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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.Text ;
using System.Threading ;
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using Newtonsoft.Json ;
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using osu.Framework.Platform ;
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using osu.Game.Beatmaps ;
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using osu.Game.Database ;
using osu.Game.Extensions ;
using osu.Game.IO ;
using osu.Game.IO.Archives ;
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using Realms ;
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namespace osu.Game.Skinning
{
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public class SkinImporter : RealmArchiveModelImporter < SkinInfo >
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{
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private const string skin_info_file = "skininfo.json" ;
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private readonly IStorageResourceProvider skinResources ;
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private readonly ModelManager < SkinInfo > modelManager ;
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public SkinImporter ( Storage storage , RealmAccess realm , IStorageResourceProvider skinResources )
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: base ( storage , realm )
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{
this . skinResources = skinResources ;
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modelManager = new ModelManager < SkinInfo > ( storage , realm ) ;
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}
public override IEnumerable < string > HandledExtensions = > new [ ] { ".osk" } ;
protected override string [ ] HashableFileTypes = > new [ ] { ".ini" , ".json" } ;
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protected override bool ShouldDeleteArchive ( string path ) = > Path . GetExtension ( path ) . ToLowerInvariant ( ) = = @".osk" ;
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protected override SkinInfo CreateModel ( ArchiveReader archive , ImportParameters parameters ) = > new SkinInfo { Name = archive . Name ? ? @"No name" } ;
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private const string unknown_creator_string = @"Unknown" ;
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protected override void Populate ( SkinInfo model , ArchiveReader ? archive , Realm realm , CancellationToken cancellationToken = default )
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{
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var skinInfoFile = model . GetFile ( skin_info_file ) ;
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if ( skinInfoFile ! = null )
{
try
{
using ( var existingStream = Files . Storage . GetStream ( skinInfoFile . File . GetStoragePath ( ) ) )
using ( var reader = new StreamReader ( existingStream ) )
{
var deserialisedSkinInfo = JsonConvert . DeserializeObject < SkinInfo > ( reader . ReadToEnd ( ) ) ;
if ( deserialisedSkinInfo ! = null )
{
// for now we only care about the instantiation info.
// eventually we probably want to transfer everything across.
model . InstantiationInfo = deserialisedSkinInfo . InstantiationInfo ;
}
}
}
catch ( Exception e )
{
LogForModel ( model , $"Error during {skin_info_file} parsing, falling back to default" , e ) ;
// Not sure if we should still run the import in the case of failure here, but let's do so for now.
model . InstantiationInfo = string . Empty ;
}
}
// Always rewrite instantiation info (even after parsing in from the skin json) for sanity.
model . InstantiationInfo = createInstance ( model ) . GetType ( ) . GetInvariantInstantiationInfo ( ) ;
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checkSkinIniMetadata ( model , realm ) ;
}
private void checkSkinIniMetadata ( SkinInfo item , Realm realm )
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{
var instance = createInstance ( item ) ;
// This function can be run on fresh import or save. The logic here ensures a skin.ini file is in a good state for both operations.
// `Skin` will parse the skin.ini and populate `Skin.Configuration` during construction above.
string skinIniSourcedName = instance . Configuration . SkinInfo . Name ;
string skinIniSourcedCreator = instance . Configuration . SkinInfo . Creator ;
string archiveName = item . Name . Replace ( @".osk" , string . Empty , StringComparison . OrdinalIgnoreCase ) ;
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bool isImport = ! item . IsManaged ;
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if ( isImport )
{
item . Name = ! string . IsNullOrEmpty ( skinIniSourcedName ) ? skinIniSourcedName : archiveName ;
item . Creator = ! string . IsNullOrEmpty ( skinIniSourcedCreator ) ? skinIniSourcedCreator : unknown_creator_string ;
// For imports, we want to use the archive or folder name as part of the metadata, in addition to any existing skin.ini metadata.
// In an ideal world, skin.ini would be the only source of metadata, but a lot of skin creators and users don't update it when making modifications.
// In both of these cases, the expectation from the user is that the filename or folder name is displayed somewhere to identify the skin.
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if ( archiveName ! = item . Name
// lazer exports use this format
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// GetValidFilename accounts for skins with non-ASCII characters in the name that have been exported by lazer.
& & archiveName ! = item . GetDisplayString ( ) . GetValidFilename ( ) )
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item . Name = @ $"{item.Name} [{archiveName}]" ;
}
// By this point, the metadata in SkinInfo will be correct.
// Regardless of whether this is an import or not, let's write the skin.ini if non-existing or non-matching.
