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https://github.com/osukey/osukey.git
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Initial rework of beatmap conversion process
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@ -22,25 +22,27 @@ namespace osu.Game.Beatmaps
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remove => ObjectConverted -= value;
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}
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/// <summary>
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/// Checks if a Beatmap can be converted using this Beatmap Converter.
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/// </summary>
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/// <param name="beatmap">The Beatmap to check.</param>
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/// <returns>Whether the Beatmap can be converted using this Beatmap Converter.</returns>
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public bool CanConvert(IBeatmap beatmap) => ValidConversionTypes.All(t => beatmap.HitObjects.Any(t.IsInstanceOfType));
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public IBeatmap Beatmap { get; }
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/// <summary>
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/// Converts a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <returns>The converted Beatmap.</returns>
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public Beatmap<T> Convert(IBeatmap original)
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protected BeatmapConverter(IBeatmap beatmap)
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{
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// We always operate on a clone of the original beatmap, to not modify it game-wide
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return ConvertBeatmap(original.Clone());
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Beatmap = beatmap;
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}
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void IBeatmapConverter.Convert(IBeatmap original) => Convert(original);
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/// <summary>
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/// Whether <see cref="Beatmap"/> can be converted by this <see cref="BeatmapConverter{T}"/>.
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/// </summary>
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public bool CanConvert => ValidConversionTypes.All(t => Beatmap.HitObjects.Any(t.IsInstanceOfType));
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/// <summary>
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/// Converts <see cref="Beatmap"/>.
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/// </summary>
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/// <returns>The converted Beatmap.</returns>
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public IBeatmap Convert()
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{
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// We always operate on a clone of the original beatmap, to not modify it game-wide
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return ConvertBeatmap(Beatmap.Clone());
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}
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/// <summary>
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/// Performs the conversion of a Beatmap using this Beatmap Converter.
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@ -30,7 +30,7 @@ namespace osu.Game.Beatmaps
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this.audioManager = audioManager;
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}
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protected override IBeatmap GetBeatmap()
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protected override IBeatmap GetOriginalBeatmap()
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{
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try
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{
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@ -2,30 +2,47 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Beatmaps
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{
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public interface IBeatmapProcessor
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{
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IBeatmap Beatmap { get; }
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/// <summary>
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/// Post-processes <see cref="Beatmap"/> to add mode-specific components that aren't added during conversion.
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/// <para>
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/// An example of such a usage is for combo colours.
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/// </para>
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/// </summary>
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void PostProcess();
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}
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/// <summary>
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/// Processes a post-converted Beatmap.
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained in the Beatmap.</typeparam>
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public class BeatmapProcessor<TObject>
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where TObject : HitObject
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public class BeatmapProcessor : IBeatmapProcessor
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{
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public IBeatmap Beatmap { get; }
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public BeatmapProcessor(IBeatmap beatmap)
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{
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Beatmap = beatmap;
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}
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/// <summary>
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/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
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/// <para>
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/// An example of such a usage is for combo colours.
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/// </para>
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/// </summary>
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/// <param name="beatmap">The Beatmap to process.</param>
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public virtual void PostProcess(Beatmap<TObject> beatmap)
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public virtual void PostProcess()
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{
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IHasComboInformation lastObj = null;
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foreach (var obj in beatmap.HitObjects.OfType<IHasComboInformation>())
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foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
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{
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if (obj.NewCombo)
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{
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@ -1,7 +1,6 @@
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// 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.Game.Rulesets.Objects;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Mods;
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using osu.Framework.Timing;
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@ -12,30 +11,17 @@ namespace osu.Game.Beatmaps
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{
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public abstract class DifficultyCalculator
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{
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protected double TimeRate = 1;
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public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
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}
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public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject
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{
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protected readonly Beatmap<T> Beatmap;
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protected readonly IBeatmap Beatmap;
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protected readonly Mod[] Mods;
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protected double TimeRate = 1;
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protected DifficultyCalculator(IBeatmap beatmap, Mod[] mods = null)
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{
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Beatmap = beatmap;
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Mods = mods ?? new Mod[0];
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var converter = CreateBeatmapConverter(beatmap);
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foreach (var mod in Mods.OfType<IApplicableToBeatmapConverter<T>>())
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mod.ApplyToBeatmapConverter(converter);
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Beatmap = converter.Convert(beatmap);
