mirror of
https://github.com/SK-la/Ez2Lazer.git
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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
802 lines
33 KiB
C#
802 lines
33 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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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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using System.Linq;
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using System.Reflection;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Configuration;
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using osu.Framework.Development;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Input.Handlers.Joystick;
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using osu.Framework.Input.Handlers.Midi;
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using osu.Framework.Input.Handlers.Mouse;
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using osu.Framework.Input.Handlers.Tablet;
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using osu.Framework.Input.Handlers.Touch;
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using osu.Framework.IO.Stores;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.LAsEzExtensions;
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using osu.Game.LAsEzExtensions.Analysis;
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using osu.Game.LAsEzExtensions.Configuration;
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using osu.Game.LAsEzExtensions.Online;
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using osu.Game.Localisation;
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using osu.Game.Online;
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using osu.Game.Online.API;
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using osu.Game.Online.Chat;
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using osu.Game.Online.Leaderboards;
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using osu.Game.Online.Metadata;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Spectator;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Settings.Sections;
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using osu.Game.Overlays.Settings.Sections.Input;
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using osu.Game.Resources;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using Logger = osu.Framework.Logging.Logger;
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using RuntimeInfo = osu.Framework.RuntimeInfo;
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namespace osu.Game
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{
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/// <summary>
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/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
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/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
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/// for provide dependencies to test cases without interfering with them.
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/// </summary>
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[Cached(typeof(OsuGameBase))]
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public partial class OsuGameBase : Framework.Game, ICanAcceptFiles, IBeatSyncProvider
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{
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#if DEBUG
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public const string GAME_NAME = "ez2osu! (development)";
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#else
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public const string GAME_NAME = "ez2osu!";
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#endif
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public const string OSU_PROTOCOL = "osu://";
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/// <summary>
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/// The filename of the main client database.
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/// </summary>
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public const string CLIENT_DATABASE_FILENAME = @"client.realm";
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public const int SAMPLE_CONCURRENCY = 6;
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public const double SFX_STEREO_STRENGTH = 0.6;
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/// <summary>
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/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
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/// </summary>
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public const int SAMPLE_DEBOUNCE_TIME = 20;
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/// <summary>
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/// 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.
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/// </summary>
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private const double global_track_volume_adjust = 0.8;
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public virtual bool UseDevelopmentServer => DebugUtils.IsDebugBuild;
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public virtual EndpointConfiguration CreateEndpoints()
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{
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// 如果Ez2ConfigManager已初始化,根据服务器预设选择对应的配置
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if (Ez2ConfigManager != null)
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{
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var serverPreset = Ez2ConfigManager.Get<ServerPreset>(Ez2Setting.ServerPreset);
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Logger.Log($"[EzServer] Using server preset: {serverPreset}", Ez2ConfigManager.LOGGER_NAME, LogLevel.Debug);
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return serverPreset switch
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{
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ServerPreset.Gu => new GuServerEndpointConfiguration(),
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ServerPreset.Manual => new ManualServerEndpointConfiguration(Ez2ConfigManager),
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_ => new ProductionEndpointConfiguration()
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};
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}
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Logger.Log("[EzServer] Switch server failed: Ez2ConfigManager not initialized. Falling back to default configuration.", Ez2ConfigManager.LOGGER_NAME, LogLevel.Debug);
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// 否则使用默认配置
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return UseDevelopmentServer ? new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
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}
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protected override OnlineStore CreateOnlineStore() => new TrustedDomainOnlineStore();
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public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
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/// <summary>
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/// MD5 representation of the game executable.
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/// </summary>
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public string VersionHash { get; private set; }
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public bool IsDeployedBuild => AssemblyVersion.Major > 0;
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public virtual string Version
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{
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get
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{
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if (!IsDeployedBuild)
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return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
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string informationalVersion = Assembly.GetEntryAssembly()?
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.GetCustomAttribute<AssemblyInformationalVersionAttribute>()?
