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Merge pull request #30151 from bdach/migration-is-completely-fucked
Fix several breakages with migration operation
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commit
270c4c4f12
@ -44,7 +44,7 @@ namespace osu.Game.Database
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{
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if (changes == null)
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{
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if (detachedBeatmapSets.Count > 0 && sender.Count == 0)
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if (sender is RealmResetEmptySet<BeatmapSetInfo>)
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{
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// Usually we'd reset stuff here, but doing so triggers a silly flow which ends up deadlocking realm.
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// Additionally, user should not be at song select when realm is blocking all operations in the first place.
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@ -568,7 +568,7 @@ namespace osu.Game.Database
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lock (notificationsResetMap)
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{
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// Store an action which is used when blocking to ensure consumers don't use results of a stale changeset firing.
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notificationsResetMap.Add(action, () => callback(new EmptyRealmSet<T>(), null));
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notificationsResetMap.Add(action, () => callback(new RealmResetEmptySet<T>(), null));
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}
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return RegisterCustomSubscription(action);
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@ -12,7 +12,13 @@ using Realms.Schema;
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namespace osu.Game.Database
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{
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public class EmptyRealmSet<T> : IRealmCollection<T>
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/// <summary>
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/// This can arrive in <see cref="RealmAccess.RegisterForNotifications{T}"/> callbacks to imply that realm access has been reset.
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/// </summary>
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/// <remarks>
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/// Usually implies that the original database may return soon and the callback can usually be silently ignored.
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///</remarks>
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public class RealmResetEmptySet<T> : IRealmCollection<T>
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{
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private IList<T> emptySet => Array.Empty<T>();
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@ -1137,7 +1137,6 @@ namespace osu.Game
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loadComponentSingleFile(new MedalOverlay(), topMostOverlayContent.Add);
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loadComponentSingleFile(new BackgroundDataStoreProcessor(), Add);
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loadComponentSingleFile(new DetachedBeatmapStore(), Add, true);
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Add(difficultyRecommender);
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Add(externalLinkOpener = new ExternalLinkOpener());
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@ -377,6 +377,10 @@ namespace osu.Game
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dependencies.Cache(previewTrackManager = new PreviewTrackManager(BeatmapManager.BeatmapTrackStore));
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base.Content.Add(previewTrackManager);
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var detachedBeatmapStore = new DetachedBeatmapStore();
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base.Content.Add(detachedBeatmapStore);
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dependencies.CacheAs(detachedBeatmapStore);
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base.Content.Add(MusicController = new MusicController());
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dependencies.CacheAs(MusicController);
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@ -541,7 +545,10 @@ namespace osu.Game
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realmBlocker = realm.BlockAllOperations("migration");
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success = true;
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}
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catch { }
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catch (Exception ex)
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{
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Logger.Log($"Attempting to block all operations failed: {ex}", LoggingTarget.Database);
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}
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readyToRun.Set();
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}, false);
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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@ -62,8 +63,7 @@ namespace osu.Game.Overlays
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public DrawableTrack CurrentTrack { get; private set; } = new DrawableTrack(new TrackVirtual(1000));
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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private IBindableList<BeatmapSetInfo> detachedBeatmaps = null!;
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private BindableNumber<double> sampleVolume = null!;
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@ -76,13 +76,15 @@ namespace osu.Game.Overlays
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private int randomHistoryDirection;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager configManager)
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private void load(AudioManager audio, OsuConfigManager configManager, DetachedBeatmapStore detachedBeatmapStore, CancellationToken? cancellationToken)
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{
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AddInternal(audioDuckFilter = new AudioFilter(audio.TrackMixer));
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audio.Tracks.AddAdjustment(AdjustableProperty.Volume, audioDuckVolume);
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sampleVolume = audio.VolumeSample.GetBoundCopy();
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configManager.BindWith(OsuSetting.RandomSelectAlgorithm, randomSelectAlgorithm);
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detachedBeatmaps = detachedBeatmapStore.GetDetachedBeatmaps(cancellationToken);
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}
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protected override void LoadComplete()
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@ -255,8 +257,8 @@ namespace osu.Game.Overlays
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playableSet = getNextRandom(-1, allowProtectedTracks);
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else
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{
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playableSet = getBeatmapSets().AsEnumerable().TakeWhile(i => !i.Equals(current?.BeatmapSetInfo)).LastOrDefault(s => !s.Protected || allowProtectedTracks)
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?? getBeatmapSets().AsEnumerable().LastOrDefault(s => !s.Protected || allowProtectedTracks);
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playableSet = getBeatmapSets().TakeWhile(i => !i.Equals(current?.BeatmapSetInfo)).LastOrDefault(s => !s.Protected || allowProtectedTracks)
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?? getBeatmapSets().LastOrDefault(s => !s.Protected || allowProtectedTracks);
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}
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if (playableSet != null)
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@ -351,10 +353,10 @@ namespace osu.Game.Overlays
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playableSet = getNextRandom(1, allowProtectedTracks);
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else
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{
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playableSet = getBeatmapSets().AsEnumerable().SkipWhile(i => !i.Equals(current?.BeatmapSetInfo))
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playableSet = getBeatmapSets().SkipWhile(i => !i.Equals(current?.BeatmapSetInfo))
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.Where(i => !i.Protected || allowProtectedTracks)
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.ElementAtOrDefault(1)
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?? getBeatmapSets().AsEnumerable().FirstOrDefault(i => !i.Protected || allowProtectedTracks);
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?? getBeatmapSets().FirstOrDefault(i => !i.Protected || allowProtectedTracks);
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}
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var playableBeatmap = playableSet?.Beatmaps.FirstOrDefault();
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@ -373,7 +375,7 @@ namespace osu.Game.Overlays
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{
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BeatmapSetInfo result;
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var possibleSets = getBeatmapSets().AsEnumerable().Where(s => !s.Protected || allowProtectedTracks).ToArray();
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var possibleSets = getBeatmapSets().Where(s => !s.Protected || allowProtectedTracks).ToArray();
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if (possibleSets.Length == 0)
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return null;
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@ -432,7 +434,7 @@ namespace osu.Game.Overlays
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private TrackChangeDirection? queuedDirection;
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private IQueryable<BeatmapSetInfo> getBeatmapSets() => realm.Realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending);
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private IEnumerable<BeatmapSetInfo> getBeatmapSets() => detachedBeatmaps.Where(s => !s.DeletePending);
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private void changeBeatmap(WorkingBeatmap newWorking)
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{
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@ -459,8 +461,8 @@ namespace osu.Game.Overlays
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else
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{
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// figure out the best direction based on order in playlist.
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int last = getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(current.BeatmapSetInfo)).Count();
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int next = getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(newWorking.BeatmapSetInfo)).Count();
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int last = getBeatmapSets().TakeWhile(b => !b.Equals(current.BeatmapSetInfo)).Count();
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int next = getBeatmapSets().TakeWhile(b => !b.Equals(newWorking.BeatmapSetInfo)).Count();
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direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
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}
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