}-{RuntimeInfo.OS}".ComputeMD5Hash();
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}
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Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly));
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dependencies.Cache(realm = new RealmAccess(Storage, CLIENT_DATABASE_FILENAME, Host.UpdateThread));
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dependencies.CacheAs<RulesetStore>(RulesetStore = new RealmRulesetStore(realm, Storage));
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dependencies.CacheAs<IRulesetStore>(RulesetStore);
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Decoder.RegisterDependencies(RulesetStore);
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dependencies.CacheAs(Storage);
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var largeStore = new LargeTextureStore(Host.Renderer, Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
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largeStore.AddTextureSource(Host.CreateTextureLoaderStore(new OnlineStore()));
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dependencies.Cache(largeStore);
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dependencies.CacheAs(LocalConfig);
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dependencies.CacheAs<IGameplaySettings>(LocalConfig);
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InitialiseFonts();
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addFilesWarning();
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
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dependencies.Cache(SkinManager = new SkinManager(Storage, realm, Host, Resources, Audio, Scheduler));
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dependencies.CacheAs<ISkinSource>(SkinManager);
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EndpointConfiguration endpoints = CreateEndpoints();
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MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl;
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dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash));
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var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
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dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, realm, API, LocalConfig));
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dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, realm, API, Audio, Resources, Host, defaultBeatmap, difficultyCache, performOnlineLookups: true));
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dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API));
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dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API));
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// Add after all the above cache operations as it depends on them.
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AddInternal(difficultyCache);
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// TODO: OsuGame or OsuGameBase?
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dependencies.CacheAs(beatmapUpdater = new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage));
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dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
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dependencies.CacheAs(MultiplayerClient = new OnlineMultiplayerClient(endpoints));
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dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
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AddInternal(new BeatmapOnlineChangeIngest(beatmapUpdater, realm, metadataClient));
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BeatmapManager.ProcessBeatmap = args => beatmapUpdater.Process(args.beatmapSet, !args.isBatch);
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dependencies.Cache(userCache = new UserLookupCache());
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AddInternal(userCache);
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dependencies.Cache(beatmapCache = new BeatmapLookupCache());
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AddInternal(beatmapCache);
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var scorePerformanceManager = new ScorePerformanceCache();
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dependencies.Cache(scorePerformanceManager);
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AddInternal(scorePerformanceManager);
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dependencies.CacheAs<IRulesetConfigCache>(rulesetConfigCache = new RulesetConfigCache(realm, RulesetStore));
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var powerStatus = CreateBatteryInfo();
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if (powerStatus != null)
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dependencies.CacheAs(powerStatus);
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dependencies.Cache(SessionStatics = new SessionStatics());
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dependencies.Cache(Colours = new OsuColour());
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RegisterImportHandler(BeatmapManager);
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RegisterImportHandler(ScoreManager);
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RegisterImportHandler(SkinManager);
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// drop track volume game-wide to leave some head-room for UI effects / samples.
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// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
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// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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dependencies.CacheAs<IBindable<WorkingBeatmap>>(Beatmap);
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dependencies.CacheAs(Beatmap);
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// add api components to hierarchy.
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if (API is APIAccess apiAccess)
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AddInternal(apiAccess);
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AddInternal(spectatorClient);
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AddInternal(MultiplayerClient);
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AddInternal(metadataClient);
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AddInternal(rulesetConfigCache);
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GlobalActionContainer globalBindings;
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base.Content.Add(SafeAreaContainer = new SafeAreaContainer
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{
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SafeAreaOverrideEdges = SafeAreaOverrideEdges,
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RelativeSizeAxes = Axes.Both,
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Child = CreateScalingContainer().WithChildren(new Drawable[]
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{
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(GlobalCursorDisplay = new GlobalCursorDisplay
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{
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RelativeSizeAxes = Axes.Both
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}).WithChild(content = new OsuTooltipContainer(GlobalCursorDisplay.MenuCursor)
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{
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RelativeSizeAxes = Axes.Both
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}),
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// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
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globalBindings = new GlobalActionContainer(this)
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})
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});
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KeyBindingStore = new RealmKeyBindingStore(realm, keyCombinationProvider);
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KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
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dependencies.Cache(globalBindings);
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PreviewTrackManager previewTrackManager;
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dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore));
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Add(previewTrackManager);
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AddInternal(MusicController = new MusicController());
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dependencies.CacheAs(MusicController);
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MusicController.TrackChanged += onTrackChanged;
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AddInternal(beatmapClock);
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Ruleset.BindValueChanged(onRulesetChanged);
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Beatmap.BindValueChanged(onBeatmapChanged);
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}
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private void addFilesWarning()
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{
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var realmStore = new RealmFileStore(realm, Storage);
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const string filename = "IMPORTANT READ ME.txt";
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if (!realmStore.Storage.Exists(filename))
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{
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using (var stream = realmStore.Storage.CreateFileSafely(filename))
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using (var textWriter = new StreamWriter(stream))
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{
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textWriter.WriteLine(@"This folder contains all your user files (beatmaps, skins, replays etc.)");
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textWriter.WriteLine(@"Please do not touch or delete this folder!!");
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textWriter.WriteLine();
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textWriter.WriteLine(@"If you are really looking to completely delete user data, please delete");
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textWriter.WriteLine(@"the parent folder including all other files and directories");
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textWriter.WriteLine();
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textWriter.WriteLine(@"For more information on how these files are organised,");
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textWriter.WriteLine(@"see https://github.com/ppy/osu/wiki/User-file-storage");
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}
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}
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}
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private void onTrackChanged(WorkingBeatmap beatmap, TrackChangeDirection direction)
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{
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// FramedBeatmapClock uses a decoupled clock internally which will mutate the source if it is an `IAdjustableClock`.
