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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// 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 ;
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using System.Linq.Expressions ;
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using System.Threading.Tasks ;
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using Ionic.Zip ;
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using Microsoft.EntityFrameworkCore ;
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using osu.Framework.Extensions ;
using osu.Framework.Logging ;
using osu.Framework.Platform ;
using osu.Game.Beatmaps.Formats ;
using osu.Game.Beatmaps.IO ;
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using osu.Game.Database ;
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using osu.Game.Graphics ;
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using osu.Game.IO ;
using osu.Game.IPC ;
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using osu.Game.Online.API ;
using osu.Game.Online.API.Requests ;
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using osu.Game.Overlays.Notifications ;
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using osu.Game.Rulesets ;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
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public partial class BeatmapManager
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{
/// <summary>
/// Fired when a new <see cref="BeatmapSetInfo"/> becomes available in the database.
/// </summary>
public event Action < BeatmapSetInfo > BeatmapSetAdded ;
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/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
public event Action < BeatmapInfo > BeatmapHidden ;
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/// <summary>
/// Fired when a <see cref="BeatmapSetInfo"/> is removed from the database.
/// </summary>
public event Action < BeatmapSetInfo > BeatmapSetRemoved ;
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/// <summary>
/// Fired when a single difficulty has been restored.
/// </summary>
public event Action < BeatmapInfo > BeatmapRestored ;
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/// <summary>
/// Fired when a beatmap download begins.
/// </summary>
public event Action < DownloadBeatmapSetRequest > BeatmapDownloadBegan ;
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/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
public WorkingBeatmap DefaultBeatmap { private get ; set ; }
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private readonly IDatabaseContextFactory contextFactory ;
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private readonly FileStore files ;
private readonly RulesetStore rulesets ;
private readonly BeatmapStore beatmaps ;
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private readonly APIAccess api ;
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private readonly List < DownloadBeatmapSetRequest > currentDownloads = new List < DownloadBeatmapSetRequest > ( ) ;
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// ReSharper disable once NotAccessedField.Local (we should keep a reference to this so it is not finalised)
private BeatmapIPCChannel ipc ;
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/// <summary>
/// Set an endpoint for notifications to be posted to.
/// </summary>
public Action < Notification > PostNotification { private get ; set ; }
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/// <summary>
/// Set a storage with access to an osu-stable install for import purposes.
/// </summary>
public Func < Storage > GetStableStorage { private get ; set ; }
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public BeatmapManager ( Storage storage , IDatabaseContextFactory contextFactory , RulesetStore rulesets , APIAccess api , IIpcHost importHost = null )
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{
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this . contextFactory = contextFactory ;
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beatmaps = new BeatmapStore ( contextFactory ) ;
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beatmaps . BeatmapSetAdded + = s = > BeatmapSetAdded ? . Invoke ( s ) ;
beatmaps . BeatmapSetRemoved + = s = > BeatmapSetRemoved ? . Invoke ( s ) ;
beatmaps . BeatmapHidden + = b = > BeatmapHidden ? . Invoke ( b ) ;
beatmaps . BeatmapRestored + = b = > BeatmapRestored ? . Invoke ( b ) ;
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files = new FileStore ( contextFactory , storage ) ;
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this . rulesets = rulesets ;
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this . api = api ;
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if ( importHost ! = null )
ipc = new BeatmapIPCChannel ( importHost , this ) ;
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beatmaps . Cleanup ( ) ;
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}
/// <summary>
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/// Import one or more <see cref="BeatmapSetInfo"/> from filesystem <paramref name="paths"/>.
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/// This will post notifications tracking progress.
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/// </summary>
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/// <param name="paths">One or more beatmap locations on disk.</param>
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public List < BeatmapSetInfo > Import ( params string [ ] paths )
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{
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var notification = new ProgressNotification
{
Text = "Beatmap import is initialising..." ,
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CompletionText = "Import successful!" ,
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Progress = 0 ,
State = ProgressNotificationState . Active ,
} ;
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PostNotification ? . Invoke ( notification ) ;
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List < BeatmapSetInfo > imported = new List < BeatmapSetInfo > ( ) ;
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int i = 0 ;
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foreach ( string path in paths )
{
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if ( notification . State = = ProgressNotificationState . Cancelled )
// user requested abort
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return imported ;
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try
{
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notification . Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}" ;
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using ( ArchiveReader reader = getReaderFrom ( path ) )
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imported . Add ( Import ( reader ) ) ;
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notification . Progress = ( float ) + + i / paths . Length ;
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// We may or may not want to delete the file depending on where it is stored.
