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273 lines
10 KiB
C#
273 lines
10 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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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 System.Linq;
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using System.Threading.Tasks;
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using osu.Game.Storyboards;
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using osu.Framework.IO.File;
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using System.IO;
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using osu.Game.IO.Serialization;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Beatmaps
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{
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public abstract partial class WorkingBeatmap : 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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public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
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protected WorkingBeatmap(BeatmapInfo beatmapInfo)
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{
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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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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new AsyncLazy<IBeatmap>(populateBeatmap);
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background = new AsyncLazy<Texture>(populateBackground, b => b == null || !b.IsDisposed);
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track = new AsyncLazy<Track>(populateTrack);
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waveform = new AsyncLazy<Waveform>(populateWaveform);
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storyboard = new AsyncLazy<Storyboard>(populateStoryboard);
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skin = new AsyncLazy<Skin>(populateSkin);
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}
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/// <summary>
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/// Saves the <see cref="Beatmaps.Beatmap"/>.
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/// </summary>
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/// <returns>The absolute path of the output file.</returns>
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public string Save()
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{
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var path = FileSafety.GetTempPath(Guid.NewGuid().ToString().Replace("-", string.Empty) + ".json");
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using (var sw = new StreamWriter(path))
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sw.WriteLine(Beatmap.Serialize());
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return path;
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}
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protected abstract IBeatmap GetBeatmap();
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protected abstract Texture GetBackground();
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protected abstract Track GetTrack();
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protected virtual Skin GetSkin() => new DefaultSkin();
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protected virtual Waveform GetWaveform() => new Waveform();
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protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
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public bool BeatmapLoaded => beatmap.IsResultAvailable;
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public IBeatmap Beatmap => beatmap.Value.Result;
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public async Task<IBeatmap> GetBeatmapAsync() => await beatmap.Value;
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private readonly AsyncLazy<IBeatmap> beatmap;
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private IBeatmap populateBeatmap()
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{
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var b = GetBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}
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/// <summary>
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/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
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/// <para>
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/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
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/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
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/// </para>
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/// </summary>
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/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
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/// <returns>The converted <see cref="IBeatmap"/>.</returns>
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/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset)
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{
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var rulesetInstance = ruleset.CreateInstance();
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IBeatmapConverter converter = rulesetInstance.CreateBeatmapConverter(Beatmap);
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// Check if the beatmap can be converted
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if (!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.Value.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.Value.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.Value.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.Value.OfType<IApplicableToHitObject>())
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foreach (var obj in converted.HitObjects)
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mod.ApplyToHitObject(obj);
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processor?.PostProcess();
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return converted;
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}
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public bool BackgroundLoaded => background.IsResultAvailable;
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public Texture Background => background.Value.Result;
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public async Task<Texture> GetBackgroundAsync() => await background.Value;
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private AsyncLazy<Texture> background;
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private Texture populateBackground() => GetBackground();
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public bool TrackLoaded => track.IsResultAvailable;
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public Track Track => track.Value.Result;
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public async Task<Track> GetTrackAsync() => await track.Value;
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private AsyncLazy<Track> track;
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private Track populateTrack()
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{
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new VirtualBeatmapTrack(Beatmap);
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applyRateAdjustments(t);
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return t;
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}
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public bool WaveformLoaded => waveform.IsResultAvailable;
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public Waveform Waveform => waveform.Value.Result;
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public async Task<Waveform> GetWaveformAsync() => await waveform.Value;
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private readonly AsyncLazy<Waveform> waveform;
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private Waveform populateWaveform() => GetWaveform();
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public bool StoryboardLoaded => storyboard.IsResultAvailable;
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public Storyboard Storyboard => storyboard.Value.Result;
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public async Task<Storyboard> GetStoryboardAsync() => await storyboard.Value;
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private readonly AsyncLazy<Storyboard> storyboard;
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private Storyboard populateStoryboard() => GetStoryboard();
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public bool SkinLoaded => skin.IsResultAvailable;
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public Skin Skin => skin.Value.Result;
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public async Task<Skin> GetSkinAsync() => await skin.Value;
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private readonly AsyncLazy<Skin> skin;
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private Skin populateSkin() => GetSkin();
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public 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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if (background.IsResultAvailable && Background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
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other.background = background;
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}
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public virtual void Dispose()
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{
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if (BackgroundLoaded) Background?.Dispose();
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if (WaveformLoaded) Waveform?.Dispose();
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if (StoryboardLoaded) Storyboard?.Dispose();
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if (SkinLoaded) Skin?.Dispose();
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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 void RecycleTrack() => track.Recycle();
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private void applyRateAdjustments(Track t = null)
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{
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if (t == null && track.IsResultAvailable) t = Track;
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if (t == null) return;
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t.ResetSpeedAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(t);
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}
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public class AsyncLazy<T>
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{
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private Lazy<Task<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 initLock = new object();
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public AsyncLazy(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.Result as IDisposable)?.Dispose();
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recreate();
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}
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public bool IsResultAvailable
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{
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get
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{
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recreateIfInvalid();
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return lazy.Value.IsCompleted;
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}
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}
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public Task<T> Value
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{
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get
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{
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recreateIfInvalid();
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return lazy.Value;
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}
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}
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private void recreateIfInvalid()
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{
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lock (initLock)
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{
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if (!lazy.IsValueCreated || !lazy.Value.IsCompleted)
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// we have not yet been initialised or haven't run the task.
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return;
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if (stillValidFunction?.Invoke(lazy.Value.Result) ?? true)
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// we are still in a valid state.
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return;
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recreate();
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}
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}
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private void recreate() => lazy = new Lazy<Task<T>>(() => Task.Run(valueFactory));
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}
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}
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}
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