<commit_before>﻿// Copyright (c) ppy Pty Ltd <<EMAIL>>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osu.Game.Storyboards;

namespace osu.Game.Beatmaps
{
    [ExcludeFromDynamicCompile]
    public abstract class WorkingBeatmap : IWorkingBeatmap
    {
        public readonly BeatmapInfo BeatmapInfo;
        public readonly BeatmapSetInfo BeatmapSetInfo;

        // TODO: remove once the fallback lookup is not required (and access via `working.BeatmapInfo.Metadata` directly).
        public BeatmapMetadata Metadata => BeatmapInfo.Metadata;

        public Waveform Waveform => waveform.Value;

        public Storyboard Storyboard => storyboard.Value;

        public Texture Background => GetBackground(); // Texture uses ref counting, so we want to return a new instance every usage.

        public ISkin Skin => skin.Value;

        private AudioManager audioManager { get; }

        private CancellationTokenSource loadCancellationSource = new CancellationTokenSource();

        private readonly object beatmapFetchLock = new object();

        private readonly Lazy<Waveform> waveform;
        private readonly Lazy<Storyboard> storyboard;
        private readonly Lazy<ISkin> skin;
        private Track track; // track is not Lazy as we allow transferring and loading multiple times.

        protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
        {
            this.audioManager = audioManager;

            BeatmapInfo = beatmapInfo;
            BeatmapSetInfo = beatmapInfo.BeatmapSet ?? new BeatmapSetInfo();

            waveform = new Lazy<Waveform>(GetWaveform);
            storyboard = new Lazy<Storyboard>(GetStoryboard);
            skin = new Lazy<ISkin>(GetSkin);
        }

        #region Resource getters

        protected virtual Waveform GetWaveform() => new Waveform(null);
        protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };

        protected abstract IBeatmap GetBeatmap();
        protected abstract Texture GetBackground();
        protected abstract Track GetBeatmapTrack();

        /// <summary>
        /// Creates a new skin instance for this beatmap.
        /// </summary>
        /// <remarks>
        /// This should only be called externally in scenarios where it is explicitly desired to get a new instance of a skin
        /// (e.g. for editing purposes, to avoid state pollution).
        /// For standard reading purposes, <see cref="Skin"/> should always be used directly.
        /// </remarks>
        protected internal abstract ISkin GetSkin();

        #endregion

        #region Async load control

        public void BeginAsyncLoad() => loadBeatmapAsync();

        public void CancelAsyncLoad()
        {
            lock (beatmapFetchLock)
            {
                loadCancellationSource?.Cancel();
                loadCancellationSource = new CancellationTokenSource();

                if (beatmapLoadTask?.IsCompleted != true)
                    beatmapLoadTask = null;
            }
        }

        #endregion

        #region Track

        public virtual bool TrackLoaded => track != null;

        public Track LoadTrack() => track = GetBeatmapTrack() ?? GetVirtualTrack(1000);

        public void PrepareTrackForPreviewLooping()
        {
            Track.Looping = true;
            Track.RestartPoint = Metadata.PreviewTime;

            if (Track.RestartPoint == -1)
            {
                if (!Track.IsLoaded)
                {
                    // force length to be populated (https://github.com/ppy/osu-framework/issues/4202)
                    Track.Seek(Track.CurrentTime);
                }

                Track.RestartPoint = 0.4f * Track.Length;
            }
        }

        /// <summary>
        /// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
        /// across difficulties in the same beatmap set.
        /// </summary>
        /// <param name="track">The track to transfer.</param>
        public void TransferTrack([NotNull] Track track) => this.track = track ?? throw new ArgumentNullException(nameof(track));

        /// <summary>
        /// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
        /// This generally happens via MusicController when changing the global beatmap.
        /// </summary>
        public Track Track
        {
            get
            {
                if (!TrackLoaded)
                    throw new InvalidOperationException($"Cannot access {nameof(Track)} without first calling {nameof(LoadTrack)}.");

                return track;
            }
        }

        protected Track GetVirtualTrack(double emptyLength = 0)
        {
            const double excess_length = 1000;

            var lastObject = Beatmap?.HitObjects.LastOrDefault();

            double length;

            switch (lastObject)
            {
                case null:
                    length = emptyLength;
                    break;

                case IHasDuration endTime:
                    length = endTime.EndTime + excess_length;
                    break;

                default:
                    length = lastObject.StartTime + excess_length;
                    break;
            }

            return audioManager.Tracks.GetVirtual(length);
        }

        #endregion
<commit_msg>Change `WorkingBeatmap.GetVirtualTrack` to use length provided by `BeatmapInfo`<commit_after>﻿// Copyright (c) ppy Pty Ltd <<EMAIL>>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osu.Game.Storyboards;

namespace osu.Game.Beatmaps
{
    [ExcludeFromDynamicCompile]
    public abstract class WorkingBeatmap : IWorkingBeatmap
    {
        public readonly BeatmapInfo BeatmapInfo;
        public readonly BeatmapSetInfo BeatmapSetInfo;