// e.g. reconstructing/repairing database with beatmaps from default storage.
// Also, not always a single file, i.e. for LegacyFilesystemReader
// TODO: Add a check to prevent files from storage to be deleted.
try
{
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if ( File . Exists ( path ) )
File . Delete ( path ) ;
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}
catch ( Exception e )
{
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Logger . Error ( e , $@"Could not delete original file after import ({Path.GetFileName(path)})" ) ;
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}
}
catch ( Exception e )
{
e = e . InnerException ? ? e ;
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Logger . Error ( e , $@"Could not import beatmap set ({Path.GetFileName(path)})" ) ;
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}
}
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notification . State = ProgressNotificationState . Completed ;
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return imported ;
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}
/// <summary>
/// Import a beatmap from an <see cref="ArchiveReader"/>.
/// </summary>
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/// <param name="archive">The beatmap to be imported.</param>
public BeatmapSetInfo Import ( ArchiveReader archive )
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{
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using ( contextFactory . GetForWrite ( ) ) // used to share a context for full import. keep in mind this will block all writes.
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{
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// create a new set info (don't yet add to database)
var beatmapSet = createBeatmapSetInfo ( archive ) ;
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// check if this beatmap has already been imported and exit early if so
var existingHashMatch = beatmaps . BeatmapSets . FirstOrDefault ( b = > b . Hash = = beatmapSet . Hash ) ;
if ( existingHashMatch ! = null )
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{
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Undelete ( existingHashMatch ) ;
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return existingHashMatch ;
}
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// check if a set already exists with the same online id
if ( beatmapSet . OnlineBeatmapSetID ! = null )
{
var existingOnlineId = beatmaps . BeatmapSets . FirstOrDefault ( b = > b . OnlineBeatmapSetID = = beatmapSet . OnlineBeatmapSetID ) ;
if ( existingOnlineId ! = null )
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{
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Delete ( existingOnlineId ) ;
beatmaps . Cleanup ( s = > s . ID = = existingOnlineId . ID ) ;
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}
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}
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beatmapSet . Files = createFileInfos ( archive , files ) ;
beatmapSet . Beatmaps = createBeatmapDifficulties ( archive ) ;
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// remove metadata from difficulties where it matches the set
foreach ( BeatmapInfo b in beatmapSet . Beatmaps )
if ( beatmapSet . Metadata . Equals ( b . Metadata ) )
b . Metadata = null ;
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// import to beatmap store
Import ( beatmapSet ) ;
return beatmapSet ;
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}
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}
/// <summary>
/// Import a beatmap from a <see cref="BeatmapSetInfo"/>.
/// </summary>
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/// <param name="beatmapSet">The beatmap to be imported.</param>
public void Import ( BeatmapSetInfo beatmapSet ) = > beatmaps . Add ( beatmapSet ) ;
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/// <summary>
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/// Downloads a beatmap.
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/// This will post notifications tracking progress.
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/// </summary>
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/// <param name="beatmapSetInfo">The <see cref="BeatmapSetInfo"/> to be downloaded.</param>
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/// <param name="noVideo">Whether the beatmap should be downloaded without video. Defaults to false.</param>
public void Download ( BeatmapSetInfo beatmapSetInfo , bool noVideo = false )
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{
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var existing = GetExistingDownload ( beatmapSetInfo ) ;
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if ( existing ! = null | | api = = null ) return ;
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if ( ! api . LocalUser . Value . IsSupporter )
{
PostNotification ? . Invoke ( new SimpleNotification
{
Icon = FontAwesome . fa_superpowers ,
Text = "You gotta be a supporter to download for now 'yo"
} ) ;
return ;
}
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var downloadNotification = new ProgressNotification
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{
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CompletionText = $"Imported {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}!" ,
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Text = $"Downloading {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}" ,
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} ;
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var request = new DownloadBeatmapSetRequest ( beatmapSetInfo , noVideo ) ;
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request . DownloadProgressed + = progress = >
{
downloadNotification . State = ProgressNotificationState . Active ;
downloadNotification . Progress = progress ;
} ;
request . Success + = data = >
{
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downloadNotification . Text = $"Importing {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}" ;
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Task . Factory . StartNew ( ( ) = >
{
// This gets scheduled back to the update thread, but we want the import to run in the background.