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.InformationalVersion;
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// Example: [assembly: AssemblyInformationalVersion("2025.613.0-tachyon+d934e574b2539e8787956c3c9ecce9dadebb10ee")]
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if (!string.IsNullOrEmpty(informationalVersion))
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return informationalVersion.Split('+').First();
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Version version = AssemblyVersion;
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return $@"{version.Major}.{version.Minor}.{version.Build}-lazer";
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}
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}
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/// <summary>
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/// The <see cref="Edges"/> that the game should be drawn over at a top level.
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/// Defaults to <see cref="Edges.None"/>.
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/// </summary>
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protected virtual Edges SafeAreaOverrideEdges => Edges.None;
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protected OsuConfigManager LocalConfig { get; private set; }
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protected SessionStatics SessionStatics { get; private set; }
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protected OsuColour Colours { get; private set; }
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protected BeatmapManager BeatmapManager { get; private set; }
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protected BeatmapModelDownloader BeatmapDownloader { get; private set; }
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protected ScoreManager ScoreManager { get; private set; }
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protected ScoreModelDownloader ScoreDownloader { get; private set; }
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protected SkinManager SkinManager { get; private set; }
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protected RealmRulesetStore RulesetStore { get; private set; }
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protected RealmKeyBindingStore KeyBindingStore { get; private set; }
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protected GlobalCursorDisplay GlobalCursorDisplay { get; private set; }
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protected MusicController MusicController { get; private set; }
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protected IAPIProvider API { get; set; }
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protected Storage Storage { get; set; }
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protected Ez2ConfigManager Ez2ConfigManager { get; private set; }
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protected EzSkinInfo EzSkinInfo { get; private set; }
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protected EzLocalTextureFactory NoteFactory { get; private set; }
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/// <summary>
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/// The language in which the game is currently displayed in.
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/// </summary>
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public Bindable<Language> CurrentLanguage { get; } = new Bindable<Language>();
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protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
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/// <summary>
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/// The current ruleset selection for the local user.
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/// </summary>
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[Cached]
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[Cached(typeof(IBindable<RulesetInfo>))]
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protected internal readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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/// <summary>
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/// The current mod selection for the local user.
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/// </summary>
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/// <remarks>
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/// 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.
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/// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection.
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/// As such, all settings should be finalised before adding a mod to this collection.
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/// </remarks>
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[Cached]
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[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
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protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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/// Mods available for the current <see cref="Ruleset"/>.
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/// </summary>
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public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>(new Dictionary<ModType, IReadOnlyList<Mod>>());
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private BeatmapDifficultyCache difficultyCache;
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private EzAnalysisCache maniaAnalysisCache;
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private IBeatmapUpdater beatmapUpdater;
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private UserLookupCache userCache;
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private BeatmapLookupCache beatmapCache;
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protected LeaderboardManager LeaderboardManager { get; private set; }
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private RulesetConfigCache rulesetConfigCache;
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private SessionAverageHitErrorTracker hitErrorTracker;
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protected SpectatorClient SpectatorClient { get; private set; }
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protected MultiplayerClient MultiplayerClient { get; private set; }
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private MetadataClient metadataClient;
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private RealmAccess realm;
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protected SafeAreaContainer SafeAreaContainer { get; private set; }
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/// <summary>
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/// For now, this is used as a source specifically for beat synced components.
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/// Going forward, it could potentially be used as the single source-of-truth for beatmap timing.
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/// </summary>
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private readonly FramedBeatmapClock beatmapClock = new FramedBeatmapClock(applyOffsets: true, requireDecoupling: false);
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protected override Container<Drawable> Content => content;
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private Container content;
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private DependencyContainer dependencies;
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private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(global_track_volume_adjust);
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private Bindable<string> frameworkLocale = null!;
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private IBindable<LocalisationParameters> localisationParameters = null!;
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/// <summary>
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/// Number of unhandled exceptions to allow before aborting execution.
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/// </summary>
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/// <remarks>
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/// When an unhandled exception is encountered, an internal count will be decremented.
