mirror of
https://github.com/ppy/osu.git
synced 2024-12-30 21:42:56 +08:00
452caabd40
Co-Authored-By: smoogipoo <1329837+smoogipoo@users.noreply.github.com>
246 lines
9.5 KiB
C#
246 lines
9.5 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 osu.Framework.Audio.Track;
|
|
using osu.Framework.Graphics.Textures;
|
|
using osu.Game.Rulesets.Mods;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using osu.Game.Storyboards;
|
|
using osu.Framework.IO.File;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using osu.Framework.Bindables;
|
|
using osu.Game.IO.Serialization;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Beatmaps
|
|
{
|
|
public abstract partial 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 += _ => applyRateAdjustments();
|
|
|
|
beatmap = new RecyclableLazy<IBeatmap>(() =>
|
|
{
|
|
var b = GetBeatmap() ?? new Beatmap();
|
|
|
|
// The original beatmap version needs to be preserved as the database doesn't contain it
|
|
BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
|
|
|
|
// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
|
|
b.BeatmapInfo = BeatmapInfo;
|
|
|
|
return b;
|
|
});
|
|
|
|
track = new RecyclableLazy<Track>(() =>
|
|
{
|
|
// we want to ensure that we always have a track, even if it's a fake one.
|
|
var t = GetTrack() ?? new VirtualBeatmapTrack(Beatmap);
|
|
applyRateAdjustments(t);
|
|
return t;
|
|
});
|
|
|
|
background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
|
|
waveform = new RecyclableLazy<Waveform>(GetWaveform);
|
|
storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
|
|
skin = new RecyclableLazy<Skin>(GetSkin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Saves the <see cref="Beatmaps.Beatmap"/>.
|
|
/// </summary>
|
|
/// <returns>The absolute path of the output file.</returns>
|
|
public string Save()
|
|
{
|
|
var path = FileSafety.GetTempPath(Guid.NewGuid().ToString().Replace("-", string.Empty) + ".json");
|
|
using (var sw = new StreamWriter(path))
|
|
sw.WriteLine(Beatmap.Serialize());
|
|
return path;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs a playable <see cref="IBeatmap"/> from <see cref="Beatmap"/> using the applicable converters for a specific <see cref="RulesetInfo"/>.
|
|
/// <para>
|
|
/// The returned <see cref="IBeatmap"/> is in a playable state - all <see cref="HitObject"/> and <see cref="BeatmapDifficulty"/> <see cref="Mod"/>s
|
|
/// have been applied, and <see cref="HitObject"/>s have been fully constructed.
|
|
/// </para>
|
|
/// </summary>
|
|
/// <param name="ruleset">The <see cref="RulesetInfo"/> to create a playable <see cref="IBeatmap"/> for.</param>
|
|
/// <returns>The converted <see cref="IBeatmap"/>.</returns>
|
|
/// <exception cref="BeatmapInvalidForRulesetException">If <see cref="Beatmap"/> could not be converted to <paramref name="ruleset"/>.</exception>
|
|
public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset)
|
|
{
|
|
var rulesetInstance = ruleset.CreateInstance();
|
|
|
|
IBeatmapConverter converter = rulesetInstance.CreateBeatmapConverter(Beatmap);
|
|
|
|
// Check if the beatmap can be converted
|
|
if (!converter.CanConvert)
|
|
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter}).");
|
|
|
|
// Apply conversion mods
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToBeatmapConverter>())
|
|
mod.ApplyToBeatmapConverter(converter);
|
|
|
|
// Convert
|
|
IBeatmap converted = converter.Convert();
|
|
|
|
// Apply difficulty mods
|
|
if (Mods.Value.Any(m => m is IApplicableToDifficulty))
|
|
{
|
|
converted.BeatmapInfo = converted.BeatmapInfo.Clone();
|
|
converted.BeatmapInfo.BaseDifficulty = converted.BeatmapInfo.BaseDifficulty.Clone();
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToDifficulty>())
|
|
mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
|
|
}
|
|
|
|
IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);
|
|
|
|
processor?.PreProcess();
