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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.
using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
using System.Linq.Expressions ;
using System.Text ;
using System.Threading ;
using System.Threading.Tasks ;
using Microsoft.EntityFrameworkCore ;
using osu.Framework.Audio.Track ;
using osu.Framework.Extensions ;
using osu.Framework.Graphics.Textures ;
using osu.Framework.Logging ;
using osu.Framework.Platform ;
using osu.Framework.Testing ;
using osu.Game.Beatmaps.Formats ;
using osu.Game.Database ;
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using osu.Game.Extensions ;
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using osu.Game.IO ;
using osu.Game.IO.Archives ;
using osu.Game.Rulesets ;
using osu.Game.Rulesets.Objects ;
using osu.Game.Skinning ;
using Decoder = osu . Game . Beatmaps . Formats . Decoder ;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles ef-core storage of beatmaps.
/// </summary>
[ExcludeFromDynamicCompile]
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public class BeatmapModelManager : ArchiveModelManager < BeatmapSetInfo , BeatmapSetFileInfo > , IBeatmapModelManager
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{
/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
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public event Action < BeatmapInfo > BeatmapHidden ;
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/// <summary>
/// Fired when a single difficulty has been restored.
/// </summary>
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public event Action < BeatmapInfo > BeatmapRestored ;
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/// <summary>
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/// An online lookup queue component which handles populating online beatmap metadata.
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/// </summary>
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public BeatmapOnlineLookupQueue OnlineLookupQueue { private get ; set ; }
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/// <summary>
/// The game working beatmap cache, used to invalidate entries on changes.
/// </summary>
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public IWorkingBeatmapCache WorkingBeatmapCache { private get ; set ; }
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public override IEnumerable < string > HandledExtensions = > new [ ] { ".osz" } ;
protected override string [ ] HashableFileTypes = > new [ ] { ".osu" } ;
protected override string ImportFromStablePath = > "." ;
protected override Storage PrepareStableStorage ( StableStorage stableStorage ) = > stableStorage . GetSongStorage ( ) ;
private readonly BeatmapStore beatmaps ;
private readonly RulesetStore rulesets ;
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public BeatmapModelManager ( Storage storage , IDatabaseContextFactory contextFactory , RulesetStore rulesets , GameHost host = null )
: base ( storage , contextFactory , new BeatmapStore ( contextFactory ) , host )
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{
this . rulesets = rulesets ;
beatmaps = ( BeatmapStore ) ModelStore ;
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beatmaps . BeatmapHidden + = b = > BeatmapHidden ? . Invoke ( b ) ;
beatmaps . BeatmapRestored + = b = > BeatmapRestored ? . Invoke ( b ) ;
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beatmaps . ItemRemoved + = b = > WorkingBeatmapCache ? . Invalidate ( b ) ;
beatmaps . ItemUpdated + = obj = > WorkingBeatmapCache ? . Invalidate ( obj ) ;
}
protected override bool ShouldDeleteArchive ( string path ) = > Path . GetExtension ( path ) ? . ToLowerInvariant ( ) = = ".osz" ;
protected override async Task Populate ( BeatmapSetInfo beatmapSet , ArchiveReader archive , CancellationToken cancellationToken = default )
{
if ( archive ! = null )
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beatmapSet . Beatmaps . AddRange ( createBeatmapDifficulties ( beatmapSet . Files ) ) ;
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foreach ( BeatmapInfo b in beatmapSet . Beatmaps )
{
// remove metadata from difficulties where it matches the set
if ( beatmapSet . Metadata . Equals ( b . Metadata ) )
b . Metadata = null ;
b . BeatmapSet = beatmapSet ;
}
validateOnlineIds ( beatmapSet ) ;
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bool hadOnlineIDs = beatmapSet . Beatmaps . Any ( b = > b . OnlineID > 0 ) ;
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if ( OnlineLookupQueue ! = null )
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.
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if ( hadOnlineIDs & & ! beatmapSet . Beatmaps . Any ( b = > b . OnlineID > 0 ) )
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{
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if ( beatmapSet . OnlineID ! = null )
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{
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beatmapSet . OnlineID = null ;
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LogForModel ( beatmapSet , "Disassociating beatmap set ID due to loss of all beatmap IDs" ) ;
}
}
}
protected override void PreImport ( BeatmapSetInfo beatmapSet )
{
if ( beatmapSet . Beatmaps . Any ( b = > b . BaseDifficulty = = null ) )
throw new InvalidOperationException ( $"Cannot import {nameof(BeatmapInfo)} with null {nameof(BeatmapInfo.BaseDifficulty)}." ) ;
// check if a set already exists with the same online id, delete if it does.
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if ( beatmapSet . OnlineID ! = null )
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{
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var existingSetWithSameOnlineID = beatmaps . ConsumableItems . FirstOrDefault ( b = > b . OnlineID = = beatmapSet . OnlineID ) ;
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if ( existingSetWithSameOnlineID ! = null )
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{
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Delete ( existingSetWithSameOnlineID ) ;
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// in order to avoid a unique key constraint, immediately remove the online ID from the previous set.