        // TODO: remove once the fallback lookup is not required (and access via `working.BeatmapInfo.Metadata` directly).
        public BeatmapMetadata Metadata => BeatmapInfo.Metadata;

        public Waveform Waveform => waveform.Value;

        public Storyboard Storyboard => storyboard.Value;

        public Texture Background => GetBackground(); // Texture uses ref counting, so we want to return a new instance every usage.

        public ISkin Skin => skin.Value;

        private AudioManager audioManager { get; }

        private CancellationTokenSource loadCancellationSource = new CancellationTokenSource();

        private readonly object beatmapFetchLock = new object();

        private readonly Lazy<Waveform> waveform;
        private readonly Lazy<Storyboard> storyboard;
        private readonly Lazy<ISkin> skin;
        private Track track; // track is not Lazy as we allow transferring and loading multiple times.

        protected WorkingBeatmap(BeatmapInfo beatmapInfo, AudioManager audioManager)
        {
            this.audioManager = audioManager;

            BeatmapInfo = beatmapInfo;
            BeatmapSetInfo = beatmapInfo.BeatmapSet ?? new BeatmapSetInfo();

            waveform = new Lazy<Waveform>(GetWaveform);
            storyboard = new Lazy<Storyboard>(GetStoryboard);
            skin = new Lazy<ISkin>(GetSkin);
        }

        #region Resource getters

        protected virtual Waveform GetWaveform() => new Waveform(null);
        protected virtual Storyboard GetStoryboard() => new Storyboard { BeatmapInfo = BeatmapInfo };

        protected abstract IBeatmap GetBeatmap();
        protected abstract Texture GetBackground();
        protected abstract Track GetBeatmapTrack();

        /// <summary>
        /// Creates a new skin instance for this beatmap.
        /// </summary>
        /// <remarks>
        /// This should only be called externally in scenarios where it is explicitly desired to get a new instance of a skin
        /// (e.g. for editing purposes, to avoid state pollution).
        /// For standard reading purposes, <see cref="Skin"/> should always be used directly.
        /// </remarks>
        protected internal abstract ISkin GetSkin();

        #endregion

        #region Async load control

        public void BeginAsyncLoad() => loadBeatmapAsync();

        public void CancelAsyncLoad()
        {
            lock (beatmapFetchLock)
            {
                loadCancellationSource?.Cancel();
                loadCancellationSource = new CancellationTokenSource();

                if (beatmapLoadTask?.IsCompleted != true)
                    beatmapLoadTask = null;
            }
        }

        #endregion

        #region Track

        public virtual bool TrackLoaded => track != null;

        public Track LoadTrack() => track = GetBeatmapTrack() ?? GetVirtualTrack(1000);

        public void PrepareTrackForPreviewLooping()
        {
            Track.Looping = true;
            Track.RestartPoint = Metadata.PreviewTime;

            if (Track.RestartPoint == -1)
            {
                if (!Track.IsLoaded)
                {
                    // force length to be populated (https://github.com/ppy/osu-framework/issues/4202)
                    Track.Seek(Track.CurrentTime);
                }

                Track.RestartPoint = 0.4f * Track.Length;
            }
        }

        /// <summary>
        /// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
        /// across difficulties in the same beatmap set.
        /// </summary>
        /// <param name="track">The track to transfer.</param>
        public void TransferTrack([NotNull] Track track) => this.track = track ?? throw new ArgumentNullException(nameof(track));

        /// <summary>
        /// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
        /// This generally happens via MusicController when changing the global beatmap.
        /// </summary>
        public Track Track
        {
            get
            {
                if (!TrackLoaded)
                    throw new InvalidOperationException($"Cannot access {nameof(Track)} without first calling {nameof(LoadTrack)}.");

                return track;
            }
        }

        protected Track GetVirtualTrack(double emptyLength = 0)
        {
            const double excess_length = 1000;

            double length = (BeatmapInfo?.Length + excess_length) ?? emptyLength;

            return audioManager.Tracks.GetVirtual(length);
        }

        #endregion

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