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osu-lazer/osu.Game/Stores/BeatmapImporter.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.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;
using osu.Game.IO.Archives;
using osu.Game.Models;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Skinning;
using Realms;
#nullable enable
namespace osu.Game.Stores
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
[ExcludeFromDynamicCompile]
public abstract class BeatmapImporter : RealmArchiveModelManager<BeatmapSetInfo>, IDisposable
{
public override IEnumerable<string> HandledExtensions => new[] { ".osz" };
protected override string[] HashableFileTypes => new[] { ".osu" };
// protected override bool CheckLocalAvailability(RealmBeatmapSet model, System.Linq.IQueryable<RealmBeatmapSet> items)
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// => base.CheckLocalAvailability(model, items) || (model.OnlineID > -1));
private readonly BeatmapOnlineLookupQueue? onlineLookupQueue;
protected BeatmapImporter(RealmContextFactory contextFactory, Storage storage, BeatmapOnlineLookupQueue? onlineLookupQueue = null)
: base(storage, contextFactory)
{
this.onlineLookupQueue = onlineLookupQueue;
}
protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path).ToLowerInvariant() == ".osz";
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protected override void Populate(BeatmapSetInfo beatmapSet, ArchiveReader? archive, Realm realm, CancellationToken cancellationToken = default)
{
if (archive != null)
beatmapSet.Beatmaps.AddRange(createBeatmapDifficulties(beatmapSet.Files, realm));
foreach (BeatmapInfo b in beatmapSet.Beatmaps)
{
b.BeatmapSet = beatmapSet;
// ensure we aren't trying to add a new ruleset to the database
// this can happen in tests, mostly
if (!b.Ruleset.IsManaged)
b.Ruleset = realm.Find<RulesetInfo>(b.Ruleset.ShortName);
}
validateOnlineIds(beatmapSet, realm);
bool hadOnlineIDs = beatmapSet.Beatmaps.Any(b => b.OnlineID > 0);
onlineLookupQueue?.Update(beatmapSet);
// ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID.
if (hadOnlineIDs && !beatmapSet.Beatmaps.Any(b => b.OnlineID > 0))
{
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if (beatmapSet.OnlineID > 0)
{
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beatmapSet.OnlineID = -1;
LogForModel(beatmapSet, "Disassociating beatmap set ID due to loss of all beatmap IDs");
}
}
}
protected override void PreImport(BeatmapSetInfo beatmapSet, Realm realm)
{
// We are about to import a new beatmap. Before doing so, ensure that no other set shares the online IDs used by the new one.
// Note that this means if the previous beatmap is restored by the user, it will no longer be linked to its online IDs.
// If this is ever an issue, we can consider marking as pending delete but not resetting the IDs (but care will be required for
// beatmaps, which don't have their own `DeletePending` state).
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if (beatmapSet.OnlineID > 0)
{
var existingSetWithSameOnlineID = realm.All<BeatmapSetInfo>().SingleOrDefault(b => b.OnlineID == beatmapSet.OnlineID);
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if (existingSetWithSameOnlineID != null)
{
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existingSetWithSameOnlineID.DeletePending = true;
existingSetWithSameOnlineID.OnlineID = -1;
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foreach (var b in existingSetWithSameOnlineID.Beatmaps)
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b.OnlineID = -1;
LogForModel(beatmapSet, $"Found existing beatmap set with same OnlineID ({beatmapSet.OnlineID}). It will be deleted.");
}
}
}
private void validateOnlineIds(BeatmapSetInfo beatmapSet, Realm realm)
{
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var beatmapIds = beatmapSet.Beatmaps.Where(b => b.OnlineID > 0).Select(b => b.OnlineID).ToList();
// ensure all IDs are unique
if (beatmapIds.GroupBy(b => b).Any(g => g.Count() > 1))
{
LogForModel(beatmapSet, "Found non-unique IDs, resetting...");
resetIds();
return;
}
// find any existing beatmaps in the database that have matching online ids
List<BeatmapInfo> existingBeatmaps = new List<BeatmapInfo>();
foreach (int id in beatmapIds)
existingBeatmaps.AddRange(realm.All<BeatmapInfo>().Where(b => b.OnlineID == id));
if (existingBeatmaps.Any())
{
// 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, realm);
if (existing == null || existingBeatmaps.Any(b => !existing.Beatmaps.Contains(b)))
{
LogForModel(beatmapSet, "Found existing import with online IDs already, resetting...");
resetIds();
}
}
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void resetIds() => beatmapSet.Beatmaps.ForEach(b => b.OnlineID = -1);
}
protected override bool CanSkipImport(BeatmapSetInfo existing, BeatmapSetInfo import)
{
if (!base.CanSkipImport(existing, import))
return false;
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return existing.Beatmaps.Any(b => b.OnlineID > 0);
}
protected override bool CanReuseExisting(BeatmapSetInfo existing, BeatmapSetInfo import)
{
if (!base.CanReuseExisting(existing, import))
return false;
var existingIds = existing.Beatmaps.Select(b => b.OnlineID).OrderBy(i => i);
var importIds = import.Beatmaps.Select(b => b.OnlineID).OrderBy(i => i);
// force re-import if we are not in a sane state.
return existing.OnlineID == import.OnlineID && existingIds.SequenceEqual(importIds);
}
public override bool IsAvailableLocally(BeatmapSetInfo model)
{
using (var context = ContextFactory.CreateContext())
return context.All<BeatmapInfo>().Any(b => b.OnlineID == model.OnlineID);
}
public override string HumanisedModelName => "beatmap";
protected override BeatmapSetInfo? CreateModel(ArchiveReader reader)
{
// let's make sure there are actually .osu files to import.
string? mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu", StringComparison.OrdinalIgnoreCase));
if (string.IsNullOrEmpty(mapName))
{
Logger.Log($"No beatmap files found in the beatmap archive ({reader.Name}).", LoggingTarget.Database);
return null;
}
Beatmap beatmap;
using (var stream = new LineBufferedReader(reader.GetStream(mapName)))
beatmap = Decoder.GetDecoder<Beatmap>(stream).Decode(stream);
return new BeatmapSetInfo
{
OnlineID = beatmap.BeatmapInfo.BeatmapSet?.OnlineID ?? -1,
// Metadata = beatmap.Metadata,
DateAdded = DateTimeOffset.UtcNow
};
}
/// <summary>
/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
/// </summary>
private List<BeatmapInfo> createBeatmapDifficulties(IList<RealmNamedFileUsage> files, Realm realm)
{
var beatmaps = new List<BeatmapInfo>();
foreach (var file in files.Where(f => f.Filename.EndsWith(".osu", StringComparison.OrdinalIgnoreCase)))
{
using (var memoryStream = new MemoryStream(Files.Store.Get(file.File.GetStoragePath()))) // we need a memory stream so we can seek
{
IBeatmap decoded;
using (var lineReader = new LineBufferedReader(memoryStream, true))
decoded = Decoder.GetDecoder<Beatmap>(lineReader).Decode(lineReader);
string hash = memoryStream.ComputeSHA2Hash();
if (beatmaps.Any(b => b.Hash == hash))
{
Logger.Log($"Skipping import of {file.Filename} due to duplicate file content.", LoggingTarget.Database);
continue;
}
var decodedInfo = decoded.BeatmapInfo;
var decodedDifficulty = decodedInfo.BaseDifficulty;
var ruleset = realm.All<RulesetInfo>().FirstOrDefault(r => r.OnlineID == decodedInfo.RulesetID);
if (ruleset?.Available != true)
{
Logger.Log($"Skipping import of {file.Filename} due to missing local ruleset {decodedInfo.RulesetID}.", LoggingTarget.Database);
continue;
}
var difficulty = new BeatmapDifficulty
{
DrainRate = decodedDifficulty.DrainRate,
CircleSize = decodedDifficulty.CircleSize,
OverallDifficulty = decodedDifficulty.OverallDifficulty,
ApproachRate = decodedDifficulty.ApproachRate,
SliderMultiplier = decodedDifficulty.SliderMultiplier,
SliderTickRate = decodedDifficulty.SliderTickRate,
};
var metadata = new BeatmapMetadata
{
Title = decoded.Metadata.Title,
TitleUnicode = decoded.Metadata.TitleUnicode,
Artist = decoded.Metadata.Artist,
ArtistUnicode = decoded.Metadata.ArtistUnicode,
Author =
{
OnlineID = decoded.Metadata.Author.OnlineID,
Username = decoded.Metadata.Author.Username
},
Source = decoded.Metadata.Source,
Tags = decoded.Metadata.Tags,
PreviewTime = decoded.Metadata.PreviewTime,
AudioFile = decoded.Metadata.AudioFile,
BackgroundFile = decoded.Metadata.BackgroundFile,
};
var beatmap = new BeatmapInfo(ruleset, difficulty, metadata)
{
Hash = hash,
DifficultyName = decodedInfo.DifficultyName,
OnlineID = decodedInfo.OnlineID,
AudioLeadIn = decodedInfo.AudioLeadIn,
StackLeniency = decodedInfo.StackLeniency,
SpecialStyle = decodedInfo.SpecialStyle,
LetterboxInBreaks = decodedInfo.LetterboxInBreaks,
WidescreenStoryboard = decodedInfo.WidescreenStoryboard,
EpilepsyWarning = decodedInfo.EpilepsyWarning,
SamplesMatchPlaybackRate = decodedInfo.SamplesMatchPlaybackRate,
DistanceSpacing = decodedInfo.DistanceSpacing,
BeatDivisor = decodedInfo.BeatDivisor,
GridSize = decodedInfo.GridSize,
TimelineZoom = decodedInfo.TimelineZoom,
MD5Hash = memoryStream.ComputeMD5Hash(),
};
updateBeatmapStatistics(beatmap, decoded);
beatmaps.Add(beatmap);
}
}
return beatmaps;
}
private void updateBeatmapStatistics(BeatmapInfo beatmap, IBeatmap decoded)
{
var rulesetInstance = ((IRulesetInfo)beatmap.Ruleset).CreateInstance();
decoded.BeatmapInfo.Ruleset = rulesetInstance.RulesetInfo;
// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap.StarRating = rulesetInstance.CreateDifficultyCalculator(new DummyConversionBeatmap(decoded)).Calculate().StarRating;
beatmap.Length = calculateLength(decoded);
beatmap.BPM = 60000 / decoded.GetMostCommonBeatLength();
}
private double calculateLength(IBeatmap b)
{
if (!b.HitObjects.Any())
return 0;
var lastObject = b.HitObjects.Last();
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
double endTime = lastObject.GetEndTime();
double startTime = b.HitObjects.First().StartTime;
return endTime - startTime;
}
public void Dispose()
{
onlineLookupQueue?.Dispose();
}
/// <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)
: base(beatmap.BeatmapInfo, null)
{
this.beatmap = beatmap;
}
protected override IBeatmap GetBeatmap() => beatmap;
protected override Texture? GetBackground() => null;
protected override Track? GetBeatmapTrack() => null;
protected internal override ISkin? GetSkin() => null;
public override Stream? GetStream(string storagePath) => null;
}
}
}