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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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using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
using System.Linq.Expressions ;
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using System.Text ;
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using System.Threading ;
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using System.Threading.Tasks ;
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using JetBrains.Annotations ;
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using Microsoft.EntityFrameworkCore ;
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.Extensions ;
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using osu.Framework.Graphics.Textures ;
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using osu.Framework.IO.Stores ;
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using osu.Framework.Lists ;
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using osu.Framework.Logging ;
using osu.Framework.Platform ;
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using osu.Framework.Statistics ;
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using osu.Framework.Testing ;
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using osu.Game.Beatmaps.Formats ;
using osu.Game.Database ;
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using osu.Game.IO ;
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using osu.Game.IO.Archives ;
using osu.Game.Online.API ;
using osu.Game.Online.API.Requests ;
using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Skinning ;
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using osu.Game.Users ;
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using Decoder = osu . Game . Beatmaps . Formats . Decoder ;
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namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
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[ExcludeFromDynamicCompile]
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public partial class BeatmapManager : DownloadableArchiveModelManager < BeatmapSetInfo , BeatmapSetFileInfo > , IDisposable , IBeatmapResourceProvider
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{
/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
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public IBindable < WeakReference < BeatmapInfo > > BeatmapHidden = > beatmapHidden ;
private readonly Bindable < WeakReference < BeatmapInfo > > beatmapHidden = new Bindable < WeakReference < BeatmapInfo > > ( ) ;
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/// <summary>
/// Fired when a single difficulty has been restored.
/// </summary>
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public IBindable < WeakReference < BeatmapInfo > > BeatmapRestored = > beatmapRestored ;
private readonly Bindable < WeakReference < BeatmapInfo > > beatmapRestored = new Bindable < WeakReference < BeatmapInfo > > ( ) ;
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/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
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public readonly WorkingBeatmap DefaultBeatmap ;
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public override IEnumerable < string > HandledExtensions = > new [ ] { ".osz" } ;
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protected override string [ ] HashableFileTypes = > new [ ] { ".osu" } ;
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protected override string ImportFromStablePath = > "." ;
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protected override Storage PrepareStableStorage ( StableStorage stableStorage ) = > stableStorage . GetSongStorage ( ) ;
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private readonly RulesetStore rulesets ;
private readonly BeatmapStore beatmaps ;
private readonly AudioManager audioManager ;
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private readonly IResourceStore < byte [ ] > resources ;
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private readonly LargeTextureStore largeTextureStore ;
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private readonly ITrackStore trackStore ;
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[CanBeNull]
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private readonly GameHost host ;
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[CanBeNull]
private readonly BeatmapOnlineLookupQueue onlineLookupQueue ;
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public BeatmapManager ( Storage storage , IDatabaseContextFactory contextFactory , RulesetStore rulesets , IAPIProvider api , [ NotNull ] AudioManager audioManager , IResourceStore < byte [ ] > resources , GameHost host = null ,
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WorkingBeatmap defaultBeatmap = null , bool performOnlineLookups = false )
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: base ( storage , contextFactory , api , new BeatmapStore ( contextFactory ) , host )
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{
this . rulesets = rulesets ;
this . audioManager = audioManager ;
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this . resources = resources ;
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this . host = host ;
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DefaultBeatmap = defaultBeatmap ;
beatmaps = ( BeatmapStore ) ModelStore ;
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beatmaps . BeatmapHidden + = b = > beatmapHidden . Value = new WeakReference < BeatmapInfo > ( b ) ;
beatmaps . BeatmapRestored + = b = > beatmapRestored . Value = new WeakReference < BeatmapInfo > ( b ) ;
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beatmaps . ItemRemoved + = removeWorkingCache ;
beatmaps . ItemUpdated + = removeWorkingCache ;
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if ( performOnlineLookups )
onlineLookupQueue = new BeatmapOnlineLookupQueue ( api , storage ) ;
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largeTextureStore = new LargeTextureStore ( host ? . CreateTextureLoaderStore ( Files . Store ) ) ;
