Files
Ez2Lazer/osu.Game/OsuGameBase.cs
LA 0b9f9f70d6 主要为代码质量更新
1. 匹配新版按钮控件的自动宽度写法

2. 统一Ez日志写入方向

3.移除历史修改:缓存启用mod列表,切换mod时保持通用mod开启状态

4.代码格式化、

5.修改文件名称表意,更直观
2026-03-12 19:29:55 +08:00

802 lines
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Development;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Framework.Input.Handlers;
using osu.Framework.Input.Handlers.Joystick;
using osu.Framework.Input.Handlers.Midi;
using osu.Framework.Input.Handlers.Mouse;
using osu.Framework.Input.Handlers.Tablet;
using osu.Framework.Input.Handlers.Touch;
using osu.Framework.IO.Stores;
using osu.Framework.Localisation;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.LAsEzExtensions;
using osu.Game.LAsEzExtensions.Analysis;
using osu.Game.LAsEzExtensions.Configuration;
using osu.Game.LAsEzExtensions.Online;
using osu.Game.Localisation;
using osu.Game.Online;
using osu.Game.Online.API;
using osu.Game.Online.Chat;
using osu.Game.Online.Leaderboards;
using osu.Game.Online.Metadata;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Overlays;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.Settings.Sections;
using osu.Game.Overlays.Settings.Sections.Input;
using osu.Game.Resources;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osu.Game.Utils;
using Logger = osu.Framework.Logging.Logger;
using RuntimeInfo = osu.Framework.RuntimeInfo;
namespace osu.Game
{
/// <summary>
/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
/// for provide dependencies to test cases without interfering with them.
/// </summary>
[Cached(typeof(OsuGameBase))]
public partial class OsuGameBase : Framework.Game, ICanAcceptFiles, IBeatSyncProvider
{
#if DEBUG
public const string GAME_NAME = "ez2osu! (development)";
#else
public const string GAME_NAME = "ez2osu!";
#endif
public const string OSU_PROTOCOL = "osu://";
/// <summary>
/// The filename of the main client database.
/// </summary>
public const string CLIENT_DATABASE_FILENAME = @"client.realm";
public const int SAMPLE_CONCURRENCY = 6;
public const double SFX_STEREO_STRENGTH = 0.6;
/// <summary>
/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
/// </summary>
public const int SAMPLE_DEBOUNCE_TIME = 20;
/// <summary>
/// The maximum volume at which audio tracks should play back at. This can be set lower than 1 to create some head-room for sound effects.
/// </summary>
private const double global_track_volume_adjust = 0.8;
public virtual bool UseDevelopmentServer => DebugUtils.IsDebugBuild;
public virtual EndpointConfiguration CreateEndpoints()
{
// 如果Ez2ConfigManager已初始化根据服务器预设选择对应的配置
if (Ez2ConfigManager != null)
{
var serverPreset = Ez2ConfigManager.Get<ServerPreset>(Ez2Setting.ServerPreset);
Logger.Log($"[EzServer] Using server preset: {serverPreset}", Ez2ConfigManager.LOGGER_NAME, LogLevel.Debug);
return serverPreset switch
{
ServerPreset.Gu => new GuServerEndpointConfiguration(),
ServerPreset.Manual => new ManualServerEndpointConfiguration(Ez2ConfigManager),
_ => new ProductionEndpointConfiguration()
};
}
Logger.Log("[EzServer] Switch server failed: Ez2ConfigManager not initialized. Falling back to default configuration.", Ez2ConfigManager.LOGGER_NAME, LogLevel.Debug);
// 否则使用默认配置
return UseDevelopmentServer ? new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
}
protected override OnlineStore CreateOnlineStore() => new TrustedDomainOnlineStore();
public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
/// <summary>
/// MD5 representation of the game executable.
/// </summary>
public string VersionHash { get; private set; }
public bool IsDeployedBuild => AssemblyVersion.Major > 0;
public virtual string Version
{
get
{
if (!IsDeployedBuild)
return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
string informationalVersion = Assembly.GetEntryAssembly()?
.GetCustomAttribute<AssemblyInformationalVersionAttribute>()?
