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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 ;
using System.IO ;
using System.Linq ;
using System.Linq.Expressions ;
using System.Threading.Tasks ;
using Microsoft.EntityFrameworkCore ;
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.Graphics.Textures ;
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using osu.Framework.Logging ;
using osu.Framework.Platform ;
using osu.Game.Beatmaps.Formats ;
using osu.Game.Database ;
using osu.Game.IO.Archives ;
using osu.Game.Online.API ;
using osu.Game.Online.API.Requests ;
using osu.Game.Overlays.Notifications ;
using osu.Game.Rulesets ;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
public partial class BeatmapManager : ArchiveModelManager < BeatmapSetInfo , BeatmapSetFileInfo >
{
/// <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 ;
/// <summary>
/// Fired when a beatmap download begins.
/// </summary>
public event Action < DownloadBeatmapSetRequest > BeatmapDownloadBegan ;
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/// <summary>
/// Fired when a beatmap download is interrupted, due to user cancellation or other failures.
/// </summary>
public event Action < DownloadBeatmapSetRequest > BeatmapDownloadFailed ;
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/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
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public readonly WorkingBeatmap DefaultBeatmap ;
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public override string [ ] HandledExtensions = > new [ ] { ".osz" } ;
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protected override string [ ] HashableFileTypes = > new [ ] { ".osu" } ;
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protected override string ImportFromStablePath = > "Songs" ;
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private readonly RulesetStore rulesets ;
private readonly BeatmapStore beatmaps ;
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private readonly IAPIProvider api ;
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private readonly AudioManager audioManager ;
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private readonly GameHost host ;
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private readonly List < DownloadBeatmapSetRequest > currentDownloads = new List < DownloadBeatmapSetRequest > ( ) ;
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public BeatmapManager ( Storage storage , IDatabaseContextFactory contextFactory , RulesetStore rulesets , IAPIProvider api , AudioManager audioManager , GameHost host = null ,
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WorkingBeatmap defaultBeatmap = null )
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: base ( storage , contextFactory , new BeatmapStore ( contextFactory ) , host )
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{
this . rulesets = rulesets ;
this . api = api ;
this . audioManager = audioManager ;
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this . host = host ;
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DefaultBeatmap = defaultBeatmap ;
beatmaps = ( BeatmapStore ) ModelStore ;
beatmaps . BeatmapHidden + = b = > BeatmapHidden ? . Invoke ( b ) ;
beatmaps . BeatmapRestored + = b = > BeatmapRestored ? . Invoke ( b ) ;
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}
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protected override void Populate ( BeatmapSetInfo beatmapSet , ArchiveReader archive )
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{
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if ( archive ! = null )
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beatmapSet . Beatmaps = createBeatmapDifficulties ( archive ) ;
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foreach ( BeatmapInfo b in beatmapSet . Beatmaps )
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{
// remove metadata from difficulties where it matches the set
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if ( beatmapSet . Metadata . Equals ( b . Metadata ) )
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b . Metadata = null ;
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b . BeatmapSet = beatmapSet ;
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}
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validateOnlineIds ( beatmapSet ) ;
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foreach ( BeatmapInfo b in beatmapSet . Beatmaps )
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fetchAndPopulateOnlineValues ( b ) ;
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}
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protected override void PreImport ( BeatmapSetInfo beatmapSet )
{
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if ( beatmapSet . Beatmaps . Any ( b = > b . BaseDifficulty = = null ) )
throw new InvalidOperationException ( $"Cannot import {nameof(BeatmapInfo)} with null {nameof(BeatmapInfo.BaseDifficulty)}." ) ;
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// check if a set already exists with the same online id, delete if it does.