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existingSetWithSameOnlineID . OnlineID = null ;
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foreach ( var b in existingSetWithSameOnlineID . Beatmaps )
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b . OnlineID = null ;
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LogForModel ( beatmapSet , $"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineID}). It has been deleted." ) ;
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}
}
}
private void validateOnlineIds ( BeatmapSetInfo beatmapSet )
{
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var beatmapIds = beatmapSet . Beatmaps . Where ( b = > b . OnlineID . HasValue ) . Select ( b = > b . OnlineID ) . ToList ( ) ;
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// ensure all IDs are unique
if ( beatmapIds . GroupBy ( b = > b ) . Any ( g = > g . Count ( ) > 1 ) )
{
LogForModel ( beatmapSet , "Found non-unique IDs, resetting..." ) ;
resetIds ( ) ;
return ;
}
// find any existing beatmaps in the database that have matching online ids
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var existingBeatmaps = QueryBeatmaps ( b = > beatmapIds . Contains ( b . OnlineID ) ) . ToList ( ) ;
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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 ) ;
if ( existing = = null | | existingBeatmaps . Any ( b = > ! existing . Beatmaps . Contains ( b ) ) )
{
LogForModel ( beatmapSet , "Found existing import with IDs already, resetting..." ) ;
resetIds ( ) ;
}
}
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void resetIds ( ) = > beatmapSet . Beatmaps . ForEach ( b = > b . OnlineID = null ) ;
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}
/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
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/// <param name="beatmapInfo">The beatmap difficulty to hide.</param>
public void Hide ( BeatmapInfo beatmapInfo ) = > beatmaps . Hide ( beatmapInfo ) ;
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/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
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/// <param name="beatmapInfo">The beatmap difficulty to restore.</param>
public void Restore ( BeatmapInfo beatmapInfo ) = > beatmaps . Restore ( beatmapInfo ) ;
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/// <summary>
/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
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/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
/// <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 beatmapInfo , IBeatmap beatmapContent , ISkin beatmapSkin = null )
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{
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var setInfo = beatmapInfo . BeatmapSet ;
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// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
// This should hopefully be temporary, assuming said clone is eventually removed.
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// Warning: The directionality here is important. Changes have to be copied *from* beatmapContent (which comes from editor and is being saved)
// *to* the beatmapInfo (which is a database model and needs to receive values without the taiko slider velocity multiplier for correct operation).
// CopyTo() will undo such adjustments, while CopyFrom() will not.
beatmapContent . Difficulty . CopyTo ( beatmapInfo . BaseDifficulty ) ;
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// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
beatmapContent . BeatmapInfo = beatmapInfo ;
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using ( var stream = new MemoryStream ( ) )
{
using ( var sw = new StreamWriter ( stream , Encoding . UTF8 , 1024 , true ) )
new LegacyBeatmapEncoder ( beatmapContent , beatmapSkin ) . Encode ( sw ) ;
stream . Seek ( 0 , SeekOrigin . Begin ) ;
using ( ContextFactory . GetForWrite ( ) )
{
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beatmapInfo = setInfo . Beatmaps . Single ( b = > b . Equals ( beatmapInfo ) ) ;
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var metadata = beatmapInfo . Metadata ? ? setInfo . Metadata ;
// 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 ( ) ;
// metadata may have changed; update the path with the standard format.
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beatmapInfo . Path = GetValidFilename ( $"{metadata.Artist} - {metadata.Title} ({metadata.Author}) [{beatmapInfo.DifficultyName}].osu" ) ;
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beatmapInfo . MD5Hash = stream . ComputeMD5Hash ( ) ;
// update existing or populate new file's filename.
fileInfo . Filename = beatmapInfo . Path ;
stream . Seek ( 0 , SeekOrigin . Begin ) ;
ReplaceFile ( setInfo , fileInfo , stream ) ;
}
}
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WorkingBeatmapCache ? . Invalidate ( beatmapInfo ) ;
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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 ) ;
protected override bool CanSkipImport ( BeatmapSetInfo existing , BeatmapSetInfo import )
{
if ( ! base . CanSkipImport ( existing , import ) )
return false ;
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return existing . Beatmaps . Any ( b = > b . OnlineID ! = null ) ;
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}
protected override bool CanReuseExisting ( BeatmapSetInfo existing , BeatmapSetInfo import )
{
if ( ! base . CanReuseExisting ( existing , import ) )
return false ;
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var existingIds = existing . Beatmaps . Select ( b = > b . OnlineID ) . OrderBy ( i = > i ) ;
var importIds = import . Beatmaps . Select ( b = > b . OnlineID ) . OrderBy ( i = > i ) ;
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// force re-import if we are not in a sane state.
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return existing . OnlineID = = import . OnlineID & & existingIds . SequenceEqual ( importIds ) ;
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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>
public List < BeatmapSetInfo > GetAllUsableBeatmapSets ( IncludedDetails includes = IncludedDetails . All , bool includeProtected = false ) = >
GetAllUsableBeatmapSetsEnumerable ( includes , includeProtected ) . ToList ( ) ;
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated.