using ( var stream = new MemoryStream ( data ) )
using ( var archive = new OszArchiveReader ( stream ) )
Import ( archive ) ;
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downloadNotification . State = ProgressNotificationState . Completed ;
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currentDownloads . Remove ( request ) ;
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} , TaskCreationOptions . LongRunning ) ;
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} ;
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request . Failure + = error = >
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{
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if ( error is OperationCanceledException ) return ;
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downloadNotification . State = ProgressNotificationState . Completed ;
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Logger . Error ( error , "Beatmap download failed!" ) ;
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currentDownloads . Remove ( request ) ;
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} ;
downloadNotification . CancelRequested + = ( ) = >
{
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request . Cancel ( ) ;
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currentDownloads . Remove ( request ) ;
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downloadNotification . State = ProgressNotificationState . Cancelled ;
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return true ;
} ;
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currentDownloads . Add ( request ) ;
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PostNotification ? . Invoke ( downloadNotification ) ;
// don't run in the main api queue as this is a long-running task.
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Task . Factory . StartNew ( ( ) = > request . Perform ( api ) , TaskCreationOptions . LongRunning ) ;
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BeatmapDownloadBegan ? . Invoke ( request ) ;
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}
/// <summary>
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/// Get an existing download request if it exists.
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/// </summary>
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/// <param name="beatmap">The <see cref="BeatmapSetInfo"/> whose download request is wanted.</param>
/// <returns>The <see cref="DownloadBeatmapSetRequest"/> object if it exists, or null.</returns>
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public DownloadBeatmapSetRequest GetExistingDownload ( BeatmapSetInfo beatmap ) = > currentDownloads . Find ( d = > d . BeatmapSet . OnlineBeatmapSetID = = beatmap . OnlineBeatmapSetID ) ;
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/// <summary>
/// Update a BeatmapSetInfo with all changes. TODO: This only supports very basic updates currently.
/// </summary>
/// <param name="beatmapSet">The beatmap set to update.</param>
public void Update ( BeatmapSetInfo beatmap ) = > beatmaps . Update ( beatmap ) ;
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/// <summary>
/// Delete a beatmap from the manager.
/// Is a no-op for already deleted beatmaps.
/// </summary>
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/// <param name="beatmapSet">The beatmap set to delete.</param>
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public void Delete ( BeatmapSetInfo beatmapSet )
{
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using ( var usage = contextFactory . GetForWrite ( ) )
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{
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var context = usage . Context ;
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context . ChangeTracker . AutoDetectChangesEnabled = false ;
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// re-fetch the beatmap set on the import context.
beatmapSet = context . BeatmapSetInfo . Include ( s = > s . Files ) . ThenInclude ( f = > f . FileInfo ) . First ( s = > s . ID = = beatmapSet . ID ) ;
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if ( beatmaps . Delete ( beatmapSet ) )
{
if ( ! beatmapSet . Protected )
files . Dereference ( beatmapSet . Files . Select ( f = > f . FileInfo ) . ToArray ( ) ) ;
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}
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context . ChangeTracker . AutoDetectChangesEnabled = true ;
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}
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}
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/// <summary>
/// Restore all beatmaps that were previously deleted.
/// This will post notifications tracking progress.
/// </summary>
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public void UndeleteAll ( )
{
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var deleteMaps = QueryBeatmapSets ( bs = > bs . DeletePending ) . ToList ( ) ;
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if ( ! deleteMaps . Any ( ) ) return ;
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var notification = new ProgressNotification
{
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CompletionText = "Restored all deleted beatmaps!" ,
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Progress = 0 ,
State = ProgressNotificationState . Active ,
} ;
PostNotification ? . Invoke ( notification ) ;
int i = 0 ;
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foreach ( var bs in deleteMaps )
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{
if ( notification . State = = ProgressNotificationState . Cancelled )
// user requested abort
return ;
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notification . Text = $"Restoring ({i} of {deleteMaps.Count})" ;
notification . Progress = ( float ) + + i / deleteMaps . Count ;
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Undelete ( bs ) ;
}
notification . State = ProgressNotificationState . Completed ;
}
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/// <summary>
/// Restore a beatmap that was previously deleted. Is a no-op if the beatmap is not in a deleted state, or has its protected flag set.