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if ( beatmapSet . OnlineBeatmapSetID ! = null )
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{
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var existingOnlineId = beatmaps . ConsumableItems . FirstOrDefault ( b = > b . OnlineBeatmapSetID = = beatmapSet . OnlineBeatmapSetID ) ;
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if ( existingOnlineId ! = null )
{
Delete ( existingOnlineId ) ;
beatmaps . PurgeDeletable ( s = > s . ID = = existingOnlineId . ID ) ;
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Logger . Log ( $"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineBeatmapSetID}). It has been purged." , LoggingTarget . Database ) ;
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}
}
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}
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private void validateOnlineIds ( BeatmapSetInfo beatmapSet )
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{
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var beatmapIds = beatmapSet . Beatmaps . Where ( b = > b . OnlineBeatmapID . HasValue ) . Select ( b = > b . OnlineBeatmapID ) . ToList ( ) ;
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// ensure all IDs are unique
if ( beatmapIds . GroupBy ( b = > b ) . Any ( g = > g . Count ( ) > 1 ) )
{
resetIds ( ) ;
return ;
}
// find any existing beatmaps in the database that have matching online ids
var existingBeatmaps = QueryBeatmaps ( b = > beatmapIds . Contains ( b . OnlineBeatmapID ) ) . ToList ( ) ;
if ( existingBeatmaps . Count > 0 )
{
// reset the import ids (to force a re-fetch) *unless* they match the candidate CheckForExisting set.
// we can ignore the case where the new ids are contained by the CheckForExisting set as it will either be used (import skipped) or deleted.
var existing = CheckForExisting ( beatmapSet ) ;
if ( existing = = null | | existingBeatmaps . Any ( b = > ! existing . Beatmaps . Contains ( b ) ) )
resetIds ( ) ;
}
void resetIds ( ) = > beatmapSet . Beatmaps . ForEach ( b = > b . OnlineBeatmapID = null ) ;
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}
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/// <summary>
/// Downloads a beatmap.
/// This will post notifications tracking progress.
/// </summary>
/// <param name="beatmapSetInfo">The <see cref="BeatmapSetInfo"/> to be downloaded.</param>
/// <param name="noVideo">Whether the beatmap should be downloaded without video. Defaults to false.</param>
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/// <returns>Downloading can happen</returns>
public bool Download ( BeatmapSetInfo beatmapSetInfo , bool noVideo = false )
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{
var existing = GetExistingDownload ( beatmapSetInfo ) ;
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if ( existing ! = null | | api = = null ) return false ;
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var downloadNotification = new DownloadNotification
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{
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Text = $"Downloading {beatmapSetInfo}" ,
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} ;
var request = new DownloadBeatmapSetRequest ( beatmapSetInfo , noVideo ) ;
request . DownloadProgressed + = progress = >
{
downloadNotification . State = ProgressNotificationState . Active ;
downloadNotification . Progress = progress ;
} ;
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request . Success + = filename = >
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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.
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Import ( downloadNotification , filename ) ;
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currentDownloads . Remove ( request ) ;
} , TaskCreationOptions . LongRunning ) ;
} ;
request . Failure + = error = >
{
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BeatmapDownloadFailed ? . Invoke ( request ) ;
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if ( error is OperationCanceledException ) return ;
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downloadNotification . State = ProgressNotificationState . Cancelled ;
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Logger . Error ( error , "Beatmap download failed!" ) ;
currentDownloads . Remove ( request ) ;
} ;
downloadNotification . CancelRequested + = ( ) = >
{
request . Cancel ( ) ;
currentDownloads . Remove ( request ) ;
downloadNotification . State = ProgressNotificationState . Cancelled ;
return true ;
} ;
currentDownloads . Add ( request ) ;
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 ( ( ) = >
{
try
{
request . Perform ( api ) ;
}
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catch
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{
// no need to handle here as exceptions will filter down to request.Failure above.
}
} , TaskCreationOptions . LongRunning ) ;
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BeatmapDownloadBegan ? . Invoke ( request ) ;
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return true ;
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}
/// <summary>
/// Get an existing download request if it exists.
