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Eagerly populate skin metadata to allow usage in hashing computation
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@ -321,11 +321,10 @@ 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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@ -91,6 +91,10 @@ namespace osu.Game.Skinning
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protected override string ComputeHash(SkinInfo item, ArchiveReader reader = null)
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{
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// we need to populate early to create a hash based off skin.ini contents
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if (item.Name?.Contains(".osk") == true)
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populateMetadata(item);
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if (item.Creator != null && item.Creator != unknown_creator_string)
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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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@ -106,17 +110,23 @@ namespace osu.Game.Skinning
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{
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await base.Populate(model, archive, cancellationToken);
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Skin reference = GetSkin(model);
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if (model.Name?.Contains(".osk") == true)
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populateMetadata(model);
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}
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private void populateMetadata(SkinInfo item)
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{
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Skin reference = GetSkin(item);
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if (!string.IsNullOrEmpty(reference.Configuration.SkinInfo.Name))
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{
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model.Name = reference.Configuration.SkinInfo.Name;
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model.Creator = reference.Configuration.SkinInfo.Creator;
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item.Name = reference.Configuration.SkinInfo.Name;
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item.Creator = reference.Configuration.SkinInfo.Creator;
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}
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else
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{
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model.Name = model.Name.Replace(".osk", "");
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model.Creator ??= unknown_creator_string;
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item.Name = item.Name.Replace(".osk", "");
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item.Creator ??= unknown_creator_string;
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}
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}
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