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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 ;
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using System.Diagnostics ;
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using System.Linq ;
using System.Threading.Tasks ;
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using osu.Framework.Extensions.ObjectExtensions ;
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using osu.Framework.Logging ;
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using osu.Framework.Platform ;
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using osu.Framework.Threading ;
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using osu.Game.Database ;
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using osu.Game.Online.API ;
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using osu.Game.Rulesets.Objects ;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles all processing required to ensure a local beatmap is in a consistent state with any changes.
/// </summary>
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public class BeatmapUpdater : IDisposable
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{
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private readonly IWorkingBeatmapCache workingBeatmapCache ;
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private readonly BeatmapDifficultyCache difficultyCache ;
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private readonly BeatmapUpdaterMetadataLookup metadataLookup ;
private const int update_queue_request_concurrency = 4 ;
private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler ( update_queue_request_concurrency , nameof ( BeatmapUpdaterMetadataLookup ) ) ;
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public BeatmapUpdater ( IWorkingBeatmapCache workingBeatmapCache , BeatmapDifficultyCache difficultyCache , IAPIProvider api , Storage storage )
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{
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this . workingBeatmapCache = workingBeatmapCache ;
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this . difficultyCache = difficultyCache ;
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metadataLookup = new BeatmapUpdaterMetadataLookup ( api , storage ) ;
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}
/// <summary>
/// Queue a beatmap for background processing.
/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
/// <param name="preferOnlineFetch">Whether metadata from an online source should be preferred. If <c>true</c>, the local cache will be skipped to ensure the freshest data state possible.</param>
public void Queue ( Live < BeatmapSetInfo > beatmapSet , bool preferOnlineFetch = false )
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{
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Logger . Log ( $"Queueing change for local beatmap {beatmapSet}" ) ;
Task . Factory . StartNew ( ( ) = > beatmapSet . PerformRead ( b = > Process ( b , preferOnlineFetch ) ) , default , TaskCreationOptions . HideScheduler | TaskCreationOptions . RunContinuationsAsynchronously , updateScheduler ) ;
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}
/// <summary>
/// Run all processing on a beatmap immediately.
/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
/// <param name="preferOnlineFetch">Whether metadata from an online source should be preferred. If <c>true</c>, the local cache will be skipped to ensure the freshest data state possible.</param>
public void Process ( BeatmapSetInfo beatmapSet , bool preferOnlineFetch = false ) = > beatmapSet . Realm . Write ( r = >
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{
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// Before we use below, we want to invalidate.
workingBeatmapCache . Invalidate ( beatmapSet ) ;
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metadataLookup . Update ( beatmapSet , preferOnlineFetch ) ;
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foreach ( var beatmap in beatmapSet . Beatmaps )
{
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difficultyCache . Invalidate ( beatmap ) ;
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var working = workingBeatmapCache . GetWorkingBeatmap ( beatmap ) ;
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var ruleset = working . BeatmapInfo . Ruleset . CreateInstance ( ) ;
Debug . Assert ( ruleset ! = null ) ;
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var calculator = ruleset . CreateDifficultyCalculator ( working ) ;
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beatmap . StarRating = calculator . Calculate ( ) . StarRating ;
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beatmap . Length = calculateLength ( working . Beatmap ) ;
beatmap . BPM = 60000 / working . Beatmap . GetMostCommonBeatLength ( ) ;
}
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// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.
workingBeatmapCache . Invalidate ( beatmapSet ) ;
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} ) ;
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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 ;
}
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#region Implementation of IDisposable
public void Dispose ( )
{
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if ( metadataLookup . IsNotNull ( ) )
metadataLookup . Dispose ( ) ;
if ( updateScheduler . IsNotNull ( ) )
updateScheduler . Dispose ( ) ;
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}
#endregion
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}
}