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Make RulestStore initialise at construction time
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parent
6305198d84
commit
12cd57744b
@ -285,6 +285,12 @@ namespace osu.Game.Tests.Visual.Background
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});
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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rulesets?.Dispose();
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}
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private class DummySongSelect : PlaySongSelect
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{
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protected override BackgroundScreen CreateBackground()
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@ -349,5 +349,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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DateAdded = DateTimeOffset.UtcNow,
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};
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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rulesets?.Dispose();
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}
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}
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}
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@ -298,6 +298,12 @@ namespace osu.Game
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public string[] HandledExtensions => fileImporters.SelectMany(i => i.HandledExtensions).ToArray();
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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RulesetStore?.Dispose();
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}
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private class OsuUserInputManager : UserInputManager
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{
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protected override MouseButtonEventManager CreateButtonManagerFor(MouseButton button)
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@ -14,25 +14,22 @@ namespace osu.Game.Rulesets
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/// <summary>
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/// Todo: All of this needs to be moved to a RulesetStore.
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/// </summary>
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public class RulesetStore : DatabaseBackedStore
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public class RulesetStore : DatabaseBackedStore, IDisposable
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{
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private static readonly Dictionary<Assembly, Type> loaded_assemblies = new Dictionary<Assembly, Type>();
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private const string ruleset_library_prefix = "osu.Game.Rulesets";
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static RulesetStore()
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{
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AppDomain.CurrentDomain.AssemblyResolve += currentDomain_AssemblyResolve;
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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loadFromAppDomain();
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loadFromDisk();
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}
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private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
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public RulesetStore(IDatabaseContextFactory factory)
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: base(factory)
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{
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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loadFromAppDomain();
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loadFromDisk();
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addMissingRulesets();
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AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetAssembly;
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}
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/// <summary>
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@ -54,9 +51,7 @@ namespace osu.Game.Rulesets
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/// </summary>
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public IEnumerable<RulesetInfo> AvailableRulesets { get; private set; }
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private static Assembly currentDomain_AssemblyResolve(object sender, ResolveEventArgs args) => loaded_assemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
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private const string ruleset_library_prefix = "osu.Game.Rulesets";
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private Assembly resolveRulesetAssembly(object sender, ResolveEventArgs args) => loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
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private void addMissingRulesets()
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{
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@ -64,7 +59,7 @@ namespace osu.Game.Rulesets
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{
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var context = usage.Context;
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var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, (RulesetInfo)null)).ToList();
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var instances = loadedAssemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, (RulesetInfo)null)).ToList();
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//add all legacy modes in correct order
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foreach (var r in instances.Where(r => r.LegacyID != null).OrderBy(r => r.LegacyID))
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@ -113,7 +108,7 @@ namespace osu.Game.Rulesets
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}
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}
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private static void loadFromAppDomain()
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private void loadFromAppDomain()
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{
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foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies())
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{
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@ -126,7 +121,7 @@ namespace osu.Game.Rulesets
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}
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}
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private static void loadFromDisk()
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private void loadFromDisk()
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{
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try
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{
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@ -141,11 +136,11 @@ namespace osu.Game.Rulesets
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}
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}
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private static void loadRulesetFromFile(string file)
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private void loadRulesetFromFile(string file)
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{
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var filename = Path.GetFileNameWithoutExtension(file);
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if (loaded_assemblies.Values.Any(t => t.Namespace == filename))
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if (loadedAssemblies.Values.Any(t => t.Namespace == filename))
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return;
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try
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@ -158,19 +153,35 @@ namespace osu.Game.Rulesets
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}
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}
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private static void addRuleset(Assembly assembly)
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private void addRuleset(Assembly assembly)
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{
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if (loaded_assemblies.ContainsKey(assembly))
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if (loadedAssemblies.ContainsKey(assembly))
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return;
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try
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{
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loaded_assemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
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loadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Failed to add ruleset {assembly}");
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}
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}
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~RulesetStore()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetAssembly;
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}
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}
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}
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