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osu-lazer/osu.Game/Beatmaps/WorkingBeatmap.cs
2017-10-09 17:18:11 +09:00

143 lines
4.1 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets.Mods;
using System;
using System.Collections.Generic;
using System.Linq;
namespace osu.Game.Beatmaps
{
public abstract class WorkingBeatmap : IDisposable
{
public readonly BeatmapInfo BeatmapInfo;
public readonly BeatmapSetInfo BeatmapSetInfo;
public readonly BeatmapMetadata Metadata;
public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
protected WorkingBeatmap(BeatmapInfo beatmapInfo)
{
BeatmapInfo = beatmapInfo;
BeatmapSetInfo = beatmapInfo.BeatmapSet;
Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
Mods.ValueChanged += mods => applyRateAdjustments();
}
private void applyRateAdjustments()
{
var t = track;
if (t == null) return;
t.ResetSpeedAdjustments();
foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(t);
}
protected abstract Beatmap GetBeatmap();
protected abstract Texture GetBackground();
protected abstract Track GetTrack();
protected virtual Waveform GetWaveform() => new Waveform();
private Beatmap beatmap;
private readonly object beatmapLock = new object();
public Beatmap Beatmap
{
get
{
lock (beatmapLock)
{
if (beatmap != null) return beatmap;
beatmap = GetBeatmap() ?? new Beatmap();
// use the database-backed info.
beatmap.BeatmapInfo = BeatmapInfo;
return beatmap;
}
}
}
private readonly object backgroundLock = new object();
private Texture background;
public Texture Background
{
get
{
lock (backgroundLock)
{
return background ?? (background = GetBackground());
}
}
}
private Track track;
private readonly object trackLock = new object();
public Track Track
{
get
{
lock (trackLock)
{
if (track != null) return track;
// we want to ensure that we always have a track, even if it's a fake one.
track = GetTrack() ?? new TrackVirtual();
applyRateAdjustments();
return track;
}
}
}
private Waveform waveform;
private readonly object waveformLock = new object();
public Waveform Waveform
{
get
{
lock (waveformLock)
return waveform ?? (waveform = GetWaveform());
}
}
public bool TrackLoaded => track != null;
public void TransferTo(WorkingBeatmap other)
{
lock (trackLock)
{
if (track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
other.track = track;
}
if (background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
other.background = background;
}
public virtual void Dispose()
{
background?.Dispose();
background = null;
waveform?.Dispose();
}
public void DisposeTrack()
{
lock (trackLock)
{
track?.Dispose();
track = null;
}
}
}
}