/// </summary>
/// <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>
public DownloadBeatmapSetRequest GetExistingDownload ( BeatmapSetInfo beatmap ) = > currentDownloads . Find ( d = > d . BeatmapSet . OnlineBeatmapSetID = = beatmap . OnlineBeatmapSetID ) ;
/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to hide.</param>
public void Hide ( BeatmapInfo beatmap ) = > beatmaps . Hide ( beatmap ) ;
/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to restore.</param>
public void Restore ( BeatmapInfo beatmap ) = > beatmaps . Restore ( beatmap ) ;
/// <summary>
/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
/// </summary>
/// <param name="beatmapInfo">The beatmap to lookup.</param>
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/// <param name="previous">The currently loaded <see cref="WorkingBeatmap"/>. Allows for optimisation where elements are shared with the new beatmap. May be returned if beatmapInfo requested matches</param>
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/// <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 ? . ID > 0 & & previous ! = null & & previous . BeatmapInfo ? . ID = = beatmapInfo . ID )
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return previous ;
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if ( beatmapInfo ? . BeatmapSet = = null | | beatmapInfo = = DefaultBeatmap ? . BeatmapInfo )
return DefaultBeatmap ;
if ( beatmapInfo . Metadata = = null )
beatmapInfo . Metadata = beatmapInfo . BeatmapSet . Metadata ;
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WorkingBeatmap working = new BeatmapManagerWorkingBeatmap ( Files . Store , new LargeTextureStore ( host ? . CreateTextureLoaderStore ( Files . Store ) ) , beatmapInfo , audioManager ) ;
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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>
public BeatmapSetInfo QueryBeatmapSet ( Expression < Func < BeatmapSetInfo , bool > > query ) = > beatmaps . ConsumableItems . AsNoTracking ( ) . FirstOrDefault ( query ) ;
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protected override bool CanUndelete ( BeatmapSetInfo existing , BeatmapSetInfo import )
{
if ( ! base . CanUndelete ( existing , import ) )
return false ;
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var existingIds = existing . Beatmaps . Select ( b = > b . OnlineBeatmapID ) . OrderBy ( i = > i ) ;
var importIds = import . Beatmaps . Select ( b = > b . OnlineBeatmapID ) . OrderBy ( i = > i ) ;
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// force re-import if we are not in a sane state.
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return existing . OnlineBeatmapSetID = = import . OnlineBeatmapSetID & & existingIds . SequenceEqual ( importIds ) ;
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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 ( ) = > GetAllUsableBeatmapSetsEnumerable ( ) . ToList ( ) ;
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public IQueryable < BeatmapSetInfo > GetAllUsableBeatmapSetsEnumerable ( ) = > beatmaps . ConsumableItems . Where ( s = > ! s . DeletePending & & ! s . Protected ) ;
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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>
public IEnumerable < BeatmapSetInfo > QueryBeatmapSets ( Expression < Func < BeatmapSetInfo , bool > > query ) = > beatmaps . ConsumableItems . AsNoTracking ( ) . Where ( query ) ;
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapInfo QueryBeatmap ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . FirstOrDefault ( query ) ;
/// <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 IQueryable < BeatmapInfo > QueryBeatmaps ( Expression < Func < BeatmapInfo , bool > > query ) = > beatmaps . Beatmaps . AsNoTracking ( ) . Where ( query ) ;
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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" ) ) ;
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if ( string . IsNullOrEmpty ( mapName ) )
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{
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Logger . Log ( $"No beatmap files found in the beatmap archive ({reader.Name})." , LoggingTarget . Database ) ;
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return null ;
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}
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Beatmap beatmap ;
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using ( var stream = new StreamReader ( reader . GetStream ( mapName ) ) )
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beatmap = Decoder . GetDecoder < Beatmap > ( stream ) . Decode ( stream ) ;
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return new BeatmapSetInfo
{
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OnlineBeatmapSetID = beatmap . BeatmapInfo . BeatmapSet ? . OnlineBeatmapSetID ,
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Beatmaps = new List < BeatmapInfo > ( ) ,
