Refactor WorkingBeatmap

Gets ArchiveReader out of WorkingBeatmap and delegates extracting stuff
from it to subclasses. Should enable us to make an OnlineWorkingBeatmap
or so.
This commit is contained in:
Drew DeVault
2017-03-22 05:54:07 -04:00
parent b349c7d7fd
commit cc2b4c5c5b
8 changed files with 176 additions and 152 deletions

View File

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