Beispiel #1
0
        private void load(OsuConfigManager config, SkinManager skinManager, BeatmapManager beatmaps, Framework.Game game)
        {
            // prevent user from changing beatmap while the intro is still runnning.
            beatmap = Beatmap.BeginLease(false);

            MenuVoice = config.GetBindable <bool>(OsuSetting.MenuVoice);
            MenuMusic = config.GetBindable <bool>(OsuSetting.MenuMusic);
            seeya     = audio.Samples.Get(SeeyaSampleName);

            BeatmapSetInfo setInfo = null;

            // if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection.
            if (!MenuMusic.Value)
            {
                var sets = beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal);

                if (sets.Count > 0)
                {
                    setInfo        = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID);
                    initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
                }
            }

            // we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
            if (setInfo == null)
            {
                if (!loadThemedIntro())
                {
                    // if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
                    // this could happen if a user has nuked their files store. for now, reimport to repair this.
                    var import = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).Result;

                    import.PerformWrite(b =>
                    {
                        b.Protected = true;
                        beatmaps.Update(b);
                    });

                    loadThemedIntro();
                }
            }

            bool loadThemedIntro()
            {
                setInfo = beatmaps.QueryBeatmapSets(b => b.Hash == BeatmapHash, IncludedDetails.AllButRuleset).FirstOrDefault();

                if (setInfo == null)
                {
                    return(false);
                }

                initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);

                return(UsingThemedIntro = initialBeatmap != null);
            }
        }
Beispiel #2
0
        private void load(OsuConfigManager config, SkinManager skinManager, BeatmapManager beatmaps, Framework.Game game)
        {
            // prevent user from changing beatmap while the intro is still runnning.
            beatmap = Beatmap.BeginLease(false);

            MenuVoice = config.GetBindable <bool>(OsuSetting.MenuVoice);
            MenuMusic = config.GetBindable <bool>(OsuSetting.MenuMusic);

            seeya = audio.Samples.Get(@"seeya");

            BeatmapSetInfo setInfo = null;

            if (!MenuMusic.Value)
            {
                var sets = beatmaps.GetAllUsableBeatmapSets();
                if (sets.Count > 0)
                {
                    setInfo = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID);
                }
            }

            if (setInfo == null)
            {
                setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == BeatmapHash);

                if (setInfo == null)
                {
                    // we need to import the default menu background beatmap
                    setInfo = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).Result;

                    setInfo.Protected = true;
                    beatmaps.Update(setInfo);
                }
            }

            introBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
            Track        = introBeatmap.Track;
        }
        private void load(OsuConfigManager config, Framework.Game game, RealmAccess realm, IAPIProvider api)
        {
            // prevent user from changing beatmap while the intro is still running.
            beatmap = Beatmap.BeginLease(false);

            MenuVoice = config.GetBindable <bool>(OsuSetting.MenuVoice);
            MenuMusic = config.GetBindable <bool>(OsuSetting.MenuMusic);

            if (api.LocalUser.Value.IsSupporter)
            {
                AddInternal(skinnableSeeya = new SkinnableSound(new SampleInfo(SeeyaSampleName)));
            }
            else
            {
                seeya = audio.Samples.Get(SeeyaSampleName);
            }

            // if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection.
            if (!MenuMusic.Value)
            {
                realm.Run(r =>
                {
                    var usableBeatmapSets = r.All <BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).AsRealmCollection();

                    int setCount = usableBeatmapSets.Count;

                    if (setCount > 0)
                    {
                        var found = usableBeatmapSets[RNG.Next(0, setCount - 1)].Beatmaps.FirstOrDefault();

                        if (found != null)
                        {
                            initialBeatmap = beatmaps.GetWorkingBeatmap(found);
                        }
                    }
                });
            }

            // we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
            if (initialBeatmap == null)
            {
                // Intro beatmaps are generally made using the osu! ruleset.
                // It might not be present in test projects for other rulesets.
                bool osuRulesetPresent = rulesets.GetRuleset(0) != null;

                if (!loadThemedIntro() && osuRulesetPresent)
                {
                    // if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
                    // this could happen if a user has nuked their files store. for now, reimport to repair this.
                    var import = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).GetResultSafely();

                    import?.PerformWrite(b => b.Protected = true);

                    loadThemedIntro();
                }
            }

            bool loadThemedIntro()
            {
                var setInfo = beatmaps.QueryBeatmapSet(b => b.Protected && b.Hash == BeatmapHash);

                if (setInfo == null)
                {
                    return(false);
                }

                setInfo.PerformRead(s =>
                {
                    if (s.Beatmaps.Count == 0)
                    {
                        return;
                    }

                    initialBeatmap = beatmaps.GetWorkingBeatmap(s.Beatmaps.First());
                });

                return(UsingThemedIntro = initialBeatmap != null);
            }
        }