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trackStore = audioManager . GetTrackStore ( Files . Store ) ;
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}
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protected override ArchiveDownloadRequest < BeatmapSetInfo > CreateDownloadRequest ( BeatmapSetInfo set , bool minimiseDownloadSize ) = >
new DownloadBeatmapSetRequest ( set , minimiseDownloadSize ) ;
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protected override bool ShouldDeleteArchive ( string path ) = > Path . GetExtension ( path ) ? . ToLowerInvariant ( ) = = ".osz" ;
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public WorkingBeatmap CreateNew ( RulesetInfo ruleset , User user )
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{
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var metadata = new BeatmapMetadata
{
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Author = user ,
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} ;
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var set = new BeatmapSetInfo
{
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Metadata = metadata ,
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Beatmaps = new List < BeatmapInfo >
{
new BeatmapInfo
{
BaseDifficulty = new BeatmapDifficulty ( ) ,
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Ruleset = ruleset ,
Metadata = metadata ,
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WidescreenStoryboard = true ,
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}
}
} ;
var working = Import ( set ) . Result ;
return GetWorkingBeatmap ( working . Beatmaps . First ( ) ) ;
}
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protected override async Task Populate ( BeatmapSetInfo beatmapSet , ArchiveReader archive , CancellationToken cancellationToken = default )
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{
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if ( archive ! = null )
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beatmapSet . Beatmaps = createBeatmapDifficulties ( beatmapSet . Files ) ;
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foreach ( BeatmapInfo b in beatmapSet . Beatmaps )
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{
// remove metadata from difficulties where it matches the set
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if ( beatmapSet . Metadata . Equals ( b . Metadata ) )
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b . Metadata = null ;
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b . BeatmapSet = beatmapSet ;
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}
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validateOnlineIds ( beatmapSet ) ;
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bool hadOnlineBeatmapIDs = beatmapSet . Beatmaps . Any ( b = > b . OnlineBeatmapID > 0 ) ;
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if ( onlineLookupQueue ! = null )
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await onlineLookupQueue . UpdateAsync ( beatmapSet , cancellationToken ) . ConfigureAwait ( false ) ;
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// ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID.
if ( hadOnlineBeatmapIDs & & ! beatmapSet . Beatmaps . Any ( b = > b . OnlineBeatmapID > 0 ) )
{
if ( beatmapSet . OnlineBeatmapSetID ! = null )
{
beatmapSet . OnlineBeatmapSetID = null ;
LogForModel ( beatmapSet , "Disassociating beatmap set ID due to loss of all beatmap IDs" ) ;
}
}
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}
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protected override void PreImport ( BeatmapSetInfo beatmapSet )
{
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if ( beatmapSet . Beatmaps . Any ( b = > b . BaseDifficulty = = null ) )
throw new InvalidOperationException ( $"Cannot import {nameof(BeatmapInfo)} with null {nameof(BeatmapInfo.BaseDifficulty)}." ) ;
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// check if a set already exists with the same online id, delete if it does.
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if ( beatmapSet . OnlineBeatmapSetID ! = null )
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{
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var existingOnlineId = beatmaps . ConsumableItems . FirstOrDefault ( b = > b . OnlineBeatmapSetID = = beatmapSet . OnlineBeatmapSetID ) ;
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if ( existingOnlineId ! = null )
{
Delete ( existingOnlineId ) ;
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// in order to avoid a unique key constraint, immediately remove the online ID from the previous set.
existingOnlineId . OnlineBeatmapSetID = null ;
foreach ( var b in existingOnlineId . Beatmaps )
b . OnlineBeatmapID = null ;
LogForModel ( beatmapSet , $"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineBeatmapSetID}). It has been deleted." ) ;
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}
}
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}
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private void validateOnlineIds ( BeatmapSetInfo beatmapSet )
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{
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var beatmapIds = beatmapSet . Beatmaps . Where ( b = > b . OnlineBeatmapID . HasValue ) . Select ( b = > b . OnlineBeatmapID ) . ToList ( ) ;
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// ensure all IDs are unique
if ( beatmapIds . GroupBy ( b = > b ) . Any ( g = > g . Count ( ) > 1 ) )
{
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LogForModel ( beatmapSet , "Found non-unique IDs, resetting..." ) ;
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resetIds ( ) ;
return ;
}
// find any existing beatmaps in the database that have matching online ids
var existingBeatmaps = QueryBeatmaps ( b = > beatmapIds . Contains ( b . OnlineBeatmapID ) ) . ToList ( ) ;
if ( existingBeatmaps . Count > 0 )
{
// reset the import ids (to force a re-fetch) *unless* they match the candidate CheckForExisting set.