.InformationalVersion;
// Example: [assembly: AssemblyInformationalVersion("2025.613.0-tachyon+d934e574b2539e8787956c3c9ecce9dadebb10ee")]
if (!string.IsNullOrEmpty(informationalVersion))
return informationalVersion.Split('+').First();
Version version = AssemblyVersion;
return $@"{version.Major}.{version.Minor}.{version.Build}-lazer";
}
}
/// <summary>
/// The <see cref="Edges"/> that the game should be drawn over at a top level.
/// Defaults to <see cref="Edges.None"/>.
/// </summary>
protected virtual Edges SafeAreaOverrideEdges => Edges.None;
protected OsuConfigManager LocalConfig { get; private set; }
protected SessionStatics SessionStatics { get; private set; }
protected OsuColour Colours { get; private set; }
protected BeatmapManager BeatmapManager { get; private set; }
protected BeatmapModelDownloader BeatmapDownloader { get; private set; }
protected ScoreManager ScoreManager { get; private set; }
protected ScoreModelDownloader ScoreDownloader { get; private set; }
protected SkinManager SkinManager { get; private set; }
protected RealmRulesetStore RulesetStore { get; private set; }
protected RealmKeyBindingStore KeyBindingStore { get; private set; }
protected GlobalCursorDisplay GlobalCursorDisplay { get; private set; }
protected MusicController MusicController { get; private set; }
protected IAPIProvider API { get; set; }
protected Storage Storage { get; set; }
protected Ez2ConfigManager Ez2ConfigManager { get; private set; }
protected EzSkinInfo EzSkinInfo { get; private set; }
protected EzLocalTextureFactory NoteFactory { get; private set; }
/// <summary>
/// The language in which the game is currently displayed in.
/// </summary>
public Bindable<Language> CurrentLanguage { get; } = new Bindable<Language>();
protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
/// <summary>
/// The current ruleset selection for the local user.
/// </summary>
[Cached]
[Cached(typeof(IBindable<RulesetInfo>))]
protected internal readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
/// <summary>
/// The current mod selection for the local user.
/// </summary>
/// <remarks>
/// If a mod select overlay is present, mod instances set to this value are not guaranteed to remain as the provided instance and will be overwritten by a copy.
/// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection.
/// As such, all settings should be finalised before adding a mod to this collection.
/// </remarks>
[Cached]
[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// Mods available for the current <see cref="Ruleset"/>.
/// </summary>
public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>(new Dictionary<ModType, IReadOnlyList<Mod>>());
private BeatmapDifficultyCache difficultyCache;
private EzAnalysisCache maniaAnalysisCache;
private IBeatmapUpdater beatmapUpdater;
private UserLookupCache userCache;
private BeatmapLookupCache beatmapCache;
protected LeaderboardManager LeaderboardManager { get; private set; }
private RulesetConfigCache rulesetConfigCache;
private SessionAverageHitErrorTracker hitErrorTracker;
protected SpectatorClient SpectatorClient { get; private set; }
protected MultiplayerClient MultiplayerClient { get; private set; }
private MetadataClient metadataClient;
private RealmAccess realm;
protected SafeAreaContainer SafeAreaContainer { get; private set; }
/// <summary>
/// For now, this is used as a source specifically for beat synced components.
/// Going forward, it could potentially be used as the single source-of-truth for beatmap timing.
/// </summary>
private readonly FramedBeatmapClock beatmapClock = new FramedBeatmapClock(applyOffsets: true, requireDecoupling: false);
protected override Container<Drawable> Content => content;
private Container content;
private DependencyContainer dependencies;
private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(global_track_volume_adjust);
private Bindable<string> frameworkLocale = null!;
private IBindable<LocalisationParameters> localisationParameters = null!;
/// <summary>
/// Number of unhandled exceptions to allow before aborting execution.
/// </summary>
/// <remarks>
/// When an unhandled exception is encountered, an internal count will be decremented.
/// If the count hits zero, the game will crash.
/// Each second, the count is incremented until reaching the value specified.
/// </remarks>
protected virtual int UnhandledExceptionsBeforeCrash => DebugUtils.IsDebugBuild ? 0 : 1;
public OsuGameBase()
{
Name = GAME_NAME;
allowableExceptions = UnhandledExceptionsBeforeCrash;
}
[BackgroundDependencyLoader]
private void load(ReadableKeyCombinationProvider keyCombinationProvider, FrameworkConfigManager frameworkConfig)
{
try
{
using (var str = File.OpenRead(typeof(OsuGameBase).Assembly.Location))
VersionHash = str.ComputeMD5Hash();
}
catch
{
// special case for android builds, which can't read DLLs from a packed apk.