/// </summary>
/// <param name="beatmapSet">The beatmap to restore</param>
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public void Undelete ( BeatmapSetInfo beatmapSet )
{
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if ( beatmapSet . Protected )
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return ;
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using ( var usage = contextFactory . GetForWrite ( ) )
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{
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usage . Context . ChangeTracker . AutoDetectChangesEnabled = false ;
if ( ! beatmaps . Undelete ( beatmapSet ) ) return ;
if ( ! beatmapSet . Protected )
files . Reference ( beatmapSet . Files . Select ( f = > f . FileInfo ) . ToArray ( ) ) ;
usage . Context . ChangeTracker . AutoDetectChangesEnabled = true ;
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}
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}
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to hide.</param>
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public void Hide ( BeatmapInfo beatmap ) = > beatmaps . Hide ( beatmap ) ;
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/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to restore.</param>
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public void Restore ( BeatmapInfo beatmap ) = > beatmaps . Restore ( beatmap ) ;
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/// <summary>
/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
/// </summary>
/// <param name="beatmapInfo">The beatmap to lookup.</param>
/// <param name="previous">The currently loaded <see cref="WorkingBeatmap"/>. Allows for optimisation where elements are shared with the new beatmap.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
public WorkingBeatmap GetWorkingBeatmap ( BeatmapInfo beatmapInfo , WorkingBeatmap previous = null )
{
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if ( beatmapInfo ? . BeatmapSet = = null | | beatmapInfo = = DefaultBeatmap ? . BeatmapInfo )
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return DefaultBeatmap ;
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if ( beatmapInfo . Metadata = = null )
beatmapInfo . Metadata = beatmapInfo . BeatmapSet . Metadata ;
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WorkingBeatmap working = new BeatmapManagerWorkingBeatmap ( files . Store , beatmapInfo ) ;
previous ? . TransferTo ( working ) ;
return working ;
}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
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public BeatmapSetInfo QueryBeatmapSet ( Expression < Func < BeatmapSetInfo , bool > > query ) = > beatmaps . BeatmapSets . AsNoTracking ( ) . FirstOrDefault ( query ) ;
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/// <summary>
/// Refresh an existing instance of a <see cref="BeatmapSetInfo"/> from the store.
/// </summary>
/// <param name="beatmapSet">A stale instance.</param>
/// <returns>A fresh instance.</returns>
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public BeatmapSetInfo Refresh ( BeatmapSetInfo beatmapSet ) = > QueryBeatmapSet ( s = > s . ID = = beatmapSet . ID ) ;
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/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public List < BeatmapSetInfo > GetAllUsableBeatmapSets ( ) = > beatmaps . BeatmapSets . Where ( s = > ! s . DeletePending ) . ToList ( ) ;
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/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
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public IEnumerable < BeatmapSetInfo > QueryBeatmapSets ( Expression < Func < BeatmapSetInfo , bool > > query ) = > beatmaps . BeatmapSets . AsNoTracking ( ) . Where ( query ) ;
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/// <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>
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public BeatmapInfo QueryBeatmap ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . FirstOrDefault ( query ) ;
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/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
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public IEnumerable < BeatmapInfo > QueryBeatmaps ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . Where ( query ) ;
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/// <summary>
/// Denotes whether an osu-stable installation is present to perform automated imports from.
/// </summary>
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public bool StableInstallationAvailable = > GetStableStorage ? . Invoke ( ) ! = null ;
/// <summary>
/// This is a temporary method and will likely be replaced by a full-fledged (and more correctly placed) migration process in the future.
/// </summary>
public async Task ImportFromStable ( )
{
var stable = GetStableStorage ? . Invoke ( ) ;
if ( stable = = null )
{
Logger . Log ( "No osu!stable installation available!" , LoggingTarget . Information , LogLevel . Error ) ;
return ;
}
await Task . Factory . StartNew ( ( ) = > Import ( stable . GetDirectories ( "Songs" ) ) , TaskCreationOptions . LongRunning ) ;
}
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/// <summary>
/// Delete all beatmaps.
/// This will post notifications tracking progress.
/// </summary>
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public void DeleteAll ( )
{
var maps = GetAllUsableBeatmapSets ( ) ;
if ( maps . Count = = 0 ) return ;
var notification = new ProgressNotification
{
Progress = 0 ,
CompletionText = "Deleted all beatmaps!" ,
State = ProgressNotificationState . Active ,
} ;
PostNotification ? . Invoke ( notification ) ;
int i = 0 ;
foreach ( var b in maps )
{
if ( notification . State = = ProgressNotificationState . Cancelled )
// user requested abort
return ;
notification . Text = $"Deleting ({i} of {maps.Count})" ;
notification . Progress = ( float ) + + i / maps . Count ;
Delete ( b ) ;
}
notification . State = ProgressNotificationState . Completed ;
}
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/// <summary>
/// Creates an <see cref="ArchiveReader"/> from a valid storage path.
