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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 ;
using System.Collections.Generic ;
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using System.Diagnostics ;
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using System.IO ;
using System.Linq ;
using System.Linq.Expressions ;
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using System.Text ;
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using System.Threading ;
using System.Threading.Tasks ;
using osu.Framework.Audio ;
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using osu.Framework.Audio.Track ;
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using osu.Framework.Extensions ;
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using osu.Framework.IO.Stores ;
using osu.Framework.Platform ;
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using osu.Framework.Testing ;
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using osu.Game.Beatmaps.Formats ;
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using osu.Game.Database ;
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using osu.Game.Extensions ;
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using osu.Game.IO.Archives ;
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using osu.Game.Models ;
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using osu.Game.Online.API ;
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using osu.Game.Online.API.Requests.Responses ;
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using osu.Game.Overlays.Notifications ;
using osu.Game.Rulesets ;
using osu.Game.Skinning ;
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using osu.Game.Utils ;
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namespace osu.Game.Beatmaps
{
/// <summary>
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/// Handles general operations related to global beatmap management.
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/// </summary>
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[ExcludeFromDynamicCompile]
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public class BeatmapManager : ModelManager < BeatmapSetInfo > , IModelImporter < BeatmapSetInfo > , IWorkingBeatmapCache
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{
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public ITrackStore BeatmapTrackStore { get ; }
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private readonly BeatmapImporter beatmapImporter ;
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private readonly WorkingBeatmapCache workingBeatmapCache ;
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public Action < ( BeatmapSetInfo beatmapSet , bool isBatch ) > ? ProcessBeatmap { private get ; set ; }
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public BeatmapManager ( Storage storage , RealmAccess realm , IAPIProvider ? api , AudioManager audioManager , IResourceStore < byte [ ] > gameResources , GameHost ? host = null ,
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WorkingBeatmap ? defaultBeatmap = null , BeatmapDifficultyCache ? difficultyCache = null , bool performOnlineLookups = false )
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: base ( storage , realm )
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{
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if ( performOnlineLookups )
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{
if ( api = = null )
throw new ArgumentNullException ( nameof ( api ) , "API must be provided if online lookups are required." ) ;
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if ( difficultyCache = = null )
throw new ArgumentNullException ( nameof ( difficultyCache ) , "Difficulty cache must be provided if online lookups are required." ) ;
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}
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var userResources = new RealmFileStore ( realm , storage ) . Store ;
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BeatmapTrackStore = audioManager . GetTrackStore ( userResources ) ;
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beatmapImporter = CreateBeatmapImporter ( storage , realm ) ;
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beatmapImporter . ProcessBeatmap = args = > ProcessBeatmap ? . Invoke ( args ) ;
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beatmapImporter . PostNotification = obj = > PostNotification ? . Invoke ( obj ) ;
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workingBeatmapCache = CreateWorkingBeatmapCache ( audioManager , gameResources , userResources , defaultBeatmap , host ) ;
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}
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protected virtual WorkingBeatmapCache CreateWorkingBeatmapCache ( AudioManager audioManager , IResourceStore < byte [ ] > resources , IResourceStore < byte [ ] > storage , WorkingBeatmap ? defaultBeatmap ,
GameHost ? host )
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{
return new WorkingBeatmapCache ( BeatmapTrackStore , audioManager , resources , storage , defaultBeatmap , host ) ;
}
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protected virtual BeatmapImporter CreateBeatmapImporter ( Storage storage , RealmAccess realm ) = > new BeatmapImporter ( storage , realm ) ;
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/// <summary>
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/// Create a new beatmap set, backed by a <see cref="BeatmapSetInfo"/> model,
/// with a single difficulty which is backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned usable <see cref="WorkingBeatmap"/>.
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/// </summary>
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public WorkingBeatmap CreateNew ( RulesetInfo ruleset , APIUser user )
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{
var metadata = new BeatmapMetadata
{
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Author = new RealmUser
{
OnlineID = user . OnlineID ,
Username = user . Username ,
}
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} ;
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var beatmapSet = new BeatmapSetInfo
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{
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DateAdded = DateTimeOffset . UtcNow ,
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Beatmaps =
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{
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new BeatmapInfo ( ruleset , new BeatmapDifficulty ( ) , metadata )
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}
} ;
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foreach ( BeatmapInfo b in beatmapSet . Beatmaps )
b . BeatmapSet = beatmapSet ;
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var imported = beatmapImporter . ImportModel ( beatmapSet ) ;
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if ( imported = = null )
throw new InvalidOperationException ( "Failed to import new beatmap" ) ;
return imported . PerformRead ( s = > GetWorkingBeatmap ( s . Beatmaps . First ( ) ) ) ;
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}
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/// <summary>
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/// Add a new difficulty to the provided <paramref name="targetBeatmapSet"/> based on the provided <paramref name="referenceWorkingBeatmap"/>.
