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osu-lazer/osu.Game/Collections/CollectionManager.cs

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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.
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#nullable disable
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using System;
using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.IO;
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using System.Linq;
using System.Threading;
using System.Threading.Tasks;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
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using osu.Framework.Platform;
using osu.Game.Database;
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using osu.Game.IO;
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using osu.Game.IO.Legacy;
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using osu.Game.Overlays.Notifications;
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namespace osu.Game.Collections
{
/// <summary>
/// Handles user-defined collections of beatmaps.
/// </summary>
/// <remarks>
/// This is currently reading and writing from the osu-stable file format. This is a temporary arrangement until we refactor the
/// database backing the game. Going forward writing should be done in a similar way to other model stores.
/// </remarks>
public class CollectionManager : Component, IPostNotifications
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{
/// <summary>
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/// Database version in stable-compatible YYYYMMDD format.
/// </summary>
private const int database_version = 30000000;
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private const string database_name = "collection.db";
private const string database_backup_name = "collection.db.bak";
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public readonly BindableList<BeatmapCollection> Collections = new BindableList<BeatmapCollection>();
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private readonly Storage storage;
public CollectionManager(Storage storage)
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{
this.storage = storage;
}
[Resolved(canBeNull: true)]
private DatabaseContextFactory efContextFactory { get; set; } = null!;
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[BackgroundDependencyLoader]
private void load()
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{
efContextFactory?.WaitForMigrationCompletion();
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Collections.CollectionChanged += collectionsChanged;
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if (storage.Exists(database_backup_name))
{
// If a backup file exists, it means the previous write operation didn't run to completion.
// Always prefer the backup file in such a case as it's the most recent copy that is guaranteed to not be malformed.
//
// The database is saved 100ms after any change, and again when the game is closed, so there shouldn't be a large diff between the two files in the worst case.
if (storage.Exists(database_name))
storage.Delete(database_name);
File.Copy(storage.GetFullPath(database_backup_name), storage.GetFullPath(database_name));
}
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if (storage.Exists(database_name))
{
List<BeatmapCollection> beatmapCollections;
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using (var stream = storage.GetStream(database_name))
beatmapCollections = readCollections(stream);
// intentionally fire-and-forget async.
importCollections(beatmapCollections);
}
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}
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private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
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{
switch (e.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var c in e.NewItems.Cast<BeatmapCollection>())
c.Changed += backgroundSave;
break;
case NotifyCollectionChangedAction.Remove:
foreach (var c in e.OldItems.Cast<BeatmapCollection>())
c.Changed -= backgroundSave;
break;
case NotifyCollectionChangedAction.Replace:
foreach (var c in e.OldItems.Cast<BeatmapCollection>())
c.Changed -= backgroundSave;
foreach (var c in e.NewItems.Cast<BeatmapCollection>())
c.Changed += backgroundSave;
break;
}
backgroundSave();
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});
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public Action<Notification> PostNotification { protected get; set; }
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public Task<int> GetAvailableCount(StableStorage stableStorage)
{
if (!stableStorage.Exists(database_name))
return Task.FromResult(0);
return Task.Run(() =>
{
using (var stream = stableStorage.GetStream(database_name))
return readCollections(stream).Count;
});
}
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/// <summary>
/// This is a temporary method and will likely be replaced by a full-fledged (and more correctly placed) migration process in the future.
/// </summary>
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public Task ImportFromStableAsync(StableStorage stableStorage)
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{
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if (!stableStorage.Exists(database_name))
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{
// This handles situations like when the user does not have a collections.db file
Logger.Log($"No {database_name} available in osu!stable installation", LoggingTarget.Information, LogLevel.Error);
return Task.CompletedTask;
}
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return Task.Run(async () =>
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{
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using (var stream = stableStorage.GetStream(database_name))
await Import(stream).ConfigureAwait(false);
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});
}
public async Task Import(Stream stream)
{
var notification = new ProgressNotification
{
State = ProgressNotificationState.Active,
Text = "Collections import is initialising..."
