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Merge branch 'master' into fix-beatmap-carousel-lag
This commit is contained in:
@ -32,7 +32,7 @@ namespace osu.Game.Beatmaps
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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new AsyncLazy<Beatmap>(populateBeatmap);
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background = new AsyncLazy<Texture>(populateBackground);
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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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@ -44,7 +44,7 @@ namespace osu.Game.Beatmaps
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protected virtual Waveform GetWaveform() => new Waveform();
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protected virtual Storyboard GetStoryboard() => new Storyboard();
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public bool BeatmapLoaded => beatmap.IsValueCreated;
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public bool BeatmapLoaded => beatmap.IsResultAvailable;
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public Beatmap Beatmap => beatmap.Value.Result;
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public async Task<Beatmap> GetBeatmapAsync() => await beatmap.Value;
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@ -60,14 +60,14 @@ namespace osu.Game.Beatmaps
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return b;
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}
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public bool BackgroundLoaded => background.IsValueCreated;
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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.IsValueCreated;
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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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@ -80,7 +80,7 @@ namespace osu.Game.Beatmaps
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return t;
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}
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public bool WaveformLoaded => waveform.IsValueCreated;
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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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@ -96,10 +96,10 @@ namespace osu.Game.Beatmaps
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public void TransferTo(WorkingBeatmap other)
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{
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if (track.IsValueCreated && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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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.IsValueCreated && Background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
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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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@ -110,14 +110,15 @@ namespace osu.Game.Beatmaps
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if (StoryboardLoaded) Storyboard?.Dispose();
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}
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public void DisposeTrack()
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{
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if (TrackLoaded) Track?.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.IsValueCreated) t = Track;
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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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@ -125,12 +126,65 @@ namespace osu.Game.Beatmaps
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mod.ApplyToClock(t);
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}
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public class AsyncLazy<T> : Lazy<Task<T>>
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public class AsyncLazy<T>
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{
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public AsyncLazy(Func<T> valueFactory)
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: base(() => Task.Run(valueFactory))
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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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