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Metadata = beatmap . Metadata ,
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DateAdded = DateTimeOffset . UtcNow
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} ;
}
/// <summary>
/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
/// </summary>
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private List < BeatmapInfo > createBeatmapDifficulties ( ArchiveReader reader )
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{
var beatmapInfos = new List < BeatmapInfo > ( ) ;
foreach ( var name in reader . Filenames . Where ( f = > f . EndsWith ( ".osu" ) ) )
{
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 ;
var decoder = Decoder . GetDecoder < Beatmap > ( sr ) ;
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IBeatmap beatmap = decoder . Decode ( sr ) ;
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beatmap . BeatmapInfo . Path = name ;
beatmap . BeatmapInfo . Hash = ms . ComputeSHA2Hash ( ) ;
beatmap . BeatmapInfo . MD5Hash = ms . ComputeMD5Hash ( ) ;
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var ruleset = rulesets . GetRuleset ( beatmap . BeatmapInfo . RulesetID ) ;
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beatmap . BeatmapInfo . Ruleset = ruleset ;
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// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap . BeatmapInfo . StarDifficulty = ruleset ? . CreateInstance ( ) . CreateDifficultyCalculator ( new DummyConversionBeatmap ( beatmap ) ) . Calculate ( ) . StarRating ? ? 0 ;
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beatmapInfos . Add ( beatmap . BeatmapInfo ) ;
}
}
return beatmapInfos ;
}
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/// <summary>
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/// Query the API to populate missing values like OnlineBeatmapID / OnlineBeatmapSetID or (Rank-)Status.
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/// </summary>
/// <param name="beatmap">The beatmap to populate.</param>
/// <param name="force">Whether to re-query if the provided beatmap already has populated values.</param>
/// <returns>True if population was successful.</returns>
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private bool fetchAndPopulateOnlineValues ( BeatmapInfo beatmap , bool force = false )
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{
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if ( api ? . State ! = APIState . Online )
return false ;
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if ( ! force & & beatmap . OnlineBeatmapID ! = null & & beatmap . BeatmapSet . OnlineBeatmapSetID ! = null
& & beatmap . Status ! = BeatmapSetOnlineStatus . None & & beatmap . BeatmapSet . Status ! = BeatmapSetOnlineStatus . None )
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return true ;
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Logger . Log ( "Attempting online lookup for the missing values..." , LoggingTarget . Database ) ;
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try
{
var req = new GetBeatmapRequest ( beatmap ) ;
req . Perform ( api ) ;
var res = req . Result ;
Logger . Log ( $"Successfully mapped to {res.OnlineBeatmapSetID} / {res.OnlineBeatmapID}." , LoggingTarget . Database ) ;
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beatmap . Status = res . Status ;
beatmap . BeatmapSet . Status = res . BeatmapSet . Status ;
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beatmap . BeatmapSet . OnlineBeatmapSetID = res . OnlineBeatmapSetID ;
beatmap . OnlineBeatmapID = res . OnlineBeatmapID ;
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return true ;
}
catch ( Exception e )
{
Logger . Log ( $"Failed ({e})" , LoggingTarget . Database ) ;
return false ;
}
}
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/// <summary>
/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
/// </summary>
private class DummyConversionBeatmap : WorkingBeatmap
{
private readonly IBeatmap beatmap ;
public DummyConversionBeatmap ( IBeatmap beatmap )
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: base ( beatmap . BeatmapInfo , null )
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{
this . beatmap = beatmap ;
}
protected override IBeatmap GetBeatmap ( ) = > beatmap ;
protected override Texture GetBackground ( ) = > null ;
protected override Track GetTrack ( ) = > null ;
}
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private class DownloadNotification : ProgressNotification
{
public override bool IsImportant = > false ;
protected override Notification CreateCompletionNotification ( ) = > new SilencedProgressCompletionNotification
{
Activated = CompletionClickAction ,
Text = CompletionText
} ;
private class SilencedProgressCompletionNotification : ProgressCompletionNotification
{
public override bool IsImportant = > false ;
}
}
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}
}