// we can ignore the case where the new ids are contained by the CheckForExisting set as it will either be used (import skipped) or deleted.
var existing = CheckForExisting ( beatmapSet ) ;
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if ( existing = = null | | existingBeatmaps . Any ( b = > ! existing . Beatmaps . Contains ( b ) ) )
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{
LogForModel ( beatmapSet , "Found existing import with IDs already, resetting..." ) ;
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resetIds ( ) ;
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}
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}
void resetIds ( ) = > beatmapSet . Beatmaps . ForEach ( b = > b . OnlineBeatmapID = null ) ;
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}
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protected override bool CheckLocalAvailability ( BeatmapSetInfo model , IQueryable < BeatmapSetInfo > items )
= > base . CheckLocalAvailability ( model , items )
| | ( model . OnlineBeatmapSetID ! = null & & items . Any ( b = > b . OnlineBeatmapSetID = = model . OnlineBeatmapSetID ) ) ;
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/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to hide.</param>
public void Hide ( BeatmapInfo beatmap ) = > beatmaps . Hide ( beatmap ) ;
/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to restore.</param>
public void Restore ( BeatmapInfo beatmap ) = > beatmaps . Restore ( beatmap ) ;
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/// <summary>
/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
/// </summary>
/// <param name="info">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
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/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
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public virtual void Save ( BeatmapInfo info , IBeatmap beatmapContent , ISkin beatmapSkin = null )
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{
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var setInfo = info . BeatmapSet ;
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using ( var stream = new MemoryStream ( ) )
{
using ( var sw = new StreamWriter ( stream , Encoding . UTF8 , 1024 , true ) )
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new LegacyBeatmapEncoder ( beatmapContent , beatmapSkin ) . Encode ( sw ) ;
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stream . Seek ( 0 , SeekOrigin . Begin ) ;
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using ( ContextFactory . GetForWrite ( ) )
{
var beatmapInfo = setInfo . Beatmaps . Single ( b = > b . ID = = info . ID ) ;
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var metadata = beatmapInfo . Metadata ? ? setInfo . Metadata ;
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// grab the original file (or create a new one if not found).
var fileInfo = setInfo . Files . SingleOrDefault ( f = > string . Equals ( f . Filename , beatmapInfo . Path , StringComparison . OrdinalIgnoreCase ) ) ? ? new BeatmapSetFileInfo ( ) ;
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// metadata may have changed; update the path with the standard format.
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beatmapInfo . Path = $"{metadata.Artist} - {metadata.Title} ({metadata.Author}) [{beatmapInfo.Version}].osu" ;
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beatmapInfo . MD5Hash = stream . ComputeMD5Hash ( ) ;
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// update existing or populate new file's filename.
fileInfo . Filename = beatmapInfo . Path ;
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stream . Seek ( 0 , SeekOrigin . Begin ) ;
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ReplaceFile ( setInfo , fileInfo , stream ) ;
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}
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}
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removeWorkingCache ( info ) ;
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}
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private readonly WeakList < BeatmapManagerWorkingBeatmap > workingCache = new WeakList < BeatmapManagerWorkingBeatmap > ( ) ;
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/// <summary>
/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
/// </summary>
/// <param name="beatmapInfo">The beatmap to lookup.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
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public virtual WorkingBeatmap GetWorkingBeatmap ( BeatmapInfo beatmapInfo )
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{
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// if there are no files, presume the full beatmap info has not yet been fetched from the database.
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if ( beatmapInfo ? . BeatmapSet ? . Files . Count = = 0 )
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{
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int lookupId = beatmapInfo . ID ;
beatmapInfo = QueryBeatmap ( b = > b . ID = = lookupId ) ;
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}
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if ( beatmapInfo ? . BeatmapSet = = null )
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return DefaultBeatmap ;
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lock ( workingCache )
{
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var working = workingCache . FirstOrDefault ( w = > w . BeatmapInfo ? . ID = = beatmapInfo . ID ) ;
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if ( working ! = null )
return working ;
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beatmapInfo . Metadata ? ? = beatmapInfo . BeatmapSet . Metadata ;
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workingCache . Add ( working = new BeatmapManagerWorkingBeatmap ( beatmapInfo , this ) ) ;
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// best effort; may be higher than expected.
GlobalStatistics . Get < int > ( nameof ( Beatmaps ) , $"Cached {nameof(WorkingBeatmap)}s" ) . Value = workingCache . Count ( ) ;
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return working ;
}
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}
/// <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 ( Expression < Func < BeatmapSetInfo , bool > > query ) = > beatmaps . ConsumableItems . AsNoTracking ( ) . FirstOrDefault ( query ) ;
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protected override bool CanSkipImport ( BeatmapSetInfo existing , BeatmapSetInfo import )
{
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if ( ! base . CanSkipImport ( existing , import ) )
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return false ;
return existing . Beatmaps . Any ( b = > b . OnlineBeatmapID ! = null ) ;
}
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protected override bool CanReuseExisting ( BeatmapSetInfo existing , BeatmapSetInfo import )
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{
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if ( ! base . CanReuseExisting ( existing , import ) )
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return false ;
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var existingIds = existing . Beatmaps . Select ( b = > b . OnlineBeatmapID ) . OrderBy ( i = > i ) ;
var importIds = import . Beatmaps . Select ( b = > b . OnlineBeatmapID ) . OrderBy ( i = > i ) ;
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// force re-import if we are not in a sane state.