/// </summary>
/// <param name="path">A file or folder path resolving the beatmap content.</param>
/// <returns>A reader giving access to the beatmap's content.</returns>
private ArchiveReader getReaderFrom ( string path )
{
if ( ZipFile . IsZipFile ( path ) )
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// ReSharper disable once InconsistentlySynchronizedField
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return new OszArchiveReader ( files . Storage . GetStream ( path ) ) ;
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return new LegacyFilesystemReader ( path ) ;
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}
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/// <summary>
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/// Create a SHA-2 hash from the provided archive based on contained beatmap (.osu) file content.
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/// </summary>
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private string computeBeatmapSetHash ( ArchiveReader reader )
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{
// for now, concatenate all .osu files in the set to create a unique hash.
MemoryStream hashable = new MemoryStream ( ) ;
foreach ( string file in reader . Filenames . Where ( f = > f . EndsWith ( ".osu" ) ) )
using ( Stream s = reader . GetStream ( file ) )
s . CopyTo ( hashable ) ;
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return hashable . ComputeSHA2Hash ( ) ;
}
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/// <summary>
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/// Create a <see cref="BeatmapSetInfo"/> from a provided archive.
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/// </summary>
private BeatmapSetInfo createBeatmapSetInfo ( ArchiveReader reader )
{
// let's make sure there are actually .osu files to import.
string mapName = reader . Filenames . FirstOrDefault ( f = > f . EndsWith ( ".osu" ) ) ;
if ( string . IsNullOrEmpty ( mapName ) ) throw new InvalidOperationException ( "No beatmap files found in the map folder." ) ;
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BeatmapMetadata metadata ;
using ( var stream = new StreamReader ( reader . GetStream ( mapName ) ) )
metadata = Decoder . GetDecoder ( stream ) . DecodeBeatmap ( stream ) . Metadata ;
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return new BeatmapSetInfo
{
OnlineBeatmapSetID = metadata . OnlineBeatmapSetID ,
Beatmaps = new List < BeatmapInfo > ( ) ,
Hash = computeBeatmapSetHash ( reader ) ,
Metadata = metadata
} ;
}
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/// <summary>
/// Create all required <see cref="FileInfo"/>s for the provided archive, adding them to the global file store.
/// </summary>
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private List < BeatmapSetFileInfo > createFileInfos ( ArchiveReader reader , FileStore files )
{
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List < BeatmapSetFileInfo > fileInfos = new List < BeatmapSetFileInfo > ( ) ;
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// import files to manager
foreach ( string file in reader . Filenames )
using ( Stream s = reader . GetStream ( file ) )
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fileInfos . Add ( new BeatmapSetFileInfo
{
Filename = file ,
FileInfo = files . Add ( s )
} ) ;
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return fileInfos ;
}
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/// <summary>
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/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
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/// </summary>
private List < BeatmapInfo > createBeatmapDifficulties ( ArchiveReader reader )
{
var beatmapInfos = new List < BeatmapInfo > ( ) ;
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foreach ( var name in reader . Filenames . Where ( f = > f . EndsWith ( ".osu" ) ) )
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{
using ( var raw = reader . GetStream ( name ) )
using ( var ms = new MemoryStream ( ) ) //we need a memory stream so we can seek and shit
using ( var sr = new StreamReader ( ms ) )
{
raw . CopyTo ( ms ) ;
ms . Position = 0 ;
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var decoder = Decoder . GetDecoder ( sr ) ;
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Beatmap beatmap = decoder . DecodeBeatmap ( sr ) ;
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beatmap . BeatmapInfo . Path = name ;
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beatmap . BeatmapInfo . Hash = ms . ComputeSHA2Hash ( ) ;
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beatmap . BeatmapInfo . MD5Hash = ms . ComputeMD5Hash ( ) ;
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RulesetInfo ruleset = rulesets . GetRuleset ( beatmap . BeatmapInfo . RulesetID ) ;
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// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap . BeatmapInfo . Ruleset = ruleset ;
beatmap . BeatmapInfo . StarDifficulty = ruleset ? . CreateInstance ( ) ? . CreateDifficultyCalculator ( beatmap ) . Calculate ( ) ? ? 0 ;
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beatmapInfos . Add ( beatmap . BeatmapInfo ) ;
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}
}
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return beatmapInfos ;
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}
}
}