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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.Collections.Generic ;
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using System.Collections.Specialized ;
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using System.IO ;
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using System.Linq ;
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using System.Threading ;
using System.Threading.Tasks ;
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using osu.Framework.Allocation ;
using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Logging ;
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using osu.Framework.Platform ;
using osu.Game.Beatmaps ;
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using osu.Game.IO ;
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using osu.Game.IO.Legacy ;
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using osu.Game.Overlays.Notifications ;
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namespace osu.Game.Collections
{
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/// <summary>
/// Handles user-defined collections of beatmaps.
/// </summary>
/// <remarks>
/// This is currently reading and writing from the osu-stable file format. This is a temporary arrangement until we refactor the
/// database backing the game. Going forward writing should be done in a similar way to other model stores.
/// </remarks>
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public class CollectionManager : Component
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{
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/// <summary>
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/// Database version in stable-compatible YYYYMMDD format.
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/// </summary>
private const int database_version = 30000000 ;
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private const string database_name = "collection.db" ;
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private const string database_backup_name = "collection.db.bak" ;
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public readonly BindableList < BeatmapCollection > Collections = new BindableList < BeatmapCollection > ( ) ;
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[Resolved]
private GameHost host { get ; set ; }
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[Resolved]
private BeatmapManager beatmaps { get ; set ; }
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private readonly Storage storage ;
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public CollectionManager ( Storage storage )
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{
this . storage = storage ;
}
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[BackgroundDependencyLoader]
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private void load ( )
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{
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Collections . CollectionChanged + = collectionsChanged ;
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if ( storage . Exists ( database_backup_name ) )
{
// If a backup file exists, it means the previous write operation didn't run to completion.
// Always prefer the backup file in such a case as it's the most recent copy that is guaranteed to not be malformed.
//
// The database is saved 100ms after any change, and again when the game is closed, so there shouldn't be a large diff between the two files in the worst case.
if ( storage . Exists ( database_name ) )
storage . Delete ( database_name ) ;
File . Copy ( storage . GetFullPath ( database_backup_name ) , storage . GetFullPath ( database_name ) ) ;
}
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if ( storage . Exists ( database_name ) )
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{
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List < BeatmapCollection > beatmapCollections ;
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using ( var stream = storage . GetStream ( database_name ) )
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beatmapCollections = readCollections ( stream ) ;
// intentionally fire-and-forget async.
importCollections ( beatmapCollections ) ;
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}
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}
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private void collectionsChanged ( object sender , NotifyCollectionChangedEventArgs e ) = > Schedule ( ( ) = >
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{
switch ( e . Action )
{
case NotifyCollectionChangedAction . Add :
foreach ( var c in e . NewItems . Cast < BeatmapCollection > ( ) )
c . Changed + = backgroundSave ;
break ;
case NotifyCollectionChangedAction . Remove :
foreach ( var c in e . OldItems . Cast < BeatmapCollection > ( ) )
c . Changed - = backgroundSave ;
break ;
case NotifyCollectionChangedAction . Replace :
foreach ( var c in e . OldItems . Cast < BeatmapCollection > ( ) )
c . Changed - = backgroundSave ;
foreach ( var c in e . NewItems . Cast < BeatmapCollection > ( ) )
c . Changed + = backgroundSave ;
break ;
}
backgroundSave ( ) ;
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} ) ;
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/// <summary>
/// Set an endpoint for notifications to be posted to.
/// </summary>
public Action < Notification > PostNotification { protected get ; set ; }
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/// <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>
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public Task ImportFromStableAsync ( StableStorage stableStorage )
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{
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if ( ! stableStorage . Exists ( database_name ) )
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{
// This handles situations like when the user does not have a collections.db file
Logger . Log ( $"No {database_name} available in osu!stable installation" , LoggingTarget . Information , LogLevel . Error ) ;
return Task . CompletedTask ;
}
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return Task . Run ( async ( ) = >
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{
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using ( var stream = stableStorage . GetStream ( database_name ) )
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await Import ( stream ) . ConfigureAwait ( false ) ;
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} ) ;
}
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public async Task Import ( Stream stream )
{
var notification = new ProgressNotification
{
State = ProgressNotificationState . Active ,
Text = "Collections import is initialising..."