// This is (weirdly) done inside ComputeHash to avoid adding a new method to handle this case. After switching to realm it can be moved into another place.
if ( skinIniSourcedName ! = item . Name )
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updateSkinIniMetadata ( item , realm ) ;
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}
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private void updateSkinIniMetadata ( SkinInfo item , Realm realm )
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{
string nameLine = @ $"Name: {item.Name}" ;
string authorLine = @ $"Author: {item.Creator}" ;
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List < string > newLines = new List < string >
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{
@"// The following content was automatically added by osu! during import, based on filename / folder metadata." ,
@"[General]" ,
nameLine ,
authorLine ,
} ;
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var existingFile = item . GetFile ( @"skin.ini" ) ;
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if ( existingFile = = null )
{
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// skins without a skin.ini are supposed to import using the "latest version" spec.
// see https://github.com/peppy/osu-stable-reference/blob/1531237b63392e82c003c712faa028406073aa8f/osu!/Graphics/Skinning/SkinManager.cs#L297-L298
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newLines . Add ( FormattableString . Invariant ( $"Version: {SkinConfiguration.LATEST_VERSION}" ) ) ;
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// In the case a skin doesn't have a skin.ini yet, let's create one.
writeNewSkinIni ( ) ;
}
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else
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{
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using ( Stream stream = new MemoryStream ( ) )
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{
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using ( var sw = new StreamWriter ( stream , Encoding . UTF8 , 1024 , true ) )
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{
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using ( var existingStream = Files . Storage . GetStream ( existingFile . File . GetStoragePath ( ) ) )
using ( var sr = new StreamReader ( existingStream ) )
{
string? line ;
while ( ( line = sr . ReadLine ( ) ) ! = null )
sw . WriteLine ( line ) ;
}
sw . WriteLine ( ) ;
foreach ( string line in newLines )
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sw . WriteLine ( line ) ;
}
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modelManager . ReplaceFile ( existingFile , stream , realm ) ;
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}
}
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// The hash is already populated at this point in import.
// As we have changed files, it needs to be recomputed.
item . Hash = ComputeHash ( item ) ;
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void writeNewSkinIni ( )
{
using ( Stream stream = new MemoryStream ( ) )
{
using ( var sw = new StreamWriter ( stream , Encoding . UTF8 , 1024 , true ) )
{
foreach ( string line in newLines )
sw . WriteLine ( line ) ;
}
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modelManager . AddFile ( item , stream , @"skin.ini" , realm ) ;
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}
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item . Hash = ComputeHash ( item ) ;
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}
}
private Skin createInstance ( SkinInfo item ) = > item . CreateInstance ( skinResources ) ;
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/// <summary>
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/// Save a skin, serialising any changes to skin layouts to relevant JSON structures.
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/// </summary>
/// <returns>Whether any change actually occurred.</returns>
public bool Save ( Skin skin )
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{
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bool hadChanges = false ;
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skin . SkinInfo . PerformWrite ( s = >
{
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// Update for safety
s . InstantiationInfo = skin . GetType ( ) . GetInvariantInstantiationInfo ( ) ;
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// Serialise out the SkinInfo itself.
string skinInfoJson = JsonConvert . SerializeObject ( s , new JsonSerializerSettings { Formatting = Formatting . Indented } ) ;
using ( var streamContent = new MemoryStream ( Encoding . UTF8 . GetBytes ( skinInfoJson ) ) )
{
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modelManager . AddFile ( s , streamContent , skin_info_file , s . Realm ! ) ;
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}
// Then serialise each of the drawable component groups into respective files.
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foreach ( var drawableInfo in skin . LayoutInfos )
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{
string json = JsonConvert . SerializeObject ( drawableInfo . Value , new JsonSerializerSettings { Formatting = Formatting . Indented } ) ;
using ( var streamContent = new MemoryStream ( Encoding . UTF8 . GetBytes ( json ) ) )
{
string filename = @ $"{drawableInfo.Key}.json" ;
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var oldFile = s . GetFile ( filename ) ;
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if ( oldFile ! = null )
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modelManager . ReplaceFile ( oldFile , streamContent , s . Realm ! ) ;
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else
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modelManager . AddFile ( s , streamContent , filename , s . Realm ! ) ;
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}
}
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s . LayoutVersion = SkinInfo . LATEST_LAYOUT_VERSION ;
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string newHash = ComputeHash ( s ) ;
hadChanges = newHash ! = s . Hash ;
s . Hash = newHash ;
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} ) ;
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return hadChanges ;
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}
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}
}