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osu-lazer/osu.Game/Beatmaps/BeatmapManager.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
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using System.Threading.Tasks;
using Ionic.Zip;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Beatmaps.Formats;
using osu.Game.Beatmaps.IO;
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using osu.Game.Database;
using osu.Game.IO;
using osu.Game.IPC;
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using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
public class BeatmapManager
{
/// <summary>
/// Fired when a new <see cref="BeatmapSetInfo"/> becomes available in the database.
/// </summary>
public event Action<BeatmapSetInfo> BeatmapSetAdded;
/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
public event Action<BeatmapInfo> BeatmapHidden;
/// <summary>
/// Fired when a <see cref="BeatmapSetInfo"/> is removed from the database.
/// </summary>
public event Action<BeatmapSetInfo> BeatmapSetRemoved;
/// <summary>
/// Fired when a single difficulty has been restored.
/// </summary>
public event Action<BeatmapInfo> BeatmapRestored;
/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
public WorkingBeatmap DefaultBeatmap { private get; set; }
private readonly Storage storage;
private BeatmapStore createBeatmapStore(Func<OsuDbContext> context)
{
var store = new BeatmapStore(context);
store.BeatmapSetAdded += s => BeatmapSetAdded?.Invoke(s);
store.BeatmapSetRemoved += s => BeatmapSetRemoved?.Invoke(s);
store.BeatmapHidden += b => BeatmapHidden?.Invoke(b);
store.BeatmapRestored += b => BeatmapRestored?.Invoke(b);
return store;
}
private readonly Func<OsuDbContext> createContext;
private readonly FileStore files;
private readonly RulesetStore rulesets;
private readonly BeatmapStore beatmaps;
private readonly APIAccess api;
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private readonly List<DownloadBeatmapSetRequest> currentDownloads = new List<DownloadBeatmapSetRequest>();
// ReSharper disable once NotAccessedField.Local (we should keep a reference to this so it is not finalised)
private BeatmapIPCChannel ipc;
/// <summary>
/// Set an endpoint for notifications to be posted to.
/// </summary>
public Action<Notification> PostNotification { private get; set; }
/// <summary>
/// Set a storage with access to an osu-stable install for import purposes.
/// </summary>
public Func<Storage> GetStableStorage { private get; set; }
public BeatmapManager(Storage storage, Func<OsuDbContext> context, RulesetStore rulesets, APIAccess api, IIpcHost importHost = null)
{
createContext = context;
beatmaps = createBeatmapStore(context);
files = new FileStore(context, storage);
this.storage = files.Storage;
this.rulesets = rulesets;
this.api = api;
if (importHost != null)
ipc = new BeatmapIPCChannel(importHost, this);
beatmaps.Cleanup();
}
/// <summary>
/// Import one or more <see cref="BeatmapSetInfo"/> from filesystem <paramref name="paths"/>.
/// This will post a notification tracking import progress.
/// </summary>
/// <param name="paths">One or more beatmap locations on disk.</param>
public void Import(params string[] paths)
{
var notification = new ProgressNotification
{
Text = "Beatmap import is initialising...",
Progress = 0,
State = ProgressNotificationState.Active,
};
PostNotification?.Invoke(notification);
int i = 0;
foreach (string path in paths)
{
if (notification.State == ProgressNotificationState.Cancelled)
// user requested abort
return;
try
{
notification.Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}";
using (ArchiveReader reader = getReaderFrom(path))
Import(reader);
notification.Progress = (float)++i / paths.Length;
// We may or may not want to delete the file depending on where it is stored.
// e.g. reconstructing/repairing database with beatmaps from default storage.
// Also, not always a single file, i.e. for LegacyFilesystemReader
// TODO: Add a check to prevent files from storage to be deleted.
try
{
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if (File.Exists(path))
File.Delete(path);
}
catch (Exception e)
{
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Logger.Error(e, $@"Could not delete original file after import ({Path.GetFileName(path)})");
}
}
catch (Exception e)
{
e = e.InnerException ?? e;
Logger.Error(e, @"Could not import beatmap set");
}
}
notification.State = ProgressNotificationState.Completed;
}
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private readonly object importLock = new object();
private OsuDbContext importContext;
/// <summary>
/// Import a beatmap from an <see cref="ArchiveReader"/>.
/// </summary>
/// <param name="archiveReader">The beatmap to be imported.</param>
public BeatmapSetInfo Import(ArchiveReader archiveReader)
{
// let's only allow one concurrent import at a time for now.
