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osu-lazer/osu.Game/Collections/CollectionManager.cs

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2020-09-01 16:28:41 +08:00
// 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;
using System.IO;
using System.Threading.Tasks;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.IO.Legacy;
namespace osu.Game.Collections
{
public class CollectionManager
{
private const string import_from_stable_path = "collection.db";
private readonly BeatmapManager beatmaps;
public CollectionManager(BeatmapManager beatmaps)
{
this.beatmaps = beatmaps;
}
/// <summary>
/// Set a storage with access to an osu-stable install for import purposes.
/// </summary>
public Func<Storage> GetStableStorage { private get; set; }
/// <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 Task ImportFromStableAsync()
{
var stable = GetStableStorage?.Invoke();
if (stable == null)
{
Logger.Log("No osu!stable installation available!", LoggingTarget.Information, LogLevel.Error);
return Task.CompletedTask;
}
if (!stable.ExistsDirectory(import_from_stable_path))
{
// This handles situations like when the user does not have a Skins folder
Logger.Log($"No {import_from_stable_path} folder available in osu!stable installation", LoggingTarget.Information, LogLevel.Error);
return Task.CompletedTask;
}
return Task.Run(async () => await Import(GetStableImportPaths(GetStableStorage()).Select(f => stable.GetFullPath(f)).ToArray()));
}
private List<BeatmapCollection> readCollection(Stream stream)
{
var result = new List<BeatmapCollection>();
using (var reader = new SerializationReader(stream))
{
reader.ReadInt32(); // Version
int collectionCount = reader.ReadInt32();
result.Capacity = collectionCount;
for (int i = 0; i < collectionCount; i++)
{
var collection = new BeatmapCollection { Name = reader.ReadString() };
int mapCount = reader.ReadInt32();
collection.Beatmaps.Capacity = mapCount;
for (int j = 0; j < mapCount; j++)
{
string checksum = reader.ReadString();
var beatmap = beatmaps.QueryBeatmap(b => b.MD5Hash == checksum);
if (beatmap != null)
collection.Beatmaps.Add(beatmap);
}
}
}
return result;
}
}
public class BeatmapCollection
{
public string Name;
public readonly List<BeatmapInfo> Beatmaps = new List<BeatmapInfo>();
}
}