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osu-lazer/osu.Game/Rulesets/RulesetStore.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;
using System.Reflection;
using osu.Game.Database;
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namespace osu.Game.Rulesets
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{
/// <summary>
/// Todo: All of this needs to be moved to a RulesetStore.
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/// </summary>
public class RulesetStore : DatabaseBackedStore
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{
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private static readonly Dictionary<Assembly, Type> loaded_assemblies = new Dictionary<Assembly, Type>();
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static RulesetStore()
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{
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AppDomain.CurrentDomain.AssemblyResolve += currentDomain_AssemblyResolve;
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foreach (string file in Directory.GetFiles(Environment.CurrentDirectory, $"{ruleset_library_prefix}.*.dll"))
loadRulesetFromFile(file);
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}
public RulesetStore(Func<OsuDbContext> factory)
: base(factory)
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{
AddMissingRulesets();
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}
/// <summary>
/// Retrieve a ruleset using a known ID.
/// </summary>
/// <param name="id">The ruleset's internal ID.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.ID == id);
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/// <summary>
/// Retrieve a ruleset using a known short name.
/// </summary>
/// <param name="shortName">The ruleset's short name.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
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/// <summary>
/// All available rulesets.
/// </summary>
public IEnumerable<RulesetInfo> AvailableRulesets;
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private static Assembly currentDomain_AssemblyResolve(object sender, ResolveEventArgs args) => loaded_assemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
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private const string ruleset_library_prefix = "osu.Game.Rulesets";
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protected void AddMissingRulesets()
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{
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var context = GetContext();
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var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, new RulesetInfo())).ToList();
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//add all legacy modes in correct order
foreach (var r in instances.Where(r => r.LegacyID >= 0).OrderBy(r => r.LegacyID))
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{
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var rulesetInfo = createRulesetInfo(r);
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if (context.RulesetInfo.SingleOrDefault(rsi => rsi.ID == rulesetInfo.ID) == null)
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{
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context.RulesetInfo.Add(rulesetInfo);
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}
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}
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context.SaveChanges();
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//add any other modes
foreach (var r in instances.Where(r => r.LegacyID < 0))
{
var us = createRulesetInfo(r);
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var existing = context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == us.InstantiationInfo);
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if (existing == null)
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context.RulesetInfo.Add(us);
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}
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context.SaveChanges();
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//perform a consistency check
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foreach (var r in context.RulesetInfo)
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{
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try
{
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var instance = r.CreateInstance();
r.Name = instance.Description;
r.ShortName = instance.ShortName;
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r.Available = true;
}
catch
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{
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r.Available = false;
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}
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}
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context.SaveChanges();
AvailableRulesets = context.RulesetInfo.Where(r => r.Available).ToList();
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}
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private static void loadRulesetFromFile(string file)
{
var filename = Path.GetFileNameWithoutExtension(file);
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if (loaded_assemblies.Values.Any(t => t.Namespace == filename))
return;
try
{
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var assembly = Assembly.LoadFrom(file);
loaded_assemblies[assembly] = assembly.GetTypes().First(t => t.IsSubclassOf(typeof(Ruleset)));
}
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catch (Exception)
{
}
}
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private RulesetInfo createRulesetInfo(Ruleset ruleset) => new RulesetInfo
{
Name = ruleset.Description,
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ShortName = ruleset.ShortName,
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InstantiationInfo = ruleset.GetType().AssemblyQualifiedName,
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ID = ruleset.LegacyID
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};
}
}