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/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned <see cref="WorkingBeatmap"/>.
/// </summary>
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/// <remarks>
/// Contrary to <see cref="CopyExistingDifficulty"/>, this method does not preserve hitobjects and beatmap-level settings from <paramref name="referenceWorkingBeatmap"/>.
/// The created beatmap will have zero hitobjects and will have default settings (including difficulty settings), but will preserve metadata and existing timing points.
/// </remarks>
/// <param name="targetBeatmapSet">The <see cref="BeatmapSetInfo"/> to add the new difficulty to.</param>
/// <param name="referenceWorkingBeatmap">The <see cref="WorkingBeatmap"/> to use as a baseline reference when creating the new difficulty.</param>
/// <param name="rulesetInfo">The ruleset with which the new difficulty should be created.</param>
public virtual WorkingBeatmap CreateNewDifficulty ( BeatmapSetInfo targetBeatmapSet , WorkingBeatmap referenceWorkingBeatmap , RulesetInfo rulesetInfo )
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{
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var playableBeatmap = referenceWorkingBeatmap . GetPlayableBeatmap ( rulesetInfo ) ;
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var newBeatmapInfo = new BeatmapInfo ( rulesetInfo , new BeatmapDifficulty ( ) , playableBeatmap . Metadata . DeepClone ( ) )
{
DifficultyName = NamingUtils . GetNextBestName ( targetBeatmapSet . Beatmaps . Select ( b = > b . DifficultyName ) , "New Difficulty" )
} ;
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var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo } ;
foreach ( var timingPoint in playableBeatmap . ControlPointInfo . TimingPoints )
newBeatmap . ControlPointInfo . Add ( timingPoint . Time , timingPoint . DeepClone ( ) ) ;
return addDifficultyToSet ( targetBeatmapSet , newBeatmap , referenceWorkingBeatmap . Skin ) ;
}
/// <summary>
/// Add a copy of the provided <paramref name="referenceWorkingBeatmap"/> to the provided <paramref name="targetBeatmapSet"/>.
/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned <see cref="WorkingBeatmap"/>.
/// </summary>
/// <remarks>
/// Contrary to <see cref="CreateNewDifficulty"/>, this method creates a nearly-exact copy of <paramref name="referenceWorkingBeatmap"/>
/// (with the exception of a few key properties that cannot be copied under any circumstance, like difficulty name, beatmap hash, or online status).
/// </remarks>
/// <param name="targetBeatmapSet">The <see cref="BeatmapSetInfo"/> to add the copy to.</param>
/// <param name="referenceWorkingBeatmap">The <see cref="WorkingBeatmap"/> to be copied.</param>
public virtual WorkingBeatmap CopyExistingDifficulty ( BeatmapSetInfo targetBeatmapSet , WorkingBeatmap referenceWorkingBeatmap )
{
var newBeatmap = referenceWorkingBeatmap . GetPlayableBeatmap ( referenceWorkingBeatmap . BeatmapInfo . Ruleset ) . Clone ( ) ;
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BeatmapInfo newBeatmapInfo ;
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newBeatmap . BeatmapInfo = newBeatmapInfo = referenceWorkingBeatmap . BeatmapInfo . Clone ( ) ;
// assign a new ID to the clone.
newBeatmapInfo . ID = Guid . NewGuid ( ) ;
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// add "(copy)" suffix to difficulty name, and additionally ensure that it doesn't conflict with any other potentially pre-existing copies.
newBeatmapInfo . DifficultyName = NamingUtils . GetNextBestName (
targetBeatmapSet . Beatmaps . Select ( b = > b . DifficultyName ) ,
$"{newBeatmapInfo.DifficultyName} (copy)" ) ;
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// clear the hash, as that's what is used to match .osu files with their corresponding realm beatmaps.
newBeatmapInfo . Hash = string . Empty ;
// clear online properties.