};
PostNotification?.Invoke(notification);
var collections = readCollections(stream, notification);
await importCollections(collections).ConfigureAwait(false);
notification.CompletionText = $"Imported {collections.Count} collections";
notification.State = ProgressNotificationState.Completed;
}
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private Task importCollections(List<BeatmapCollection> newCollections)
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{
var tcs = new TaskCompletionSource<bool>();
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Schedule(() =>
{
try
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{
foreach (var newCol in newCollections)
{
var existing = Collections.FirstOrDefault(c => c.Name.Value == newCol.Name.Value);
if (existing == null)
Collections.Add(existing = new BeatmapCollection { Name = { Value = newCol.Name.Value } });
foreach (string newBeatmap in newCol.BeatmapHashes)
{
if (!existing.BeatmapHashes.Contains(newBeatmap))
existing.BeatmapHashes.Add(newBeatmap);
}
}
tcs.SetResult(true);
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}
catch (Exception e)
{
Logger.Error(e, "Failed to import collection.");
tcs.SetException(e);
}
});
return tcs.Task;
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}
private List<BeatmapCollection> readCollections(Stream stream, ProgressNotification notification = null)
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{
if (notification != null)
{
notification.Text = "Reading collections...";
notification.Progress = 0;
}
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var result = new List<BeatmapCollection>();
try
{
using (var sr = new SerializationReader(stream))
{
sr.ReadInt32(); // Version
int collectionCount = sr.ReadInt32();
result.Capacity = collectionCount;
for (int i = 0; i < collectionCount; i++)
{
if (notification?.CancellationToken.IsCancellationRequested == true)
return result;
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var collection = new BeatmapCollection { Name = { Value = sr.ReadString() } };
int mapCount = sr.ReadInt32();
for (int j = 0; j < mapCount; j++)
{
if (notification?.CancellationToken.IsCancellationRequested == true)
return result;
string checksum = sr.ReadString();
collection.BeatmapHashes.Add(checksum);
}
if (notification != null)
{
notification.Text = $"Imported {i + 1} of {collectionCount} collections";
notification.Progress = (float)(i + 1) / collectionCount;
}
result.Add(collection);
}
}
}
catch (Exception e)
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{
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Logger.Error(e, "Failed to read collection database.");
}
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return result;
}
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public void DeleteAll()
{
Collections.Clear();
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PostNotification?.Invoke(new ProgressCompletionNotification { Text = "Deleted all collections!" });
}
private readonly object saveLock = new object();
private int lastSave;
private int saveFailures;
/// <summary>
/// Perform a save with debounce.
/// </summary>
private void backgroundSave()
{
int current = Interlocked.Increment(ref lastSave);
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Task.Delay(100).ContinueWith(_ =>
{
if (current != lastSave)
return;
if (!save())
backgroundSave();
});
}
private bool save()
{
lock (saveLock)
{
Interlocked.Increment(ref lastSave);
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// This is NOT thread-safe!!
try
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{
string tempPath = Path.GetTempFileName();
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using (var ms = new MemoryStream())
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{
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using (var sw = new SerializationWriter(ms, true))
{
sw.Write(database_version);
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var collectionsCopy = Collections.ToArray();
sw.Write(collectionsCopy.Length);
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foreach (var c in collectionsCopy)
{
sw.Write(c.Name.Value);
string[] beatmapsCopy = c.BeatmapHashes.ToArray();
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sw.Write(beatmapsCopy.Length);
foreach (string b in beatmapsCopy)
sw.Write(b);
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}
}
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using (var fs = File.OpenWrite(tempPath))
ms.WriteTo(fs);
string databasePath = storage.GetFullPath(database_name);
string databaseBackupPath = storage.GetFullPath(database_backup_name);
// Back up the existing database, clearing any existing backup.
if (File.Exists(databaseBackupPath))
File.Delete(databaseBackupPath);
if (File.Exists(databasePath))
File.Move(databasePath, databaseBackupPath);
// Move the new database in-place of the existing one.
File.Move(tempPath, databasePath);
// If everything succeeded up to this point, remove the backup file.
if (File.Exists(databaseBackupPath))
File.Delete(databaseBackupPath);
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}
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if (saveFailures < 10)
saveFailures = 0;
return true;
}
catch (Exception e)
{
// Since this code is not thread-safe, we may run into random exceptions (such as collection enumeration or out of range indexing).
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// Failures are thus only alerted if they exceed a threshold (once) to indicate "actual" errors having occurred.
if (++saveFailures == 10)
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Logger.Error(e, "Failed to save collection database!");
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}
return false;
}
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
save();
}
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}
}