// should eventually be handled in a better way.
VersionHash = $"{Version}-{RuntimeInfo.OS}".ComputeMD5Hash();
}
Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly));
// 初始化并注册EzSkinSettingsManager
Ez2ConfigManager = new Ez2ConfigManager(Storage);
GlobalConfigStore.Config = LocalConfig;
GlobalConfigStore.EzConfig = Ez2ConfigManager;
dependencies.Cache(Ez2ConfigManager);
EzSkinInfo = new EzSkinInfo(Ez2ConfigManager);
dependencies.CacheAs<IEzSkinInfo>(EzSkinInfo);
dependencies.Cache(NoteFactory = new EzLocalTextureFactory(
Ez2ConfigManager,
Host.Renderer,
Storage));
dependencies.Cache(realm = new RealmAccess(Storage, CLIENT_DATABASE_FILENAME, Host.UpdateThread));
dependencies.CacheAs<RulesetStore>(RulesetStore = new RealmRulesetStore(realm, Storage));
dependencies.CacheAs<IRulesetStore>(RulesetStore);
Decoder.RegisterDependencies(RulesetStore);
dependencies.CacheAs(Storage);
var largeStore = new LargeTextureStore(Host.Renderer, Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
largeStore.AddTextureSource(Host.CreateTextureLoaderStore(CreateOnlineStore()));
dependencies.Cache(largeStore);
dependencies.CacheAs(LocalConfig);
dependencies.CacheAs<IGameplaySettings>(LocalConfig);
InitialiseFonts();
addFilesWarning();
Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
dependencies.Cache(SkinManager = new SkinManager(Storage, realm, Host, Resources, Audio, Scheduler));
dependencies.CacheAs<ISkinSource>(SkinManager);
EndpointConfiguration endpoints = CreateEndpoints();
MessageFormatter.WebsiteRootUrl = endpoints.WebsiteUrl;
frameworkLocale = frameworkConfig.GetBindable<string>(FrameworkSetting.Locale);
frameworkLocale.BindValueChanged(_ => updateLanguage());
localisationParameters = Localisation.CurrentParameters.GetBoundCopy();
localisationParameters.BindValueChanged(_ => updateLanguage(), true);
CurrentLanguage.BindValueChanged(val => frameworkLocale.Value = val.NewValue.ToCultureCode());
dependencies.CacheAs(API ??= new APIAccess(this, LocalConfig, endpoints, VersionHash));
var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, realm, API, LocalConfig));
dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, realm, API, Audio, Resources, Host, defaultBeatmap, difficultyCache, performOnlineLookups: true));
dependencies.CacheAs<IWorkingBeatmapCache>(BeatmapManager);
dependencies.Cache(new EzAnalysisPersistentStore(Storage));
dependencies.Cache(maniaAnalysisCache = new EzAnalysisCache());
dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API));
dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API));
// Add after all the above cache operations as it depends on them.
base.Content.Add(difficultyCache);
base.Content.Add(maniaAnalysisCache);
// TODO: OsuGame or OsuGameBase?
dependencies.CacheAs(beatmapUpdater = CreateBeatmapUpdater());
dependencies.CacheAs(SpectatorClient = new OnlineSpectatorClient(endpoints));
dependencies.CacheAs(MultiplayerClient = new OnlineMultiplayerClient(endpoints));
dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
base.Content.Add(new BeatmapOnlineChangeIngest(beatmapUpdater, realm, metadataClient));
BeatmapManager.ProcessBeatmap = (beatmapSet, scope) => beatmapUpdater.Process(beatmapSet, scope);
dependencies.Cache(userCache = new UserLookupCache());
base.Content.Add(userCache);
dependencies.Cache(beatmapCache = new BeatmapLookupCache());
base.Content.Add(beatmapCache);
dependencies.CacheAs<IRulesetConfigCache>(rulesetConfigCache = new RulesetConfigCache(realm, RulesetStore));
var powerStatus = CreateBatteryInfo();
if (powerStatus != null)
dependencies.CacheAs(powerStatus);
dependencies.Cache(SessionStatics = new SessionStatics());
dependencies.Cache(hitErrorTracker = new SessionAverageHitErrorTracker());
dependencies.Cache(Colours = new OsuColour());
RegisterImportHandler(BeatmapManager);
RegisterImportHandler(ScoreManager);
RegisterImportHandler(SkinManager);
// drop track volume game-wide to leave some head-room for UI effects / samples.
// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
dependencies.CacheAs<IBindable<WorkingBeatmap>>(Beatmap);
dependencies.CacheAs(Beatmap);
dependencies.Cache(LeaderboardManager = new LeaderboardManager());
base.Content.Add(LeaderboardManager);
// add api components to hierarchy.
if (API is APIAccess apiAccess)
base.Content.Add(apiAccess);
base.Content.Add(SpectatorClient);
base.Content.Add(MultiplayerClient);
base.Content.Add(metadataClient);
base.Content.Add(rulesetConfigCache);
PreviewTrackManager previewTrackManager;
dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore));
base.Content.Add(previewTrackManager);
base.Content.Add(MusicController = new MusicController());
dependencies.CacheAs(MusicController);
MusicController.TrackChanged += onTrackChanged;
base.Content.Add(beatmapClock);
GlobalActionContainer globalBindings;
OsuMenuSamples menuSamples;
dependencies.Cache(menuSamples = new OsuMenuSamples());
base.Content.Add(menuSamples);
base.Content.Add(SafeAreaContainer = new SafeAreaContainer
{
SafeAreaOverrideEdges = SafeAreaOverrideEdges,
RelativeSizeAxes = Axes.Both,
Child = CreateScalingContainer().WithChild(globalBindings = new GlobalActionContainer(this)
{
Children = new Drawable[]
{
(GlobalCursorDisplay = new GlobalCursorDisplay
{
RelativeSizeAxes = Axes.Both
}).WithChild(content = new OsuTooltipContainer(GlobalCursorDisplay.MenuCursor)
{
RelativeSizeAxes = Axes.Both
}),
}
})
});
base.Content.Add(new TouchInputInterceptor());
base.Content.Add(hitErrorTracker);
KeyBindingStore = new RealmKeyBindingStore(realm, keyCombinationProvider);
KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
dependencies.Cache(KeyBindingStore);
dependencies.Cache(globalBindings);
Ruleset.BindValueChanged(onRulesetChanged);
Beatmap.BindValueChanged(onBeatmapChanged);
// make config aware of how to lookup skins for on-screen display purposes.
// if this becomes a more common thing, tracked settings should be reconsidered to allow local DI.
LocalConfig.LookupSkinName = id => SkinManager.Query(s => s.ID == id)?.ToString() ?? "Unknown";
LocalConfig.LookupKeyBindings = l => KeyBindingStore.GetBindingsStringFor(l);
// 添加自动背景捕获组件,启用亚克力效果
// base.Content.Add(new AutoBackgroundCapture());
}
private void updateLanguage() => CurrentLanguage.Value = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, localisationParameters.Value);
private void addFilesWarning()
{
const string filename = "IMPORTANT READ ME.txt";
if (!Storage.Exists(filename))
{
using (var stream = Storage.CreateFileSafely(filename))
using (var textWriter = new StreamWriter(stream))
{
textWriter.WriteLine(@"This folder contains all your user files and configuration.");
textWriter.WriteLine(@"Please DO NOT make manual changes to this folder.");
textWriter.WriteLine();
textWriter.WriteLine(@"- If you want to back up your game files, please back up THE ENTIRETY OF THIS DIRECTORY.");
textWriter.WriteLine(@"- If you want to delete all of your game files, please delete THE ENTIRETY OF THIS DIRECTORY.");
textWriter.WriteLine();
textWriter.WriteLine(@"To be very clear, the ""files/"" directory inside this directory stores all the raw pieces of your beatmaps, skins, and replays.");
textWriter.WriteLine(@"Importantly, it is NOT the only directory you need a backup of to avoid losing data. If you copy only the ""files/"" directory, YOU WILL LOSE DATA.");
textWriter.WriteLine();
textWriter.WriteLine(@"For more information on how these files are organised,");
textWriter.WriteLine(@"see https://github.com/ppy/osu/wiki/User-file-storage");
}
}
}
private void onTrackChanged(WorkingBeatmap beatmap, TrackChangeDirection direction) => beatmapClock.ChangeSource(beatmap.Track);
protected virtual void InitialiseFonts()
{
AddFont(Resources, @"Fonts/Torus/Torus-Regular");
AddFont(Resources, @"Fonts/Torus/Torus-Light");