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newBeatmapInfo . ResetOnlineInfo ( ) ;
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return addDifficultyToSet ( targetBeatmapSet , newBeatmap , referenceWorkingBeatmap . Skin ) ;
}
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private WorkingBeatmap addDifficultyToSet ( BeatmapSetInfo targetBeatmapSet , IBeatmap newBeatmap , ISkin beatmapSkin )
{
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// populate circular beatmap set info <-> beatmap info references manually.
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// several places like `Save()` or `GetWorkingBeatmap()`
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// rely on them being freely traversable in both directions for correct operation.
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targetBeatmapSet . Beatmaps . Add ( newBeatmap . BeatmapInfo ) ;
newBeatmap . BeatmapInfo . BeatmapSet = targetBeatmapSet ;
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Save ( newBeatmap . BeatmapInfo , newBeatmap , beatmapSkin ) ;
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workingBeatmapCache . Invalidate ( targetBeatmapSet ) ;
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return GetWorkingBeatmap ( newBeatmap . BeatmapInfo ) ;
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}
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/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
/// <param name="beatmapInfo">The beatmap difficulty to hide.</param>
public void Hide ( BeatmapInfo beatmapInfo )
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{
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Realm . Run ( r = >
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{
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using ( var transaction = r . BeginWrite ( ) )
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{
if ( ! beatmapInfo . IsManaged )
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beatmapInfo = r . Find < BeatmapInfo > ( beatmapInfo . ID ) ;
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beatmapInfo . Hidden = true ;
transaction . Commit ( ) ;
}
} ) ;
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}
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/// <summary>
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/// Restore a beatmap difficulty.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap difficulty to restore.</param>
public void Restore ( BeatmapInfo beatmapInfo )
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{
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Realm . Run ( r = >
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{
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using ( var transaction = r . BeginWrite ( ) )
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{
if ( ! beatmapInfo . IsManaged )
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beatmapInfo = r . Find < BeatmapInfo > ( beatmapInfo . ID ) ;
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beatmapInfo . Hidden = false ;
transaction . Commit ( ) ;
}
} ) ;
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}
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public void RestoreAll ( )
{
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Realm . Run ( r = >
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{
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using ( var transaction = r . BeginWrite ( ) )
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{
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foreach ( var beatmap in r . All < BeatmapInfo > ( ) . Where ( b = > b . Hidden ) )
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beatmap . Hidden = false ;
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transaction . Commit ( ) ;
}
} ) ;
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}
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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>
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public List < BeatmapSetInfo > GetAllUsableBeatmapSets ( )
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{
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return Realm . Run ( r = >
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{
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r . Refresh ( ) ;
return r . All < BeatmapSetInfo > ( ) . Where ( b = > ! b . DeletePending ) . Detach ( ) ;
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} ) ;
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}
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/// <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 Live < BeatmapSetInfo > ? QueryBeatmapSet ( Expression < Func < BeatmapSetInfo , bool > > query )
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{
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return Realm . Run ( r = > r . All < BeatmapSetInfo > ( ) . FirstOrDefault ( query ) ? . ToLive ( Realm ) ) ;
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}
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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 ) = > Realm . Run ( r = > r . All < BeatmapInfo > ( ) . FirstOrDefault ( query ) ? . Detach ( ) ) ;
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/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
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public IWorkingBeatmap DefaultBeatmap = > workingBeatmapCache . DefaultBeatmap ;
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/// <summary>
/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
/// </summary>
/// <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 )
{
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 . Difficulty ) ;
// 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 ) ;
// AddFile generally handles updating/replacing files, but this is a case where the filename may have also changed so let's delete for simplicity.
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var existingFileInfo = beatmapInfo . Path ! = null ? setInfo . GetFile ( beatmapInfo . Path ) : null ;
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string targetFilename = createBeatmapFilenameFromMetadata ( beatmapInfo ) ;
// ensure that two difficulties from the set don't point at the same beatmap file.