|
|
|
|
// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
|
|
foreach (var obj in converted.HitObjects)
|
|
obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToHitObject>())
|
|
foreach (var obj in converted.HitObjects)
|
|
mod.ApplyToHitObject(obj);
|
|
|
|
processor?.PostProcess();
|
|
|
|
return converted;
|
|
}
|
|
|
|
public override string ToString() => BeatmapInfo.ToString();
|
|
|
|
public bool BeatmapLoaded => beatmap.IsResultAvailable;
|
|
public IBeatmap Beatmap => beatmap.Value;
|
|
protected abstract IBeatmap GetBeatmap();
|
|
private readonly RecyclableLazy<IBeatmap> beatmap;
|
|
|
|
public bool BackgroundLoaded => background.IsResultAvailable;
|
|
public Texture Background => background.Value;
|
|
protected virtual bool BackgroundStillValid(Texture b) => b == null || b.Available;
|
|
protected abstract Texture GetBackground();
|
|
private readonly RecyclableLazy<Texture> background;
|
|
|
|
public bool TrackLoaded => track.IsResultAvailable;
|
|
public Track Track => track.Value;
|
|
protected abstract Track GetTrack();
|
|
private RecyclableLazy<Track> track;
|
|
|
|
public bool WaveformLoaded => waveform.IsResultAvailable;
|
|
public Waveform Waveform => waveform.Value;
|
|
protected virtual Waveform GetWaveform() => new Waveform(null);
|
|
private readonly RecyclableLazy<Waveform> waveform;
|
|
|
|
public bool StoryboardLoaded => storyboard.IsResultAvailable;
|
|
public Storyboard Storyboard => storyboard.Value;
|
|
protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };
|
|
private readonly RecyclableLazy<Storyboard> storyboard;
|
|
|
|
public bool SkinLoaded => skin.IsResultAvailable;
|
|
public Skin Skin => skin.Value;
|
|
protected virtual Skin GetSkin() => new DefaultSkin();
|
|
private readonly RecyclableLazy<Skin> skin;
|
|
|
|
/// <summary>
|
|
/// Transfer pieces of a beatmap to a new one, where possible, to save on loading.
|
|
/// </summary>
|
|
/// <param name="other">The new beatmap which is being switched to.</param>
|
|
public virtual void TransferTo(WorkingBeatmap other)
|
|
{
|
|
if (track.IsResultAvailable && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
|
|
other.track = track;
|
|
}
|
|
|
|
public virtual void Dispose()
|
|
{
|
|
background.Recycle();
|
|
waveform.Recycle();
|
|
storyboard.Recycle();
|
|
skin.Recycle();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Eagerly dispose of the audio track associated with this <see cref="WorkingBeatmap"/> (if any).
|
|
/// Accessing track again will load a fresh instance.
|
|
/// </summary>
|
|
public void RecycleTrack() => track.Recycle();
|
|
|
|
private void applyRateAdjustments(Track t = null)
|
|
{
|
|
if (t == null && track.IsResultAvailable) t = Track;
|
|
if (t == null) return;
|
|
|
|
t.ResetSpeedAdjustments();
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
|
|
mod.ApplyToClock(t);
|
|
}
|
|
|
|
public class RecyclableLazy<T>
|
|
{
|
|
private Lazy<T> lazy;
|
|
private readonly Func<T> valueFactory;
|
|
private readonly Func<T, bool> stillValidFunction;
|
|
|
|
private readonly object fetchLock = new object();
|
|
|
|
public RecyclableLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
|
|
{
|
|
this.valueFactory = valueFactory;
|
|
this.stillValidFunction = stillValidFunction;
|
|
|
|
recreate();
|
|
}
|
|
|
|
public void Recycle()
|
|
{
|
|
if (!IsResultAvailable) return;
|
|
|
|
(lazy.Value as IDisposable)?.Dispose();
|
|
recreate();
|
|
}
|
|
|
|
public bool IsResultAvailable => stillValid;
|
|
|
|
public T Value
|
|
{
|
|
get
|
|
{
|
|
lock (fetchLock)
|
|
{
|
|
if (!stillValid)
|
|
recreate();
|
|
return lazy.Value;
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool stillValid => lazy.IsValueCreated && (stillValidFunction?.Invoke(lazy.Value) ?? true);
|
|
|
|
private void recreate() => lazy = new Lazy<T>(valueFactory, LazyThreadSafetyMode.ExecutionAndPublication);
|
|
}
|
|
}
|
|
}
|