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osu-lazer/osu.Game/Online/Rooms/OnlinePlayBeatmapAvailabilityTracker.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.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
namespace osu.Game.Online.Rooms
{
/// <summary>
/// Represent a checksum-verifying beatmap availability tracker usable for online play screens.
///
/// This differs from a regular download tracking composite as this accounts for the
/// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap.
/// </summary>
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public sealed class OnlinePlayBeatmapAvailabilityTracker : CompositeDrawable
{
public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
// Required to allow child components to update. Can potentially be replaced with a `CompositeComponent` class if or when we make one.
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protected override bool RequiresChildrenUpdate => true;
[Resolved]
private BeatmapManager beatmapManager { get; set; }
/// <summary>
/// The availability state of the currently selected playlist item.
/// </summary>
public IBindable<BeatmapAvailability> Availability => availability;
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private readonly Bindable<BeatmapAvailability> availability = new Bindable<BeatmapAvailability>(BeatmapAvailability.NotDownloaded());
private ScheduledDelegate progressUpdate;
private BeatmapDownloadTracker downloadTracker;
/// <summary>
/// The beatmap matching the required hash (and providing a final <see cref="BeatmapAvailability.LocallyAvailable"/> state).
/// </summary>
private BeatmapInfo matchingHash;
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItem.BindValueChanged(item =>
{
// the underlying playlist is regularly cleared for maintenance purposes (things which probably need to be fixed eventually).
// to avoid exposing a state change when there may actually be none, ignore all nulls for now.
if (item.NewValue == null)
return;
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downloadTracker?.RemoveAndDisposeImmediately();
Debug.Assert(item.NewValue.Beatmap.Value.BeatmapSet != null);
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downloadTracker = new BeatmapDownloadTracker(item.NewValue.Beatmap.Value.BeatmapSet);
AddInternal(downloadTracker);
downloadTracker.State.BindValueChanged(_ => updateAvailability(), true);
downloadTracker.Progress.BindValueChanged(_ =>
{
if (downloadTracker.State.Value != DownloadState.Downloading)
return;
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// incoming progress changes are going to be at a very high rate.
// we don't want to flood the network with this, so rate limit how often we send progress updates.
if (progressUpdate?.Completed != false)
progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500);
}, true);
}, true);
// These events are needed for a fringe case where a modified/altered beatmap is imported with matching OnlineIDs.
// During the import process this will cause the existing beatmap set to be silently deleted and replaced with the new one.
// This is not exposed to us via `BeatmapDownloadTracker` so we have to take it into our own hands (as we care about the hash matching).
beatmapManager.ItemUpdated += itemUpdated;
beatmapManager.ItemRemoved += itemRemoved;
}
private void itemUpdated(BeatmapSetInfo item) => Schedule(() =>
{
if (matchingHash?.BeatmapSet.ID == item.ID || SelectedItem.Value?.Beatmap.Value.BeatmapSet?.OnlineID == item.OnlineID)
updateAvailability();
});
private void itemRemoved(BeatmapSetInfo item) => Schedule(() =>
{
if (matchingHash?.BeatmapSet.ID == item.ID)
updateAvailability();
});
private void updateAvailability()
{
if (downloadTracker == null)
return;
// will be repopulated below if still valid.
matchingHash = null;
switch (downloadTracker.State.Value)
{
case DownloadState.NotDownloaded:
availability.Value = BeatmapAvailability.NotDownloaded();
break;
case DownloadState.Downloading:
availability.Value = BeatmapAvailability.Downloading((float)downloadTracker.Progress.Value);
break;
case DownloadState.Importing:
availability.Value = BeatmapAvailability.Importing();
break;
case DownloadState.LocallyAvailable:
matchingHash = findMatchingHash();
bool hashMatches = matchingHash != null;
availability.Value = hashMatches ? BeatmapAvailability.LocallyAvailable() : BeatmapAvailability.NotDownloaded();
// only display a message to the user if a download seems to have just completed.
if (!hashMatches && downloadTracker.Progress.Value == 1)
Logger.Log("The imported beatmap set does not match the online version.", LoggingTarget.Runtime, LogLevel.Important);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private BeatmapInfo findMatchingHash()
{
int onlineId = SelectedItem.Value.Beatmap.Value.OnlineID;
string checksum = SelectedItem.Value.Beatmap.Value.MD5Hash;
return beatmapManager.QueryBeatmap(b => b.OnlineID == onlineId && b.MD5Hash == checksum && !b.BeatmapSet.DeletePending);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (beatmapManager != null)
{
beatmapManager.ItemUpdated -= itemUpdated;
beatmapManager.ItemRemoved -= itemRemoved;
}
}
}
}