if ( setInfo . Beatmaps . Any ( b = > b . ID ! = beatmapInfo . ID & & string . Equals ( b . Path , targetFilename , StringComparison . OrdinalIgnoreCase ) ) )
throw new InvalidOperationException ( $"{setInfo.GetDisplayString()} already has a difficulty with the name of '{beatmapInfo.DifficultyName}'." ) ;
if ( existingFileInfo ! = null )
DeleteFile ( setInfo , existingFileInfo ) ;
beatmapInfo . MD5Hash = stream . ComputeMD5Hash ( ) ;
beatmapInfo . Hash = stream . ComputeSHA2Hash ( ) ;
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beatmapInfo . LastLocalUpdate = DateTimeOffset . Now ;
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beatmapInfo . Status = BeatmapOnlineStatus . LocallyModified ;
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AddFile ( setInfo , stream , createBeatmapFilenameFromMetadata ( beatmapInfo ) ) ;
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updateHashAndMarkDirty ( setInfo ) ;
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Realm . Write ( r = >
{
var liveBeatmapSet = r . Find < BeatmapSetInfo > ( setInfo . ID ) ;
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setInfo . CopyChangesToRealm ( liveBeatmapSet ) ;
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ProcessBeatmap ? . Invoke ( ( liveBeatmapSet , false ) ) ;
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} ) ;
}
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Debug . Assert ( beatmapInfo . BeatmapSet ! = null ) ;
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static string createBeatmapFilenameFromMetadata ( BeatmapInfo beatmapInfo )
{
var metadata = beatmapInfo . Metadata ;
return $"{metadata.Artist} - {metadata.Title} ({metadata.Author.Username}) [{beatmapInfo.DifficultyName}].osu" . GetValidArchiveContentFilename ( ) ;
}
}
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public void DeleteAllVideos ( )
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{
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Realm . Write ( r = >
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{
var items = r . All < BeatmapSetInfo > ( ) . Where ( s = > ! s . DeletePending & & ! s . Protected ) ;
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DeleteVideos ( items . ToList ( ) ) ;
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} ) ;
}
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public void Delete ( Expression < Func < BeatmapSetInfo , bool > > ? filter = null , bool silent = false )
{
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Realm . Run ( r = >
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{
var items = r . All < BeatmapSetInfo > ( ) . Where ( s = > ! s . DeletePending & & ! s . Protected ) ;
if ( filter ! = null )
items = items . Where ( filter ) ;
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Delete ( items . ToList ( ) , silent ) ;
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} ) ;
}
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/// <summary>
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/// Delete a beatmap difficulty immediately.
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/// </summary>
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/// <remarks>
/// There's no undoing this operation, as we don't have a soft-deletion flag on <see cref="BeatmapInfo"/>.
/// This may be a future consideration if there's a user requirement for undeleting support.
/// </remarks>
public void DeleteDifficultyImmediately ( BeatmapInfo beatmapInfo )
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{
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Realm . Write ( r = >
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{
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if ( ! beatmapInfo . IsManaged )
beatmapInfo = r . Find < BeatmapInfo > ( beatmapInfo . ID ) ;
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Debug . Assert ( beatmapInfo . BeatmapSet ! = null ) ;
Debug . Assert ( beatmapInfo . File ! = null ) ;
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var setInfo = beatmapInfo . BeatmapSet ;
DeleteFile ( setInfo , beatmapInfo . File ) ;
setInfo . Beatmaps . Remove ( beatmapInfo ) ;
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updateHashAndMarkDirty ( setInfo ) ;
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workingBeatmapCache . Invalidate ( setInfo ) ;
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} ) ;
}
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/// <summary>
/// Delete videos from a list of beatmaps.
/// This will post notifications tracking progress.
