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osu-lazer/osu.Game/Beatmaps/BeatmapModelManager.cs

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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.Diagnostics;
using System.IO;
using System.Linq;
using System.Linq.Expressions;
using System.Text;
using osu.Framework.Extensions;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps.Formats;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.Skinning;
using osu.Game.Stores;
#nullable enable
namespace osu.Game.Beatmaps
{
[ExcludeFromDynamicCompile]
public class BeatmapModelManager : BeatmapImporter
{
/// <summary>
/// The game working beatmap cache, used to invalidate entries on changes.
/// </summary>
public IWorkingBeatmapCache? WorkingBeatmapCache { private get; set; }
public override IEnumerable<string> HandledExtensions => new[] { ".osz" };
protected override string[] HashableFileTypes => new[] { ".osu" };
public BeatmapModelManager(RealmContextFactory contextFactory, Storage storage, BeatmapOnlineLookupQueue? onlineLookupQueue = null)
: base(contextFactory, storage, onlineLookupQueue)
{
}
protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path)?.ToLowerInvariant() == ".osz";
/// <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>
/// <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>
public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
{
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var setInfo = beatmapInfo.BeatmapSet;
Debug.Assert(setInfo != null);
// 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.
// 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);
// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
beatmapContent.BeatmapInfo = beatmapInfo;
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 (var realm = ContextFactory.CreateContext())
using (var transaction = realm.BeginWrite())
{
beatmapInfo = setInfo.Beatmaps.Single(b => b.Equals(beatmapInfo));
// grab the original file (or create a new one if not found).
var existingFileInfo = setInfo.Files.SingleOrDefault(f => string.Equals(f.Filename, beatmapInfo.Path, StringComparison.OrdinalIgnoreCase));
if (existingFileInfo != null)
{
DeleteFile(setInfo, existingFileInfo);
}
// metadata may have changed; update the path with the standard format.
var metadata = beatmapInfo.Metadata;
string filename = $"{metadata.Artist} - {metadata.Title} ({metadata.Author}) [{beatmapInfo.DifficultyName}].osu".GetValidArchiveContentFilename();
beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
stream.Seek(0, SeekOrigin.Begin);
AddFile(setInfo, stream, filename, realm);
transaction.Commit();
}
}
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WorkingBeatmapCache?.Invalidate(beatmapInfo);
}
/// <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)
{
using (var context = ContextFactory.CreateContext())
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return context.All<BeatmapInfo>().FirstOrDefault(query)?.Detach();
}
}
}