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lock (importLock)
{
var context = importContext ?? (importContext = createContext());
context.Database.AutoTransactionsEnabled = false;
using (var transaction = context.Database.BeginTransaction())
{
// create local stores so we can isolate and thread safely, and share a context/transaction.
var iFiles = new FileStore(() => context, storage);
var iBeatmaps = createBeatmapStore(() => context);
BeatmapSetInfo set = importToStorage(iFiles, iBeatmaps, archiveReader);
if (set.ID == 0)
{
iBeatmaps.Add(set);
context.SaveChanges();
}
transaction.Commit();
return set;
}
}
}
/// <summary>
/// Import a beatmap from a <see cref="BeatmapSetInfo"/>.
/// </summary>
/// <param name="beatmapSetInfo">The beatmap to be imported.</param>
public void Import(BeatmapSetInfo beatmapSetInfo)
{
// If we have an ID then we already exist in the database.
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if (beatmapSetInfo.ID != 0) return;
createBeatmapStore(createContext).Add(beatmapSetInfo);
}
/// <summary>
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/// Downloads a beatmap.
/// </summary>
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/// <param name="beatmapSetInfo">The <see cref="BeatmapSetInfo"/> to be downloaded.</param>
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/// <returns>A new <see cref="DownloadBeatmapSetRequest"/>, or an existing one if a download is already in progress.</returns>
public DownloadBeatmapSetRequest Download(BeatmapSetInfo beatmapSetInfo)
{
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var existing = GetExistingDownload(beatmapSetInfo);
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if (existing != null) return existing;
if (api == null) return null;
ProgressNotification downloadNotification = new ProgressNotification
{
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Text = $"Downloading {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}",
};
var request = new DownloadBeatmapSetRequest(beatmapSetInfo);
request.DownloadProgressed += progress =>
{
downloadNotification.State = ProgressNotificationState.Active;
downloadNotification.Progress = progress;
};
request.Success += data =>
{
downloadNotification.State = ProgressNotificationState.Completed;
using (var stream = new MemoryStream(data))
using (var archive = new OszArchiveReader(stream))
Import(archive);
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currentDownloads.Remove(request);
};
request.Failure += data =>
{
downloadNotification.State = ProgressNotificationState.Completed;
Logger.Error(data, "Failed to get beatmap download information");
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currentDownloads.Remove(request);
};
downloadNotification.CancelRequested += () =>
{
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request.Cancel();
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currentDownloads.Remove(request);
downloadNotification.State = ProgressNotificationState.Cancelled;
return true;
};
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currentDownloads.Add(request);
PostNotification?.Invoke(downloadNotification);
// don't run in the main api queue as this is a long-running task.
Task.Run(() => request.Perform(api));
return request;
}
/// <summary>
/// Get an existing download request if it exists.
/// </summary>
/// <param name="beatmap">The <see cref="BeatmapSetInfo"/> whose download request is wanted.</param>
/// <returns>The <see cref="DownloadBeatmapSetRequest"/> object if it exists, or null.</returns>
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public DownloadBeatmapSetRequest GetExistingDownload(BeatmapSetInfo beatmap) => currentDownloads.Find(d => d.BeatmapSet.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID);
/// <summary>
/// Delete a beatmap from the manager.
/// Is a no-op for already deleted beatmaps.
/// </summary>
/// <param name="beatmapSet">The beatmap set to delete.</param>
public void Delete(BeatmapSetInfo beatmapSet)
{
lock (beatmaps)
if (!beatmaps.Delete(beatmapSet)) return;
if (!beatmapSet.Protected)
files.Dereference(beatmapSet.Files.Select(f => f.FileInfo).ToArray());
}
/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to hide.</param>
public void Hide(BeatmapInfo beatmap)
{
lock (beatmaps)
beatmaps.Hide(beatmap);
}
/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to restore.</param>
public void Restore(BeatmapInfo beatmap)
{
lock (beatmaps)
beatmaps.Restore(beatmap);
}
/// <summary>
/// Returns a <see cref="BeatmapSetInfo"/> to a usable state if it has previously been deleted but not yet purged.
/// Is a no-op for already usable beatmaps.
