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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 Microsoft.EntityFrameworkCore ;
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using osu.Framework.Extensions ;
using osu.Framework.Logging ;
using osu.Framework.Platform ;
using osu.Game.Beatmaps.Formats ;
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using osu.Game.Database ;
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using osu.Game.Graphics ;
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using osu.Game.IO.Archives ;
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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 : ArchiveModelManager < BeatmapSetInfo , BeatmapSetFileInfo >
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{
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/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
public event Action < BeatmapInfo > BeatmapHidden ;
/// <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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public override string [ ] HandledExtensions = > new [ ] { ".osz" } ;
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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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/// <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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: base ( storage , contextFactory , new BeatmapStore ( contextFactory ) , importHost )
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{
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beatmaps = ( BeatmapStore ) ModelStore ;
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beatmaps . BeatmapHidden + = b = > BeatmapHidden ? . Invoke ( b ) ;
beatmaps . BeatmapRestored + = b = > BeatmapRestored ? . Invoke ( b ) ;
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this . rulesets = rulesets ;
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this . api = api ;
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}
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protected override void Populate ( BeatmapSetInfo model , ArchiveReader archive )
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{
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model . Beatmaps = createBeatmapDifficulties ( archive ) ;
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// remove metadata from difficulties where it matches the set
foreach ( BeatmapInfo b in model . Beatmaps )
if ( model . Metadata . Equals ( b . Metadata ) )
b . Metadata = null ;
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}
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protected override BeatmapSetInfo CheckForExisting ( BeatmapSetInfo model )
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{
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// check if this beatmap has already been imported and exit early if so
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var existingHashMatch = beatmaps . ConsumableItems . FirstOrDefault ( b = > b . Hash = = model . Hash ) ;
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if ( existingHashMatch ! = null )
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{
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Undelete ( existingHashMatch ) ;
return existingHashMatch ;
}
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// check if a set already exists with the same online id
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if ( model . OnlineBeatmapSetID ! = null )
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{
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var existingOnlineId = beatmaps . ConsumableItems . FirstOrDefault ( b = > b . OnlineBeatmapSetID = = model . OnlineBeatmapSetID ) ;
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if ( existingOnlineId ! = null )
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{
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Delete ( existingOnlineId ) ;
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beatmaps . PurgeDeletable ( s = > s . ID = = existingOnlineId . ID ) ;
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}
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}
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return null ;
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}
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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 ) )
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using ( var archive = new ZipArchiveReader ( stream , beatmapSetInfo . ToString ( ) ) )
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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>
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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 ) ;
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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 . ConsumableItems . AsNoTracking ( ) . FirstOrDefault ( query ) ;
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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 ( ) = > beatmaps . ConsumableItems . Where ( s = > ! s . DeletePending & & ! s . Protected ) . 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 . ConsumableItems . 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>
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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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protected override BeatmapSetInfo CreateModel ( ArchiveReader reader )
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{
// 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>
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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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}
}
}