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// We don't want this for now, as the intention of beatmapClock is to be a read-only source for beat sync components.
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//
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// Encapsulating in a FramedClock will avoid any mutations.
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var framedClock = new FramedClock(beatmap.Track);
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beatmapClock.ChangeSource(framedClock);
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}
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protected virtual void InitialiseFonts()
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{
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AddFont(Resources, @"Fonts/osuFont");
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AddFont(Resources, @"Fonts/Torus/Torus-Regular");
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AddFont(Resources, @"Fonts/Torus/Torus-Light");
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AddFont(Resources, @"Fonts/Torus/Torus-SemiBold");
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AddFont(Resources, @"Fonts/Torus/Torus-Bold");
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AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Regular");
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AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Light");
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AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-SemiBold");
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AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Bold");
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AddFont(Resources, @"Fonts/Inter/Inter-Regular");
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AddFont(Resources, @"Fonts/Inter/Inter-RegularItalic");
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AddFont(Resources, @"Fonts/Inter/Inter-Light");
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AddFont(Resources, @"Fonts/Inter/Inter-LightItalic");
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AddFont(Resources, @"Fonts/Inter/Inter-SemiBold");
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AddFont(Resources, @"Fonts/Inter/Inter-SemiBoldItalic");
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AddFont(Resources, @"Fonts/Inter/Inter-Bold");
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AddFont(Resources, @"Fonts/Inter/Inter-BoldItalic");
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AddFont(Resources, @"Fonts/Noto/Noto-Basic");
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AddFont(Resources, @"Fonts/Noto/Noto-Hangul");
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AddFont(Resources, @"Fonts/Noto/Noto-CJK-Basic");
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AddFont(Resources, @"Fonts/Noto/Noto-CJK-Compatibility");
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AddFont(Resources, @"Fonts/Noto/Noto-Thai");
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AddFont(Resources, @"Fonts/Venera/Venera-Light");
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AddFont(Resources, @"Fonts/Venera/Venera-Bold");
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AddFont(Resources, @"Fonts/Venera/Venera-Black");
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public override void SetHost(GameHost host)
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{
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base.SetHost(host);
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// may be non-null for certain tests
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Storage ??= host.Storage;
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LocalConfig ??= UseDevelopmentServer
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? new DevelopmentOsuConfigManager(Storage)
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: new OsuConfigManager(Storage);
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host.ExceptionThrown += onExceptionThrown;
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}
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/// <summary>
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/// Use to programatically exit the game as if the user was triggering via alt-f4.
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/// By default, will keep persisting until an exit occurs (exit may be blocked multiple times).
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/// May be interrupted (see <see cref="OsuGame"/>'s override).
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/// </summary>
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public virtual void AttemptExit()
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{
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if (!OnExiting())
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Exit();
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else
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Scheduler.AddDelayed(AttemptExit, 2000);
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}
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public bool Migrate(string path)
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{
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Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
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IDisposable realmBlocker = null;
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try
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{
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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)
|
|
{
|
|
// One would think that this could be moved to the `OsuGameDesktop` class, but doing so means that
|
|
// OsuGameTestScenes will not show any input options (as they are based on OsuGame not OsuGameDesktop).
|
|
//
|
|
// This in turn makes it hard for ruleset creators to adjust input settings while testing their ruleset
|
|
// within the test browser interface.
|
|
if (RuntimeInfo.IsDesktop)
|
|
{
|
|
switch (handler)
|
|
{
|
|
case ITabletHandler th:
|
|
return new TabletSettings(th);
|
|
|
|
case MouseHandler mh:
|
|
return new MouseSettings(mh);
|
|
|
|
case JoystickHandler jh:
|
|
return new JoystickSettings(jh);
|
|
|
|
case TouchHandler:
|
|
return new InputSection.HandlerSection(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, $"Could not load mods for \"{instance.RulesetInfo.Name}\" ruleset. Current ruleset has been rolled back.");
|
|
revertRulesetChange();
|
|
return;
|
|
}
|
|
|
|
var previouslySelectedMods = SelectedMods.Value.ToArray();
|
|
|
|
if (!SelectedMods.Disabled)
|
|
SelectedMods.Value = Array.Empty<Mod>();
|
|
|
|
AvailableMods.Value = dict;
|
|
|
|
if (!SelectedMods.Disabled)
|
|
SelectedMods.Value = previouslySelectedMods.Select(m => instance.CreateModFromAcronym(m.Acronym)).Where(m => m != null).ToArray();
|
|
|
|
void revertRulesetChange() => Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
|
|
}
|
|
|
|
private int allowableExceptions;
|
|
|
|
/// <summary>
|
|
/// Allows a maximum of one unhandled exception, per second of execution.
|
|
/// </summary>
|
|
private bool onExceptionThrown(Exception _)
|
|
{
|
|
bool continueExecution = Interlocked.Decrement(ref allowableExceptions) >= 0;
|
|
|
|
Logger.Log($"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;
|
|
}
|
|
}
|