/// </summary>
/// <param name="beatmapSet">The beatmap to restore.</param>
private void undelete(BeatmapStore beatmaps, FileStore files, BeatmapSetInfo beatmapSet)
{
lock (beatmaps)
if (!beatmaps.Undelete(beatmapSet)) return;
if (!beatmapSet.Protected)
files.Reference(beatmapSet.Files.Select(f => f.FileInfo).ToArray());
}
/// <summary>
/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
/// </summary>
/// <param name="beatmapInfo">The beatmap to lookup.</param>
/// <param name="previous">The currently loaded <see cref="WorkingBeatmap"/>. Allows for optimisation where elements are shared with the new beatmap.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap previous = null)
{
if (beatmapInfo == null || beatmapInfo == DefaultBeatmap?.BeatmapInfo)
return DefaultBeatmap;
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if (beatmapInfo.BeatmapSet == null)
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throw new InvalidOperationException($@"Beatmap set {beatmapInfo.BeatmapSetInfoID} is not in the local database.");
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if (beatmapInfo.Metadata == null)
beatmapInfo.Metadata = beatmapInfo.BeatmapSet.Metadata;
WorkingBeatmap working = new BeatmapManagerWorkingBeatmap(files.Store, beatmapInfo);
previous?.TransferTo(working);
return working;
}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapSetInfo QueryBeatmapSet(Func<BeatmapSetInfo, bool> query)
{
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lock (beatmaps)
return beatmaps.BeatmapSets.FirstOrDefault(query);
}
/// <summary>
/// Refresh an existing instance of a <see cref="BeatmapSetInfo"/> from the store.
/// </summary>
/// <param name="beatmapSet">A stale instance.</param>
/// <returns>A fresh instance.</returns>
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public BeatmapSetInfo Refresh(BeatmapSetInfo beatmapSet) => QueryBeatmapSet(s => s.ID == beatmapSet.ID);
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
public List<BeatmapSetInfo> QueryBeatmapSets(Func<BeatmapSetInfo, bool> query)
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{
lock (beatmaps)
return beatmaps.BeatmapSets.Where(query).ToList();
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}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapInfo QueryBeatmap(Func<BeatmapInfo, bool> query)
{
lock (beatmaps)
return beatmaps.Beatmaps.FirstOrDefault(query);
}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
public List<BeatmapInfo> QueryBeatmaps(Func<BeatmapInfo, bool> query)
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{
lock (beatmaps)
return beatmaps.Beatmaps.Where(query).ToList();
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}
/// <summary>
/// Creates an <see cref="ArchiveReader"/> from a valid storage path.
/// </summary>
/// <param name="path">A file or folder path resolving the beatmap content.</param>
/// <returns>A reader giving access to the beatmap's content.</returns>
private ArchiveReader getReaderFrom(string path)
{
if (ZipFile.IsZipFile(path))
return new OszArchiveReader(storage.GetStream(path));
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return new LegacyFilesystemReader(path);
}
/// <summary>
/// Import a beamap into our local <see cref="FileStore"/> storage.
/// If the beatmap is already imported, the existing instance will be returned.
/// </summary>
/// <param name="reader">The beatmap archive to be read.</param>
/// <returns>The imported beatmap, or an existing instance if it is already present.</returns>
private BeatmapSetInfo importToStorage(FileStore files, BeatmapStore beatmaps, ArchiveReader reader)
{
// let's make sure there are actually .osu files to import.
string mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu"));
if (string.IsNullOrEmpty(mapName))
throw new InvalidOperationException("No beatmap files found in the map folder.");
// for now, concatenate all .osu files in the set to create a unique hash.
MemoryStream hashable = new MemoryStream();
foreach (string file in reader.Filenames.Where(f => f.EndsWith(".osu")))
using (Stream s = reader.GetStream(file))
s.CopyTo(hashable);
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var hash = hashable.ComputeSHA2Hash();
// check if this beatmap has already been imported and exit early if so.
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BeatmapSetInfo beatmapSet;
lock (beatmaps)
beatmapSet = beatmaps.BeatmapSets.FirstOrDefault(b => b.Hash == hash);
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if (beatmapSet != null)
{
undelete(beatmaps, files, beatmapSet);
// ensure all files are present and accessible
foreach (var f in beatmapSet.Files)
{
if (!storage.Exists(f.FileInfo.StoragePath))
using (Stream s = reader.GetStream(f.Filename))
files.Add(s, false);
}
// todo: delete any files which shouldn't exist any more.