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return existing . OnlineBeatmapSetID = = import . OnlineBeatmapSetID & & existingIds . SequenceEqual ( importIds ) ;
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}
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/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public List < BeatmapSetInfo > GetAllUsableBeatmapSets ( IncludedDetails includes = IncludedDetails . All , bool includeProtected = false ) = >
GetAllUsableBeatmapSetsEnumerable ( includes , includeProtected ) . ToList ( ) ;
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated.
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/// </summary>
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/// <param name="includes">The level of detail to include in the returned objects.</param>
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/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public IEnumerable < BeatmapSetInfo > GetAllUsableBeatmapSetsEnumerable ( IncludedDetails includes , bool includeProtected = false )
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{
IQueryable < BeatmapSetInfo > queryable ;
switch ( includes )
{
case IncludedDetails . Minimal :
queryable = beatmaps . BeatmapSetsOverview ;
break ;
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case IncludedDetails . AllButRuleset :
queryable = beatmaps . BeatmapSetsWithoutRuleset ;
break ;
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case IncludedDetails . AllButFiles :
queryable = beatmaps . BeatmapSetsWithoutFiles ;
break ;
default :
queryable = beatmaps . ConsumableItems ;
break ;
}
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// AsEnumerable used here to avoid applying the WHERE in sql. When done so, ef core 2.x uses an incorrect ORDER BY
// clause which causes queries to take 5-10x longer.
// TODO: remove if upgrading to EF core 3.x.
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return queryable . AsEnumerable ( ) . Where ( s = > ! s . DeletePending & & ( includeProtected | | ! s . Protected ) ) ;
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}
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/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
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/// <param name="includes">The level of detail to include in the returned objects.</param>
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/// <returns>Results from the provided query.</returns>
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public IEnumerable < BeatmapSetInfo > QueryBeatmapSets ( Expression < Func < BeatmapSetInfo , bool > > query , IncludedDetails includes = IncludedDetails . All )
{
IQueryable < BeatmapSetInfo > queryable ;
switch ( includes )
{
case IncludedDetails . Minimal :
queryable = beatmaps . BeatmapSetsOverview ;
break ;
case IncludedDetails . AllButRuleset :
queryable = beatmaps . BeatmapSetsWithoutRuleset ;
break ;
case IncludedDetails . AllButFiles :
queryable = beatmaps . BeatmapSetsWithoutFiles ;
break ;
default :
queryable = beatmaps . ConsumableItems ;
break ;
}
return queryable . AsNoTracking ( ) . Where ( query ) ;
}
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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 ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . 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>
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public IQueryable < BeatmapInfo > QueryBeatmaps ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . Where ( query ) ;
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protected override string HumanisedModelName = > "beatmap" ;
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protected override BeatmapSetInfo CreateModel ( ArchiveReader reader )
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{
// let's make sure there are actually .osu files to import.