/// </summary>
/// <param name="includes">The level of detail to include in the returned objects.</param>
/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public IEnumerable < BeatmapSetInfo > GetAllUsableBeatmapSetsEnumerable ( IncludedDetails includes , bool includeProtected = false )
{
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 ;
}
// 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.
return queryable . AsEnumerable ( ) . Where ( s = > ! s . DeletePending & & ( includeProtected | | ! s . Protected ) ) ;
}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <param name="includes">The level of detail to include in the returned objects.</param>
/// <returns>Results from the provided query.</returns>
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 ) ;
}
/// <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>
public IQueryable < BeatmapInfo > QueryBeatmaps ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . Where ( query ) ;
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public override string HumanisedModelName = > "beatmap" ;
protected override bool CheckLocalAvailability ( BeatmapSetInfo model , IQueryable < BeatmapSetInfo > items )
= > base . CheckLocalAvailability ( model , items )
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| | ( model . OnlineID ! = null & & items . Any ( b = > b . OnlineID = = model . OnlineID ) ) ;
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protected override BeatmapSetInfo CreateModel ( ArchiveReader reader )
{
// let's make sure there are actually .osu files to import.
string mapName = reader . Filenames . FirstOrDefault ( f = > f . EndsWith ( ".osu" , StringComparison . OrdinalIgnoreCase ) ) ;
if ( string . IsNullOrEmpty ( mapName ) )
{
Logger . Log ( $"No beatmap files found in the beatmap archive ({reader.Name})." , LoggingTarget . Database ) ;
return null ;
}
Beatmap beatmap ;
using ( var stream = new LineBufferedReader ( reader . GetStream ( mapName ) ) )
beatmap = Decoder . GetDecoder < Beatmap > ( stream ) . Decode ( stream ) ;
return new BeatmapSetInfo
{
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OnlineID = beatmap . BeatmapInfo . BeatmapSet ? . OnlineID ,
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Metadata = beatmap . Metadata ,
DateAdded = DateTimeOffset . UtcNow
} ;
}
/// <summary>
/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
/// </summary>
private List < BeatmapInfo > createBeatmapDifficulties ( List < BeatmapSetFileInfo > files )
{
var beatmapInfos = new List < BeatmapInfo > ( ) ;
foreach ( var file in files . Where ( f = > f . Filename . EndsWith ( ".osu" , StringComparison . OrdinalIgnoreCase ) ) )
{
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using ( var raw = Files . Store . GetStream ( file . FileInfo . GetStoragePath ( ) ) )
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using ( var ms = new MemoryStream ( ) ) // we need a memory stream so we can seek
using ( var sr = new LineBufferedReader ( ms ) )
{
raw . CopyTo ( ms ) ;
ms . Position = 0 ;
var decoder = Decoder . GetDecoder < Beatmap > ( sr ) ;
IBeatmap beatmap = decoder . Decode ( sr ) ;
string hash = ms . ComputeSHA2Hash ( ) ;
if ( beatmapInfos . Any ( b = > b . Hash = = hash ) )
continue ;
beatmap . BeatmapInfo . Path = file . Filename ;
beatmap . BeatmapInfo . Hash = hash ;
beatmap . BeatmapInfo . MD5Hash = ms . ComputeMD5Hash ( ) ;
var ruleset = rulesets . GetRuleset ( beatmap . BeatmapInfo . RulesetID ) ;
beatmap . BeatmapInfo . Ruleset = ruleset ;
// TODO: this should be done in a better place once we actually need to dynamically update it.
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beatmap . BeatmapInfo . StarRating = ruleset ? . CreateInstance ( ) . CreateDifficultyCalculator ( new DummyConversionBeatmap ( beatmap ) ) . Calculate ( ) . StarRating ? ? 0 ;
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beatmap . BeatmapInfo . Length = calculateLength ( beatmap ) ;
beatmap . BeatmapInfo . BPM = 60000 / beatmap . GetMostCommonBeatLength ( ) ;
beatmapInfos . Add ( beatmap . BeatmapInfo ) ;
}
}
return beatmapInfos ;
}
private double calculateLength ( IBeatmap b )
{
if ( ! b . HitObjects . Any ( ) )
return 0 ;
var lastObject = b . HitObjects . Last ( ) ;
//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 ( ) ;
double startTime = b . HitObjects . First ( ) . StartTime ;
return endTime - startTime ;
}
/// <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 )
: base ( beatmap . BeatmapInfo , null )
{
this . beatmap = beatmap ;
}
protected override IBeatmap GetBeatmap ( ) = > beatmap ;
protected override Texture GetBackground ( ) = > null ;
protected override Track GetBeatmapTrack ( ) = > null ;
protected internal override ISkin GetSkin ( ) = > null ;
public override Stream GetStream ( string storagePath ) = > null ;
}
}
/// <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 ,
/// <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 ,
/// <summary>
/// Include everything.
/// </summary>
All
}
}