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/// If the count hits zero, the game will crash.
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/// Each second, the count is incremented until reaching the value specified.
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/// </remarks>
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protected virtual int UnhandledExceptionsBeforeCrash => DebugUtils.IsDebugBuild ? 0 : 1;
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public OsuGameBase()
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{
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Name = GAME_NAME;
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allowableExceptions = UnhandledExceptionsBeforeCrash;
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}
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[BackgroundDependencyLoader]
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private void load(ReadableKeyCombinationProvider keyCombinationProvider, FrameworkConfigManager frameworkConfig)
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{
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try
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{
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using (var str = File.OpenRead(typeof(OsuGameBase).Assembly.Location))
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VersionHash = str.ComputeMD5Hash();
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}
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catch
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{
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// special case for android builds, which can't read DLLs from a packed apk.
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// should eventually be handled in a better way.
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VersionHash = $"{Version}-{RuntimeInfo.OS}".ComputeMD5Hash();
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}
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Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly));
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// 初始化并注册EzSkinSettingsManager
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Ez2ConfigManager = new Ez2ConfigManager(Storage);
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GlobalConfigStore.Config = LocalConfig;
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GlobalConfigStore.EzConfig = Ez2ConfigManager;
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dependencies.Cache(Ez2ConfigManager);
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EzSkinInfo = new EzSkinInfo(Ez2ConfigManager);
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dependencies.CacheAs<IEzSkinInfo>(EzSkinInfo);
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dependencies.Cache(NoteFactory = new EzLocalTextureFactory(
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Ez2ConfigManager,
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Host.Renderer,
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Storage));
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dependencies.Cache(realm = new RealmAccess(Storage, CLIENT_DATABASE_FILENAME, Host.UpdateThread));
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dependencies.CacheAs<RulesetStore>(RulesetStore = new RealmRulesetStore(realm, Storage));
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dependencies.CacheAs<IRulesetStore>(RulesetStore);
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Decoder.RegisterDependencies(RulesetStore);
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dependencies.CacheAs(Storage);
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var largeStore = new LargeTextureStore(Host.Renderer, Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
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largeStore.AddTextureSource(Host.CreateTextureLoaderStore(CreateOnlineStore()));
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dependencies.Cache(largeStore);
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dependencies.CacheAs(LocalConfig);
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dependencies.CacheAs<IGameplaySettings>(LocalConfig);
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InitialiseFonts();
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addFilesWarning();
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
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dependencies.Cache(SkinManager = new SkinManager(Storage, realm, Host, Resources, Audio, Scheduler));
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dependencies.CacheAs<ISkinSource>(SkinManager);
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EndpointConfiguration endpoints = CreateEndpoints();
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MessageFormatter.WebsiteRootUrl = endpoints.WebsiteUrl;
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frameworkLocale = frameworkConfig.GetBindable<string>(FrameworkSetting.Locale);
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frameworkLocale.BindValueChanged(_ => updateLanguage());
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localisationParameters = Localisation.CurrentParameters.GetBoundCopy();
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localisationParameters.BindValueChanged(_ => updateLanguage(), true);
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CurrentLanguage.BindValueChanged(val => frameworkLocale.Value = val.NewValue.ToCultureCode());
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dependencies.CacheAs(API ??= new APIAccess(this, LocalConfig, endpoints, VersionHash));
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var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
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dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, realm, API, LocalConfig));
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dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, realm, API, Audio, Resources, Host, defaultBeatmap, difficultyCache, performOnlineLookups: true));
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dependencies.CacheAs<IWorkingBeatmapCache>(BeatmapManager);
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dependencies.Cache(new EzAnalysisPersistentStore(Storage));
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dependencies.Cache(maniaAnalysisCache = new EzAnalysisCache());
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dependencies.Cache(BeatmapDownloader = new BeatmapModelDownloader(BeatmapManager, API));
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dependencies.Cache(ScoreDownloader = new ScoreModelDownloader(ScoreManager, API));
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// Add after all the above cache operations as it depends on them.