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ApplyMods(Mods);
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PreprocessHitObjects();
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}
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protected virtual void ApplyMods(Mod[] mods)
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@ -43,22 +29,12 @@ namespace osu.Game.Beatmaps
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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TimeRate = clock.Rate;
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foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(Beatmap.BeatmapInfo.BaseDifficulty);
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foreach (var h in Beatmap.HitObjects)
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h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.BaseDifficulty);
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foreach (var mod in mods.OfType<IApplicableToHitObject<T>>())
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foreach (var obj in Beatmap.HitObjects)
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mod.ApplyToHitObject(obj);
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}
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protected virtual void PreprocessHitObjects()
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{
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}
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protected abstract BeatmapConverter<T> CreateBeatmapConverter(IBeatmap beatmap);
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public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
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}
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}
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@ -7,6 +7,7 @@ using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Beatmaps
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@ -39,7 +40,7 @@ namespace osu.Game.Beatmaps
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this.game = game;
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}
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protected override IBeatmap GetBeatmap() => new Beatmap();
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protected override IBeatmap GetOriginalBeatmap() => new Beatmap();
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protected override Texture GetBackground() => game.Textures.Get(@"Backgrounds/bg4");
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@ -58,6 +59,8 @@ namespace osu.Game.Beatmaps
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throw new NotImplementedException();
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}
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new DummyBeatmapConverter { Beatmap = beatmap };
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public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => null;
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public override string Description => "dummy";
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@ -68,6 +71,14 @@ namespace osu.Game.Beatmaps
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: base(rulesetInfo)
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{
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}
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private class DummyBeatmapConverter : IBeatmapConverter
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{
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public event Action<HitObject, IEnumerable<HitObject>> ObjectConverted;
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public IBeatmap Beatmap { get; set; }
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public bool CanConvert => true;
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public IBeatmap Convert() => Beatmap;
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}
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}
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}
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}
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@ -16,10 +16,16 @@ namespace osu.Game.Beatmaps
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/// </summary>
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event Action<HitObject, IEnumerable<HitObject>> ObjectConverted;
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IBeatmap Beatmap { get; }
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/// <summary>
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/// Converts a Beatmap using this Beatmap Converter.
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/// Whether <see cref="Beatmap"/> can be converted by this <see cref="IBeatmapConverter"/>.
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/// </summary>
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/// <param name="beatmap">The un-converted Beatmap.</param>
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void Convert(IBeatmap beatmap);
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bool CanConvert { get; }
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/// <summary>
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/// Converts <see cref="Beatmap"/>.
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/// </summary>
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IBeatmap Convert();
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}
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}
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@ -14,6 +14,8 @@ 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 System.Diagnostics;
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using osu.Game.Rulesets;
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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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@ -36,7 +38,7 @@ namespace osu.Game.Beatmaps
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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new AsyncLazy<IBeatmap>(populateBeatmap);
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originalBeatmap = new AsyncLazy<IBeatmap>(populateOriginalBeatmap);
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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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@ -51,26 +53,25 @@ namespace osu.Game.Beatmaps
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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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sw.WriteLine(OriginalBeatmap.Serialize());
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Process.Start(path);
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}
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protected abstract IBeatmap GetBeatmap();
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protected abstract IBeatmap GetOriginalBeatmap();
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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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public bool BeatmapLoaded => originalBeatmap.IsResultAvailable;
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public IBeatmap OriginalBeatmap => originalBeatmap.Value.Result;
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public async Task<IBeatmap> GetOriginalBeatmapAsync() => await originalBeatmap.Value;
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private readonly AsyncLazy<IBeatmap> originalBeatmap;
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private readonly AsyncLazy<IBeatmap> beatmap;
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private IBeatmap populateBeatmap()
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private IBeatmap populateOriginalBeatmap()
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{
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var b = GetBeatmap() ?? new Beatmap();
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var b = GetOriginalBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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@ -78,6 +79,41 @@ namespace osu.Game.Beatmaps
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return b;
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}
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public IBeatmap GetBeatmap(RulesetInfo ruleset)
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{
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var rulesetInstance = ruleset.CreateInstance();
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IBeatmapConverter converter = rulesetInstance.CreateBeatmapConverter(OriginalBeatmap);
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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(Beatmap)} can not be converted for the current ruleset (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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foreach (var mod in Mods.Value.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
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// Post-process
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rulesetInstance.CreateBeatmapProcessor(converted)?.PostProcess();
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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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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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