AddFont(Resources, @"Fonts/Torus/Torus-SemiBold");
AddFont(Resources, @"Fonts/Torus/Torus-Bold");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Regular");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Light");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-SemiBold");
AddFont(Resources, @"Fonts/Torus-Alternate/Torus-Alternate-Bold");
AddFont(Resources, @"Fonts/Inter/Inter-Regular");
AddFont(Resources, @"Fonts/Inter/Inter-RegularItalic");
AddFont(Resources, @"Fonts/Inter/Inter-Light");
AddFont(Resources, @"Fonts/Inter/Inter-LightItalic");
AddFont(Resources, @"Fonts/Inter/Inter-SemiBold");
AddFont(Resources, @"Fonts/Inter/Inter-SemiBoldItalic");
AddFont(Resources, @"Fonts/Inter/Inter-Bold");
AddFont(Resources, @"Fonts/Inter/Inter-BoldItalic");
AddFont(Resources, @"Fonts/Noto/Noto-Basic");
AddFont(Resources, @"Fonts/Noto/Noto-Bopomofo");
AddFont(Resources, @"Fonts/Noto/Noto-CJK-Basic");
AddFont(Resources, @"Fonts/Noto/Noto-CJK-Compatibility");
AddFont(Resources, @"Fonts/Noto/Noto-Hangul");
AddFont(Resources, @"Fonts/Noto/Noto-Thai");
AddFont(Resources, @"Fonts/Venera/Venera-Light");
AddFont(Resources, @"Fonts/Venera/Venera-Bold");
AddFont(Resources, @"Fonts/Venera/Venera-Black");
Fonts.AddStore(new OsuIcon.OsuIconStore(Textures));
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
public override void SetHost(GameHost host)
{
base.SetHost(host);
// may be non-null for certain tests
Storage ??= host.Storage;
LocalConfig ??= UseDevelopmentServer
? new DevelopmentOsuConfigManager(Storage)
: new OsuConfigManager(Storage);
host.ExceptionThrown += onExceptionThrown;
}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// By default, will keep persisting until an exit occurs (exit may be blocked multiple times).
/// May be interrupted (see <see cref="OsuGame"/>'s override).
/// </summary>
public virtual void AttemptExit()
{
if (!OnExiting())
Exit();
else
Scheduler.AddDelayed(AttemptExit, 2000);
}
/// <summary>
/// If supported by the platform, the game will automatically restart after the next exit.
/// </summary>
/// <returns>Whether a restart operation was queued.</returns>
public virtual bool RestartAppWhenExited() => false;
/// <summary>
/// Perform migration of user data to a specified path.
/// </summary>
/// <param name="path">The path to migrate to.</param>
/// <returns>Whether migration succeeded to completion. If <c>false</c>, some files were left behind.</returns>
/// <exception cref="TimeoutException"></exception>
public bool Migrate(string path)
{
Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
IDisposable realmBlocker = null;
try
{
ManualResetEventSlim readyToRun = new ManualResetEventSlim();
bool success = false;
Scheduler.Add(() =>
{
try
{
realmBlocker = realm.BlockAllOperations("migration");
success = true;
}
catch (Exception ex)
{
Logger.Log($"Attempting to block all operations failed: {ex}", LoggingTarget.Database);
}
readyToRun.Set();
}, false);
if (!readyToRun.Wait(30000) || !success)
throw new TimeoutException("Attempting to block for migration took too long.");
bool? cleanupSucceeded = (Storage as OsuStorage)?.Migrate(Host.GetStorage(path));
Logger.Log(@"Migration complete!");
return cleanupSucceeded != false;
}
finally
{
realmBlocker?.Dispose();
}
}
protected virtual IBeatmapUpdater CreateBeatmapUpdater() => new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage);
protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
protected virtual BatteryInfo CreateBatteryInfo() => null;
protected virtual Container CreateScalingContainer() => new DrawSizePreservingFillContainer();
protected override Storage CreateStorage(GameHost host, Storage defaultStorage) => new OsuStorage(host, defaultStorage);
/// <summary>
/// Creates an input settings subsection for an <see cref="InputHandler"/>.