return beatmapSet;
}
List<BeatmapSetFileInfo> fileInfos = new List<BeatmapSetFileInfo>();
// import files to manager
foreach (string file in reader.Filenames)
using (Stream s = reader.GetStream(file))
fileInfos.Add(new BeatmapSetFileInfo
{
Filename = file,
FileInfo = files.Add(s)
});
BeatmapMetadata metadata;
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using (var stream = new StreamReader(reader.GetStream(mapName)))
metadata = BeatmapDecoder.GetDecoder(stream).Decode(stream).Metadata;
beatmapSet = new BeatmapSetInfo
{
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OnlineBeatmapSetID = metadata.OnlineBeatmapSetID,
Beatmaps = new List<BeatmapInfo>(),
Hash = hash,
Files = fileInfos,
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Metadata = metadata
};
var mapNames = reader.Filenames.Where(f => f.EndsWith(".osu"));
foreach (var name in mapNames)
{
using (var raw = reader.GetStream(name))
using (var ms = new MemoryStream()) //we need a memory stream so we can seek and shit
using (var sr = new StreamReader(ms))
{
raw.CopyTo(ms);
ms.Position = 0;
var decoder = BeatmapDecoder.GetDecoder(sr);
Beatmap beatmap = decoder.Decode(sr);
beatmap.BeatmapInfo.Path = name;
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beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash();
beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash();
// TODO: Diff beatmap metadata with set metadata and leave it here if necessary
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beatmap.BeatmapInfo.Metadata = null;
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RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
// TODO: this should be done in a better place once we actually need to dynamically update it.
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beatmap.BeatmapInfo.Ruleset = ruleset;
beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0;
beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo);
}
}
return beatmapSet;
}
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public List<BeatmapSetInfo> GetAllUsableBeatmapSets()
{
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lock (beatmaps)
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return beatmaps.BeatmapSets.Where(s => !s.DeletePending).ToList();
}
protected class BeatmapManagerWorkingBeatmap : WorkingBeatmap
{
private readonly IResourceStore<byte[]> store;
public BeatmapManagerWorkingBeatmap(IResourceStore<byte[]> store, BeatmapInfo beatmapInfo)
: base(beatmapInfo)
{
this.store = store;
}
protected override Beatmap GetBeatmap()
{
try
{
Beatmap beatmap;
BeatmapDecoder decoder;
using (var stream = new StreamReader(store.GetStream(getPathForFile(BeatmapInfo.Path))))
{
decoder = BeatmapDecoder.GetDecoder(stream);
beatmap = decoder.Decode(stream);
}
if (beatmap == null || BeatmapSetInfo.StoryboardFile == null)
return beatmap;
using (var stream = new StreamReader(store.GetStream(getPathForFile(BeatmapSetInfo.StoryboardFile))))
decoder.Decode(stream, beatmap);
return beatmap;
}
catch
{
return null;
}
}
private string getPathForFile(string filename) => BeatmapSetInfo.Files.First(f => string.Equals(f.Filename, filename, StringComparison.InvariantCultureIgnoreCase)).FileInfo.StoragePath;
protected override Texture GetBackground()
{
if (Metadata?.BackgroundFile == null)
return null;
try
{
return new TextureStore(new RawTextureLoaderStore(store), false).Get(getPathForFile(Metadata.BackgroundFile));
}
catch
{
return null;
}
}
protected override Track GetTrack()
{
try
{
var trackData = store.GetStream(getPathForFile(Metadata.AudioFile));
return trackData == null ? null : new TrackBass(trackData);
}
catch
{
return new TrackVirtual();
}
}
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protected override Waveform GetWaveform() => new Waveform(store.GetStream(getPathForFile(Metadata.AudioFile)));
}
/// <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>
public void ImportFromStable()
{
var stable = GetStableStorage?.Invoke();
if (stable == null)
{
Logger.Log("No osu!stable installation available!", LoggingTarget.Information, LogLevel.Error);
return;
}
Import(stable.GetDirectories("Songs"));
}
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public void DeleteAll()
{
var maps = GetAllUsableBeatmapSets().ToArray();
if (maps.Length == 0) return;
var notification = new ProgressNotification
{
Progress = 0,
State = ProgressNotificationState.Active,
};
PostNotification?.Invoke(notification);
int i = 0;
foreach (var b in maps)
{
if (notification.State == ProgressNotificationState.Cancelled)
// user requested abort
return;
notification.Text = $"Deleting ({i} of {maps.Length})";
notification.Progress = (float)++i / maps.Length;
Delete(b);
}
notification.State = ProgressNotificationState.Completed;
}
}
}