/// </summary>
public void DeleteVideos ( List < BeatmapSetInfo > items , bool silent = false )
{
if ( items . Count = = 0 ) return ;
var notification = new ProgressNotification
{
Progress = 0 ,
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Text = $"Preparing to delete all {HumanisedModelName} videos..." ,
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CompletionText = "No videos found to delete!" ,
State = ProgressNotificationState . Active ,
} ;
if ( ! silent )
PostNotification ? . Invoke ( notification ) ;
int i = 0 ;
int deleted = 0 ;
foreach ( var b in items )
{
if ( notification . State = = ProgressNotificationState . Cancelled )
// user requested abort
return ;
var video = b . Files . FirstOrDefault ( f = > OsuGameBase . VIDEO_EXTENSIONS . Any ( ex = > f . Filename . EndsWith ( ex , StringComparison . Ordinal ) ) ) ;
if ( video ! = null )
{
DeleteFile ( b , video ) ;
deleted + + ;
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notification . CompletionText = $"Deleted {deleted} {HumanisedModelName} video(s)!" ;
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}
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notification . Text = $"Deleting videos from {HumanisedModelName}s ({deleted} deleted)" ;
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notification . Progress = ( float ) + + i / items . Count ;
}
notification . State = ProgressNotificationState . Completed ;
}
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public void UndeleteAll ( )
{
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Realm . Run ( r = > Undelete ( r . All < BeatmapSetInfo > ( ) . Where ( s = > s . DeletePending ) . ToList ( ) ) ) ;
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}
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public Task < Live < BeatmapSetInfo > ? > ImportAsUpdate ( ProgressNotification notification , ImportTask importTask , BeatmapSetInfo original ) = >
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beatmapImporter . ImportAsUpdate ( notification , importTask , original ) ;
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private void updateHashAndMarkDirty ( BeatmapSetInfo setInfo )
{
setInfo . Hash = beatmapImporter . ComputeHash ( setInfo ) ;
setInfo . Status = BeatmapOnlineStatus . LocallyModified ;
}
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#region Implementation of ICanAcceptFiles
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public Task Import ( params string [ ] paths ) = > beatmapImporter . Import ( paths ) ;
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public Task Import ( params ImportTask [ ] tasks ) = > beatmapImporter . Import ( tasks ) ;
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public Task < IEnumerable < Live < BeatmapSetInfo > > > Import ( ProgressNotification notification , params ImportTask [ ] tasks ) = > beatmapImporter . Import ( notification , tasks ) ;
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public Task < Live < BeatmapSetInfo > ? > Import ( ImportTask task , bool batchImport = false , CancellationToken cancellationToken = default ) = >
beatmapImporter . Import ( task , batchImport , cancellationToken ) ;
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public Live < BeatmapSetInfo > ? Import ( BeatmapSetInfo item , ArchiveReader ? archive = null , CancellationToken cancellationToken = default ) = >
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beatmapImporter . ImportModel ( item , archive , false , cancellationToken ) ;
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public IEnumerable < string > HandledExtensions = > beatmapImporter . HandledExtensions ;
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#endregion
#region Implementation of IWorkingBeatmapCache
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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="refetch">Whether to force a refetch from the database to ensure <see cref="BeatmapInfo"/> is up-to-date.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
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public WorkingBeatmap GetWorkingBeatmap ( BeatmapInfo ? beatmapInfo , bool refetch = false )
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{
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if ( beatmapInfo ! = null )
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{
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if ( refetch )
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workingBeatmapCache . Invalidate ( beatmapInfo ) ;
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// Detached beatmapsets don't come with files as an optimisation (see `RealmObjectExtensions.beatmap_set_mapper`).
// If we seem to be missing files, now is a good time to re-fetch.
bool missingFiles = beatmapInfo . BeatmapSet ? . Files . Count = = 0 ;
if ( refetch | | beatmapInfo . IsManaged | | missingFiles )
{
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Guid id = beatmapInfo . ID ;
beatmapInfo = Realm . Run ( r = > r . Find < BeatmapInfo > ( id ) ? . Detach ( ) ) ? ? beatmapInfo ;
}
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Debug . Assert ( beatmapInfo . IsManaged ! = true ) ;
}
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return workingBeatmapCache . GetWorkingBeatmap ( beatmapInfo ) ;
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}
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WorkingBeatmap IWorkingBeatmapCache . GetWorkingBeatmap ( BeatmapInfo beatmapInfo ) = > GetWorkingBeatmap ( beatmapInfo ) ;
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void IWorkingBeatmapCache . Invalidate ( BeatmapSetInfo beatmapSetInfo ) = > workingBeatmapCache . Invalidate ( beatmapSetInfo ) ;
void IWorkingBeatmapCache . Invalidate ( BeatmapInfo beatmapInfo ) = > workingBeatmapCache . Invalidate ( beatmapInfo ) ;
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public event Action < WorkingBeatmap > ? OnInvalidated
{
add = > workingBeatmapCache . OnInvalidated + = value ;
remove = > workingBeatmapCache . OnInvalidated - = value ;
}
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public override bool IsAvailableLocally ( BeatmapSetInfo model ) = > Realm . Run ( realm = > realm . All < BeatmapSetInfo > ( ) . Any ( s = > s . OnlineID = = model . OnlineID ) ) ;
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#endregion
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#region Implementation of IPostImports < out BeatmapSetInfo >
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public Action < IEnumerable < Live < BeatmapSetInfo > > > ? PresentImport
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{
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set = > beatmapImporter . PresentImport = value ;
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}
#endregion
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public override string HumanisedModelName = > "beatmap" ;
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}
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}