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Refactor WorkingBeatmap
Gets ArchiveReader out of WorkingBeatmap and delegates extracting stuff from it to subclasses. Should enable us to make an OnlineWorkingBeatmap or so.
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@ -4,14 +4,11 @@
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.IO;
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using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Modes.Mods;
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using System;
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using System.Collections.Generic;
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using System.IO;
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namespace osu.Game.Beatmaps
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{
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@ -27,131 +24,26 @@ namespace osu.Game.Beatmaps
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/// </summary>
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public PlayMode? PreferredPlayMode;
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public PlayMode PlayMode => beatmap?.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode ?? PlayMode.Osu;
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public PlayMode PlayMode => Beatmap?.BeatmapInfo?.Mode > PlayMode.Osu ? Beatmap.BeatmapInfo.Mode : PreferredPlayMode ?? PlayMode.Osu;
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public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>();
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public readonly bool WithStoryboard;
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protected abstract ArchiveReader GetReader();
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protected WorkingBeatmap(BeatmapInfo beatmapInfo, BeatmapSetInfo beatmapSetInfo, bool withStoryboard = false)
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{
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapSetInfo;
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WithStoryboard = withStoryboard;
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}
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public abstract Beatmap Beatmap { get; }
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public abstract Texture Background { get; }
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public abstract Track Track { get; }
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private Texture background;
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private object backgroundLock = new object();
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public Texture Background
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{
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get
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{
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lock (backgroundLock)
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{
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if (background != null) return background;
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public abstract void TransferTo(WorkingBeatmap other);
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public abstract void Dispose();
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if (BeatmapInfo?.Metadata?.BackgroundFile == null) return null;
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try
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{
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using (var reader = GetReader())
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background = new TextureStore(new RawTextureLoaderStore(reader), false).Get(BeatmapInfo.Metadata.BackgroundFile);
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}
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catch { }
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return background;
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}
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}
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set { lock (backgroundLock) background = value; }
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}
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private Beatmap beatmap;
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private object beatmapLock = new object();
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public Beatmap Beatmap
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{
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get
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{
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lock (beatmapLock)
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{
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if (beatmap != null) return beatmap;
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try
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{
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using (var reader = GetReader())
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{
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BeatmapDecoder decoder;
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using (var stream = new StreamReader(reader.GetStream(BeatmapInfo.Path)))
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{
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decoder = BeatmapDecoder.GetDecoder(stream);
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beatmap = decoder?.Decode(stream);
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}
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if (WithStoryboard && beatmap != null && BeatmapSetInfo.StoryboardFile != null)
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using (var stream = new StreamReader(reader.GetStream(BeatmapSetInfo.StoryboardFile)))
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decoder?.Decode(stream, beatmap);
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}
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}
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catch { }
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return beatmap;
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}
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}
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set { lock (beatmapLock) beatmap = value; }
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}
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private ArchiveReader trackReader;
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private Track track;
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private object trackLock = new object();
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public Track Track
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{
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get
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{
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lock (trackLock)
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{
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if (track != null) return track;
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try
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{
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//store a reference to the reader as we may continue accessing the stream in the background.
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trackReader = GetReader();
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var trackData = trackReader?.GetStream(BeatmapInfo.Metadata.AudioFile);
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if (trackData != null)
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track = new TrackBass(trackData);
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}
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catch { }
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return track;
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}
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}
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set { lock (trackLock) track = value; }
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}
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public bool TrackLoaded => track != null;
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private bool isDisposed;
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protected virtual void Dispose(bool disposing)
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{
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if (!isDisposed)
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{
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track?.Dispose();
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background?.Dispose();
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isDisposed = true;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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public void TransferTo(WorkingBeatmap working)
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{
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if (track != null && BeatmapInfo.AudioEquals(working.BeatmapInfo))
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working.track = track;
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}
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public virtual bool TrackLoaded => Track != null;
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}
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}
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