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osu-lazer/osu.Game/Skinning/SkinImporter.cs

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C#
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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;
using Newtonsoft.Json;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;
using osu.Game.IO.Archives;
using Realms;
namespace osu.Game.Skinning
{
public class SkinImporter : RealmArchiveModelImporter<SkinInfo>
{
private const string skin_info_file = "skininfo.json";
private readonly IStorageResourceProvider skinResources;
private readonly ModelManager<SkinInfo> modelManager;
public SkinImporter(Storage storage, RealmAccess realm, IStorageResourceProvider skinResources)
: base(storage, realm)
{
this.skinResources = skinResources;
modelManager = new ModelManager<SkinInfo>(storage, realm);
}
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";
protected override SkinInfo CreateModel(ArchiveReader archive) => new SkinInfo { Name = archive.Name ?? @"No name" };
private const string unknown_creator_string = @"Unknown";
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protected override void Populate(SkinInfo model, ArchiveReader? archive, Realm realm, CancellationToken cancellationToken = default)
{
var skinInfoFile = model.GetFile(skin_info_file);
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, $"Error during {skin_info_file} parsing, falling back to default", e);
// Not sure if we should still run the import in the case of failure here, but let's do so for now.
model.InstantiationInfo = string.Empty;
}
}
// Always rewrite instantiation info (even after parsing in from the skin json) for sanity.
model.InstantiationInfo = createInstance(model).GetType().GetInvariantInstantiationInfo();
checkSkinIniMetadata(model, realm);
}
private void checkSkinIniMetadata(SkinInfo item, Realm realm)
{
var instance = createInstance(item);
// This function can be run on fresh import or save. The logic here ensures a skin.ini file is in a good state for both operations.
// `Skin` will parse the skin.ini and populate `Skin.Configuration` during construction above.
string skinIniSourcedName = instance.Configuration.SkinInfo.Name;
string skinIniSourcedCreator = instance.Configuration.SkinInfo.Creator;
string archiveName = item.Name.Replace(@".osk", string.Empty, StringComparison.OrdinalIgnoreCase);
bool isImport = !item.IsManaged;
if (isImport)
{
item.Name = !string.IsNullOrEmpty(skinIniSourcedName) ? skinIniSourcedName : archiveName;
item.Creator = !string.IsNullOrEmpty(skinIniSourcedCreator) ? skinIniSourcedCreator : unknown_creator_string;
// For imports, we want to use the archive or folder name as part of the metadata, in addition to any existing skin.ini metadata.
// In an ideal world, skin.ini would be the only source of metadata, but a lot of skin creators and users don't update it when making modifications.
// In both of these cases, the expectation from the user is that the filename or folder name is displayed somewhere to identify the skin.
if (archiveName != item.Name
// lazer exports use this format
// GetValidFilename accounts for skins with non-ASCII characters in the name that have been exported by lazer.
&& archiveName != item.GetDisplayString().GetValidFilename())
item.Name = @$"{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)
updateSkinIniMetadata(item, realm);
}
private void updateSkinIniMetadata(SkinInfo item, Realm realm)
{
string nameLine = @$"Name: {item.Name}";
string authorLine = @$"Author: {item.Creator}";
string[] newLines =
{
@"// The following content was automatically added by osu! during import, based on filename / folder metadata.",
@"[General]",
nameLine,
authorLine,
};
var existingFile = item.GetFile(@"skin.ini");
if (existingFile == null)
{
// In the case a skin doesn't have a skin.ini yet, let's create one.
writeNewSkinIni();
}
else
{
using (Stream stream = new MemoryStream())
{
using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
{
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)
sw.WriteLine(line);
}
modelManager.ReplaceFile(existingFile, stream, realm);
}
}
// The hash is already populated at this point in import.
// As we have changed files, it needs to be recomputed.
item.Hash = ComputeHash(item);
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);
}
modelManager.AddFile(item, stream, @"skin.ini", realm);
}
item.Hash = ComputeHash(item);
}
}
private Skin createInstance(SkinInfo item) => item.CreateInstance(skinResources);
/// <summary>
/// Save a skin, serialising any changes to skin layouts to relevant JSON structures.
/// </summary>
/// <returns>Whether any change actually occurred.</returns>
public bool Save(Skin skin)
{
bool hadChanges = false;
skin.SkinInfo.PerformWrite(s =>
{
// Update for safety
s.InstantiationInfo = skin.GetType().GetInvariantInstantiationInfo();
// 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!);
}
// Then serialise each of the drawable component groups into respective files.
foreach (var drawableInfo in skin.LayoutInfos)
{
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";
var oldFile = s.GetFile(filename);
if (oldFile != null)
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modelManager.ReplaceFile(oldFile, streamContent, s.Realm!);
else
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modelManager.AddFile(s, streamContent, filename, s.Realm!);
}
}
string newHash = ComputeHash(s);
hadChanges = newHash != s.Hash;
s.Hash = newHash;
});
return hadChanges;
}
}
}