/// </summary>
/// <remarks>Should be overriden per-platform to provide settings for platform-specific handlers.</remarks>
public virtual SettingsSubsection CreateSettingsSubsectionFor(InputHandler handler)
{
// One would think that this could be moved to the `OsuGameDesktop` class, but doing so means that
// OsuGameTestScenes will not show any input options (as they are based on OsuGame not OsuGameDesktop).
//
// This in turn makes it hard for ruleset creators to adjust input settings while testing their ruleset
// within the test browser interface.
if (RuntimeInfo.IsDesktop)
{
switch (handler)
{
case ITabletHandler th:
return new TabletSettings(th);
}
}
switch (handler)
{
case MouseHandler mh:
return new MouseSettings(mh);
case JoystickHandler jh:
return new JoystickSettings(jh);
case TouchHandler th:
return new TouchSettings(th);
case MidiHandler:
return new InputSubsection(handler);
// return null for handlers that shouldn't have settings.
default:
return null;
}
}
private void onBeatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
{
if (IsLoaded && !ThreadSafety.IsUpdateThread)
throw new InvalidOperationException("Global beatmap bindable must be changed from update thread.");
Logger.Log($"Game-wide working beatmap updated to {beatmap.NewValue}");
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> r)
{
if (IsLoaded && !ThreadSafety.IsUpdateThread)
throw new InvalidOperationException("Global ruleset bindable must be changed from update thread.");
Ruleset instance = null;
if (r.NewValue?.Available == true)
{
try
{
instance = r.NewValue.CreateInstance();
}
catch (Exception e)
{
Rulesets.RulesetStore.LogRulesetFailure(r.NewValue, e);
}
}
if (instance == null)
{
// reject the change if the ruleset is not available.
revertRulesetChange();
return;
}
var dict = new Dictionary<ModType, IReadOnlyList<Mod>>();
try
{
foreach (ModType type in Enum.GetValues<ModType>())
{
dict[type] = instance.GetModsFor(type)
// Rulesets should never return null mods, but let's be defensive just in case.
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
.Where(mod => mod != null)
.ToList();
}
}
catch (Exception e)
{
Rulesets.RulesetStore.LogRulesetFailure(r.NewValue, e);
revertRulesetChange();
return;
}
AvailableMods.Value = dict;
if (SelectedMods.Disabled)
return;
var convertedMods = SelectedMods.Value.Select(mod =>
{
var newMod = instance.CreateModFromAcronym(mod.Acronym);
newMod?.CopyCommonSettingsFrom(mod);
return newMod;
}).Where(newMod => newMod != null).ToList();
if (!ModUtils.CheckValidForGameplay(convertedMods, out var invalid))
invalid.ForEach(newMod => convertedMods.Remove(newMod));
SelectedMods.Value = convertedMods;
void revertRulesetChange() => Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
}
private int allowableExceptions;
/// <summary>
/// Allows a maximum of one unhandled exception, per second of execution.
/// </summary>
/// <returns>Whether to ignore the exception and continue running.</returns>
private bool onExceptionThrown(Exception ex)
{
if (Interlocked.Decrement(ref allowableExceptions) < 0)
{
Logger.Log("Too many unhandled exceptions, crashing out.");
RulesetStore?.TryDisableCustomRulesetsCausing(ex);
return false;
}
Logger.Log($"Unhandled exception has been allowed with {allowableExceptions} more allowable exceptions.");
// restore the stock of allowable exceptions after a short delay.
Task.Delay(1000).ContinueWith(_ => Interlocked.Increment(ref allowableExceptions));
return true;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RulesetStore?.Dispose();
LocalConfig?.Dispose();
beatmapUpdater?.Dispose();
realm?.Dispose();
if (Host != null)
Host.ExceptionThrown -= onExceptionThrown;
}
ControlPointInfo IBeatSyncProvider.ControlPoints => Beatmap.Value.BeatmapLoaded ? Beatmap.Value.Beatmap.ControlPointInfo : null;
IClock IBeatSyncProvider.Clock => beatmapClock;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}