} ;
PostNotification ? . Invoke ( notification ) ;
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var collections = readCollections ( stream , notification ) ;
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await importCollections ( collections ) . ConfigureAwait ( false ) ;
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notification . CompletionText = $"Imported {collections.Count} collections" ;
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notification . State = ProgressNotificationState . Completed ;
}
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private Task importCollections ( List < BeatmapCollection > newCollections )
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{
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var tcs = new TaskCompletionSource < bool > ( ) ;
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Schedule ( ( ) = >
{
try
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{
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foreach ( var newCol in newCollections )
{
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var existing = Collections . FirstOrDefault ( c = > c . Name . Value = = newCol . Name . Value ) ;
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if ( existing = = null )
Collections . Add ( existing = new BeatmapCollection { Name = { Value = newCol . Name . Value } } ) ;
foreach ( var newBeatmap in newCol . Beatmaps )
{
if ( ! existing . Beatmaps . Contains ( newBeatmap ) )
existing . Beatmaps . Add ( newBeatmap ) ;
}
}
tcs . SetResult ( true ) ;
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}
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catch ( Exception e )
{
Logger . Error ( e , "Failed to import collection." ) ;
tcs . SetException ( e ) ;
}
} ) ;
return tcs . Task ;
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}
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private List < BeatmapCollection > readCollections ( Stream stream , ProgressNotification notification = null )
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{
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if ( notification ! = null )
{
notification . Text = "Reading collections..." ;
notification . Progress = 0 ;
}
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var result = new List < BeatmapCollection > ( ) ;
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try
{
using ( var sr = new SerializationReader ( stream ) )
{
sr . ReadInt32 ( ) ; // Version
int collectionCount = sr . ReadInt32 ( ) ;
result . Capacity = collectionCount ;
for ( int i = 0 ; i < collectionCount ; i + + )
{
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if ( notification ? . CancellationToken . IsCancellationRequested = = true )
return result ;
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var collection = new BeatmapCollection { Name = { Value = sr . ReadString ( ) } } ;
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int mapCount = sr . ReadInt32 ( ) ;
for ( int j = 0 ; j < mapCount ; j + + )
{
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if ( notification ? . CancellationToken . IsCancellationRequested = = true )
return result ;
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string checksum = sr . ReadString ( ) ;
var beatmap = beatmaps . QueryBeatmap ( b = > b . MD5Hash = = checksum ) ;
if ( beatmap ! = null )
collection . Beatmaps . Add ( beatmap ) ;
}
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if ( notification ! = null )
{
notification . Text = $"Imported {i + 1} of {collectionCount} collections" ;
notification . Progress = ( float ) ( i + 1 ) / collectionCount ;
}
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result . Add ( collection ) ;
}
}
}
catch ( Exception e )
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{
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Logger . Error ( e , "Failed to read collection database." ) ;
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}
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return result ;
}
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public void DeleteAll ( )
{
Collections . Clear ( ) ;
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PostNotification ? . Invoke ( new ProgressCompletionNotification { Text = "Deleted all collections!" } ) ;
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}
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private readonly object saveLock = new object ( ) ;
private int lastSave ;
private int saveFailures ;
/// <summary>
/// Perform a save with debounce.
/// </summary>
private void backgroundSave ( )
{
var current = Interlocked . Increment ( ref lastSave ) ;
Task . Delay ( 100 ) . ContinueWith ( task = >
{
if ( current ! = lastSave )
return ;
if ( ! save ( ) )
backgroundSave ( ) ;
} ) ;
}
private bool save ( )
{
lock ( saveLock )
{
Interlocked . Increment ( ref lastSave ) ;
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// This is NOT thread-safe!!
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try
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{
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var tempPath = Path . GetTempFileName ( ) ;
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using ( var ms = new MemoryStream ( ) )
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{
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using ( var sw = new SerializationWriter ( ms , true ) )
{
sw . Write ( database_version ) ;
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var collectionsCopy = Collections . ToArray ( ) ;
sw . Write ( collectionsCopy . Length ) ;
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foreach ( var c in collectionsCopy )
{
sw . Write ( c . Name . Value ) ;
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var beatmapsCopy = c . Beatmaps . ToArray ( ) ;
sw . Write ( beatmapsCopy . Length ) ;
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foreach ( var b in beatmapsCopy )
sw . Write ( b . MD5Hash ) ;
}
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}
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using ( var fs = File . OpenWrite ( tempPath ) )
ms . WriteTo ( fs ) ;
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var databasePath = storage . GetFullPath ( database_name ) ;
var databaseBackupPath = storage . GetFullPath ( database_backup_name ) ;
// Back up the existing database, clearing any existing backup.
if ( File . Exists ( databaseBackupPath ) )
File . Delete ( databaseBackupPath ) ;
if ( File . Exists ( databasePath ) )
File . Move ( databasePath , databaseBackupPath ) ;
// Move the new database in-place of the existing one.
File . Move ( tempPath , databasePath ) ;
// If everything succeeded up to this point, remove the backup file.
if ( File . Exists ( databaseBackupPath ) )
File . Delete ( databaseBackupPath ) ;
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}
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if ( saveFailures < 10 )
saveFailures = 0 ;
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return true ;
}
catch ( Exception e )
{
// Since this code is not thread-safe, we may run into random exceptions (such as collection enumeration or out of range indexing).
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// Failures are thus only alerted if they exceed a threshold (once) to indicate "actual" errors having occurred.
if ( + + saveFailures = = 10 )
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Logger . Error ( e , "Failed to save collection database!" ) ;
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}
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return false ;
}
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}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
save ( ) ;
}
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}
}