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string mapName = reader . Filenames . FirstOrDefault ( f = > f . EndsWith ( ".osu" , StringComparison . OrdinalIgnoreCase ) ) ;
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if ( string . IsNullOrEmpty ( mapName ) )
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{
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Logger . Log ( $"No beatmap files found in the beatmap archive ({reader.Name})." , LoggingTarget . Database ) ;
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return null ;
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}
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Beatmap beatmap ;
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using ( var stream = new LineBufferedReader ( reader . GetStream ( mapName ) ) )
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beatmap = Decoder . GetDecoder < Beatmap > ( stream ) . Decode ( stream ) ;
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return new BeatmapSetInfo
{
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OnlineBeatmapSetID = beatmap . BeatmapInfo . BeatmapSet ? . OnlineBeatmapSetID ,
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Beatmaps = new List < BeatmapInfo > ( ) ,
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Metadata = beatmap . Metadata ,
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DateAdded = DateTimeOffset . UtcNow
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} ;
}
/// <summary>
/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
/// </summary>
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private List < BeatmapInfo > createBeatmapDifficulties ( List < BeatmapSetFileInfo > files )
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{
var beatmapInfos = new List < BeatmapInfo > ( ) ;
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foreach ( var file in files . Where ( f = > f . Filename . EndsWith ( ".osu" , StringComparison . OrdinalIgnoreCase ) ) )
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{
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using ( var raw = Files . Store . GetStream ( file . FileInfo . StoragePath ) )
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using ( var ms = new MemoryStream ( ) ) // we need a memory stream so we can seek
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using ( var sr = new LineBufferedReader ( ms ) )
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{
raw . CopyTo ( ms ) ;
ms . Position = 0 ;
var decoder = Decoder . GetDecoder < Beatmap > ( sr ) ;
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IBeatmap beatmap = decoder . Decode ( sr ) ;
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string hash = ms . ComputeSHA2Hash ( ) ;
if ( beatmapInfos . Any ( b = > b . Hash = = hash ) )
continue ;
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beatmap . BeatmapInfo . Path = file . Filename ;
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beatmap . BeatmapInfo . Hash = hash ;
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beatmap . BeatmapInfo . MD5Hash = ms . ComputeMD5Hash ( ) ;
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var ruleset = rulesets . GetRuleset ( beatmap . BeatmapInfo . RulesetID ) ;
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beatmap . BeatmapInfo . Ruleset = ruleset ;
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// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap . BeatmapInfo . StarDifficulty = ruleset ? . CreateInstance ( ) . CreateDifficultyCalculator ( new DummyConversionBeatmap ( beatmap ) ) . Calculate ( ) . StarRating ? ? 0 ;
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beatmap . BeatmapInfo . Length = calculateLength ( beatmap ) ;
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beatmap . BeatmapInfo . BPM = 60000 / beatmap . GetMostCommonBeatLength ( ) ;
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beatmapInfos . Add ( beatmap . BeatmapInfo ) ;
}
}
return beatmapInfos ;
}
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private double calculateLength ( IBeatmap b )
{
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if ( ! b . HitObjects . Any ( ) )
return 0 ;
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var lastObject = b . HitObjects . Last ( ) ;
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
double endTime = lastObject . GetEndTime ( ) ;
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double startTime = b . HitObjects . First ( ) . StartTime ;
return endTime - startTime ;
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}
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private void removeWorkingCache ( BeatmapSetInfo info )
{
if ( info . Beatmaps = = null ) return ;
foreach ( var b in info . Beatmaps )
removeWorkingCache ( b ) ;
}
private void removeWorkingCache ( BeatmapInfo info )
{
lock ( workingCache )
{
var working = workingCache . FirstOrDefault ( w = > w . BeatmapInfo ? . ID = = info . ID ) ;
if ( working ! = null )
workingCache . Remove ( working ) ;
}
}
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public void Dispose ( )
{
onlineLookupQueue ? . Dispose ( ) ;
}
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#region IResourceStorageProvider
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TextureStore IBeatmapResourceProvider . LargeTextureStore = > largeTextureStore ;
ITrackStore IBeatmapResourceProvider . Tracks = > trackStore ;
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AudioManager IStorageResourceProvider . AudioManager = > audioManager ;
IResourceStore < byte [ ] > IStorageResourceProvider . Files = > Files . Store ;
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IResourceStore < byte [ ] > IStorageResourceProvider . Resources = > resources ;
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IResourceStore < TextureUpload > IStorageResourceProvider . CreateTextureLoaderStore ( IResourceStore < byte [ ] > underlyingStore ) = > host ? . CreateTextureLoaderStore ( underlyingStore ) ;
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#endregion
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/// <summary>
/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
/// </summary>
private class DummyConversionBeatmap : WorkingBeatmap
{
private readonly IBeatmap beatmap ;
public DummyConversionBeatmap ( IBeatmap beatmap )
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: base ( beatmap . BeatmapInfo , null )
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{
this . beatmap = beatmap ;
}
protected override IBeatmap GetBeatmap ( ) = > beatmap ;
protected override Texture GetBackground ( ) = > null ;
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protected override Track GetBeatmapTrack ( ) = > null ;
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protected internal override ISkin GetSkin ( ) = > null ;
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public override Stream GetStream ( string storagePath ) = > null ;
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}
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}
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/// <summary>
/// The level of detail to include in database results.
/// </summary>
public enum IncludedDetails
{
/// <summary>
/// Only include beatmap difficulties and set level metadata.
/// </summary>
Minimal ,
/// <summary>
/// Include all difficulties, rulesets, difficulty metadata but no files.
/// </summary>
AllButFiles ,
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/// <summary>
/// Include everything except ruleset. Used for cases where we aren't sure the ruleset is present but still want to consume the beatmap.
/// </summary>
AllButRuleset ,
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/// <summary>
/// Include everything.
/// </summary>
All
}
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}