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Hash skins based on name, not skin.ini contents
It is feasible that a user may be changing the contents of skin.ini without changing the skin name / author. Such changes should not create a new skin if already imported.
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@ -253,6 +253,9 @@ namespace osu.Game.Database
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/// Generally should include all file types which determine the file's uniqueness.
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/// Large files should be avoided if possible.
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/// </summary>
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/// <remarks>
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/// This is only used by the default hash implementation. If <see cref="ComputeHash"/> is overridden, it will not be used.
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/// </remarks>
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protected abstract string[] HashableFileTypes { get; }
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internal static void LogForModel(TModel model, string message, Exception e = null)
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@ -271,7 +274,7 @@ namespace osu.Game.Database
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/// <remarks>
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/// In the case of no matching files, a hash will be generated from the passed archive's <see cref="ArchiveReader.Name"/>.
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/// </remarks>
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private string computeHash(TModel item, ArchiveReader reader = null)
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protected virtual string ComputeHash(TModel item, ArchiveReader reader = null)
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{
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// for now, concatenate all .osu files in the set to create a unique hash.
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MemoryStream hashable = new MemoryStream();
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@ -318,10 +321,11 @@ namespace osu.Game.Database
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LogForModel(item, "Beginning import...");
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item.Files = archive != null ? createFileInfos(archive, Files) : new List<TFileModel>();
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item.Hash = computeHash(item, archive);
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await Populate(item, archive, cancellationToken);
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item.Hash = ComputeHash(item, archive);
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using (var write = ContextFactory.GetForWrite()) // used to share a context for full import. keep in mind this will block all writes.
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{
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try
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@ -437,7 +441,7 @@ namespace osu.Game.Database
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{
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using (ContextFactory.GetForWrite())
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{
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item.Hash = computeHash(item);
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item.Hash = ComputeHash(item);
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ModelStore.Update(item);
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}
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}
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@ -12,6 +12,7 @@ using Microsoft.EntityFrameworkCore;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Graphics.Textures;
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@ -86,6 +87,13 @@ namespace osu.Game.Skinning
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protected override SkinInfo CreateModel(ArchiveReader archive) => new SkinInfo { Name = archive.Name };
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protected override string ComputeHash(SkinInfo item, ArchiveReader reader = null)
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{
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// this is the optimal way to hash legacy skins, but will need to be reconsidered when we move forward with skin implementation.
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// likely, the skin should expose a real version (ie. the version of the skin, not the skin.ini version it's targeting).
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return item.ToString().ComputeSHA2Hash();
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}
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protected override async Task Populate(SkinInfo model, ArchiveReader archive, CancellationToken cancellationToken = default)
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{
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await base.Populate(model, archive, cancellationToken);
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