Merge master into netstandard

This commit is contained in:
smoogipoo
2017-11-21 16:39:21 +09:00
93 changed files with 761 additions and 425 deletions

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@ -484,7 +484,8 @@ namespace osu.Game.Beatmaps
using (var stream = new StreamReader(reader.GetStream(mapName)))
metadata = BeatmapDecoder.GetDecoder(stream).Decode(stream).Metadata;
beatmapSet = new BeatmapSetInfo
// check if a set already exists with the same online id.
beatmapSet = beatmaps.BeatmapSets.FirstOrDefault(b => b.OnlineBeatmapSetID == metadata.OnlineBeatmapSetID) ?? new BeatmapSetInfo
{
OnlineBeatmapSetID = metadata.OnlineBeatmapSetID,
Beatmaps = new List<BeatmapInfo>(),
@ -511,16 +512,21 @@ namespace osu.Game.Beatmaps
beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash();
beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash();
// TODO: Diff beatmap metadata with set metadata and leave it here if necessary
beatmap.BeatmapInfo.Metadata = null;
var existing = beatmaps.Beatmaps.FirstOrDefault(b => b.Hash == beatmap.BeatmapInfo.Hash || b.OnlineBeatmapID == beatmap.BeatmapInfo.OnlineBeatmapID);
RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
if (existing == null)
{
// TODO: Diff beatmap metadata with set metadata and leave it here if necessary
beatmap.BeatmapInfo.Metadata = null;
// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap.BeatmapInfo.Ruleset = ruleset;
beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0;
RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo);
// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap.BeatmapInfo.Ruleset = ruleset;
beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0;
beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo);
}
}
}

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@ -3,6 +3,10 @@
using osu.Game.Rulesets.Objects;
using System.Collections.Generic;
using osu.Game.Rulesets.Mods;
using osu.Framework.Timing;
using System.Linq;
using osu.Framework.Extensions.IEnumerableExtensions;
namespace osu.Game.Beatmaps
{
@ -10,45 +14,46 @@ namespace osu.Game.Beatmaps
{
protected double TimeRate = 1;
protected abstract double CalculateInternal(Dictionary<string, string> categoryDifficulty);
private void loadTiming()
{
// TODO: Handle mods
const int audio_rate = 100;
TimeRate = audio_rate / 100.0;
}
public double Calculate(Dictionary<string, string> categoryDifficulty = null)
{
loadTiming();
double difficulty = CalculateInternal(categoryDifficulty);
return difficulty;
}
public abstract double Calculate(Dictionary<string, string> categoryDifficulty = null);
}
public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject
{
protected readonly Beatmap Beatmap;
protected readonly Beatmap<T> Beatmap;
protected readonly Mod[] Mods;
protected List<T> Objects;
protected DifficultyCalculator(Beatmap beatmap)
protected DifficultyCalculator(Beatmap beatmap, Mod[] mods = null)
{
Beatmap = beatmap;
Beatmap = CreateBeatmapConverter(beatmap).Convert(beatmap);
Mods = mods ?? new Mod[0];
Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects;
foreach (var h in Objects)
h.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.BaseDifficulty);
ApplyMods(Mods);
PreprocessHitObjects();
}
protected virtual void ApplyMods(Mod[] mods)
{
var clock = new StopwatchClock();
mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
TimeRate = clock.Rate;
foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(Beatmap.BeatmapInfo.BaseDifficulty);
foreach (var mod in mods.OfType<IApplicableToHitObject<T>>())
foreach (var obj in Beatmap.HitObjects)
mod.ApplyToHitObject(obj);
foreach (var h in Beatmap.HitObjects)
h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.BaseDifficulty);
}
protected virtual void PreprocessHitObjects()
{
}
protected abstract BeatmapConverter<T> CreateBeatmapConverter();
protected abstract BeatmapConverter<T> CreateBeatmapConverter(Beatmap beatmap);
}
}

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@ -7,7 +7,7 @@ using osu.Framework.Graphics.Sprites;
namespace osu.Game.Beatmaps.Drawables
{
internal class BeatmapBackgroundSprite : Sprite
public class BeatmapBackgroundSprite : Sprite
{
private readonly WorkingBeatmap working;

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@ -11,7 +11,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Beatmaps
{
internal class DummyWorkingBeatmap : WorkingBeatmap
public class DummyWorkingBeatmap : WorkingBeatmap
{
private readonly OsuGameBase game;
@ -59,7 +59,7 @@ namespace osu.Game.Beatmaps
throw new NotImplementedException();
}
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => null;
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => null;
public override string Description => "dummy";

View File

@ -28,16 +28,11 @@ namespace osu.Game.Beatmaps
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);
beatmap = new Lazy<Beatmap>(populateBeatmap);
background = new Lazy<Texture>(populateBackground);
track = new Lazy<Track>(populateTrack);
waveform = new Lazy<Waveform>(populateWaveform);
}
protected abstract Beatmap GetBeatmap();
@ -45,98 +40,72 @@ namespace osu.Game.Beatmaps
protected abstract Track GetTrack();
protected virtual Waveform GetWaveform() => new Waveform();
private Beatmap beatmap;
private readonly object beatmapLock = new object();
public Beatmap Beatmap
public bool BeatmapLoaded => beatmap.IsValueCreated;
public Beatmap Beatmap => beatmap.Value;
private readonly Lazy<Beatmap> beatmap;
private Beatmap populateBeatmap()
{
get
{
lock (beatmapLock)
{
if (beatmap != null) return beatmap;
var b = GetBeatmap() ?? new Beatmap();
beatmap = GetBeatmap() ?? new Beatmap();
// use the database-backed info.
b.BeatmapInfo = BeatmapInfo;
// use the database-backed info.
beatmap.BeatmapInfo = BeatmapInfo;
return beatmap;
}
}
return b;
}
private readonly object backgroundLock = new object();
private Texture background;
public Texture Background
public bool BackgroundLoaded => background.IsValueCreated;
public Texture Background => background.Value;
private Lazy<Texture> background;
private Texture populateBackground() => GetBackground();
public bool TrackLoaded => track.IsValueCreated;
public Track Track => track.Value;
private Lazy<Track> track;
private Track populateTrack()
{
get
{
lock (backgroundLock)
{
return background ?? (background = GetBackground());
}
}
// we want to ensure that we always have a track, even if it's a fake one.
var t = GetTrack() ?? new TrackVirtual();
applyRateAdjustments(t);
return t;
}
private Track track;
private readonly object trackLock = new object();
public Track Track
{
get
{
lock (trackLock)
{
if (track != null) return track;
public bool WaveformLoaded => waveform.IsValueCreated;
public Waveform Waveform => waveform.Value;
private readonly Lazy<Waveform> waveform;
// 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;
private Waveform populateWaveform() => GetWaveform();
public void TransferTo(WorkingBeatmap other)
{
lock (trackLock)
{
if (track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
other.track = track;
}
if (track.IsValueCreated && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
other.track = track;
if (background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
if (background.IsValueCreated && Background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
other.background = background;
}
public virtual void Dispose()
{
background?.Dispose();
background = null;
waveform?.Dispose();
if (BackgroundLoaded) Background?.Dispose();
if (WaveformLoaded) Waveform?.Dispose();
}
public void DisposeTrack()
{
lock (trackLock)
{
track?.Dispose();
track = null;
}
if (TrackLoaded) Track?.Dispose();
}
private void applyRateAdjustments(Track t = null)
{
if (t == null && track.IsValueCreated) t = Track;
if (t == null) return;
t.ResetSpeedAdjustments();
foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(t);
}
}
}