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base.Content.Add(difficultyCache);
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base.Content.Add(maniaAnalysisCache);
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// TODO: OsuGame or OsuGameBase?
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dependencies.CacheAs(beatmapUpdater = CreateBeatmapUpdater());
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dependencies.CacheAs(SpectatorClient = new OnlineSpectatorClient(endpoints));
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dependencies.CacheAs(MultiplayerClient = new OnlineMultiplayerClient(endpoints));
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dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
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base.Content.Add(new BeatmapOnlineChangeIngest(beatmapUpdater, realm, metadataClient));
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BeatmapManager.ProcessBeatmap = (beatmapSet, scope) => beatmapUpdater.Process(beatmapSet, scope);
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dependencies.Cache(userCache = new UserLookupCache());
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base.Content.Add(userCache);
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dependencies.Cache(beatmapCache = new BeatmapLookupCache());
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base.Content.Add(beatmapCache);
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dependencies.CacheAs<IRulesetConfigCache>(rulesetConfigCache = new RulesetConfigCache(realm, RulesetStore));
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var powerStatus = CreateBatteryInfo();
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if (powerStatus != null)
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dependencies.CacheAs(powerStatus);
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dependencies.Cache(SessionStatics = new SessionStatics());
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dependencies.Cache(hitErrorTracker = new SessionAverageHitErrorTracker());
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dependencies.Cache(Colours = new OsuColour());
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RegisterImportHandler(BeatmapManager);
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RegisterImportHandler(ScoreManager);
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RegisterImportHandler(SkinManager);
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// drop track volume game-wide to leave some head-room for UI effects / samples.
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// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
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// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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dependencies.CacheAs<IBindable<WorkingBeatmap>>(Beatmap);
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dependencies.CacheAs(Beatmap);
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dependencies.Cache(LeaderboardManager = new LeaderboardManager());
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base.Content.Add(LeaderboardManager);
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// add api components to hierarchy.
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if (API is APIAccess apiAccess)
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base.Content.Add(apiAccess);
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base.Content.Add(SpectatorClient);
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base.Content.Add(MultiplayerClient);
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base.Content.Add(metadataClient);
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base.Content.Add(rulesetConfigCache);
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PreviewTrackManager previewTrackManager;
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dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore));
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base.Content.Add(previewTrackManager);
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base.Content.Add(MusicController = new MusicController());
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dependencies.CacheAs(MusicController);
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MusicController.TrackChanged += onTrackChanged;
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base.Content.Add(beatmapClock);
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GlobalActionContainer globalBindings;
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OsuMenuSamples menuSamples;
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dependencies.Cache(menuSamples = new OsuMenuSamples());
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base.Content.Add(menuSamples);
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base.Content.Add(SafeAreaContainer = new SafeAreaContainer
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{
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SafeAreaOverrideEdges = SafeAreaOverrideEdges,
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RelativeSizeAxes = Axes.Both,
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Child = CreateScalingContainer().WithChild(globalBindings = new GlobalActionContainer(this)
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{
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Children = new Drawable[]
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{
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(GlobalCursorDisplay = new GlobalCursorDisplay
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{
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RelativeSizeAxes = Axes.Both
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}).WithChild(content = new OsuTooltipContainer(GlobalCursorDisplay.MenuCursor)
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{
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RelativeSizeAxes = Axes.Both
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}),
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}
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})
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});
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base.Content.Add(new TouchInputInterceptor());
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base.Content.Add(hitErrorTracker);
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KeyBindingStore = new RealmKeyBindingStore(realm, keyCombinationProvider);
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KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
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dependencies.Cache(KeyBindingStore);
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dependencies.Cache(globalBindings);
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Ruleset.BindValueChanged(onRulesetChanged);
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Beatmap.BindValueChanged(onBeatmapChanged);
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// make config aware of how to lookup skins for on-screen display purposes.
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// if this becomes a more common thing, tracked settings should be reconsidered to allow local DI.
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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;
|
||
}
|
||
}
|