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Simplify beatmap import process
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0ba76bbaa1
commit
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@ -194,50 +194,74 @@ namespace osu.Game.Beatmaps
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}
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private readonly object importContextLock = new object();
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private Lazy<OsuDbContext> importContext;
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/// <summary>
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/// Import a beatmap from an <see cref="ArchiveReader"/>.
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/// </summary>
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/// <param name="archiveReader">The beatmap to be imported.</param>
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public BeatmapSetInfo Import(ArchiveReader archiveReader)
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/// <param name="archive">The beatmap to be imported.</param>
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public BeatmapSetInfo Import(ArchiveReader archive)
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{
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// let's only allow one concurrent import at a time for now.
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// let's only allow one concurrent import at a time for now
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lock (importContextLock)
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{
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var context = importContext.Value;
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using (var transaction = context.BeginTransaction())
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{
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// create local stores so we can isolate and thread safely, and share a context/transaction.
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var iFiles = new FileStore(() => context, storage);
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var iBeatmaps = createBeatmapStore(() => context);
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// create a new set info (don't yet add to database)
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var beatmapSet = createBeatmapSetInfo(archive);
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BeatmapSetInfo set = importToStorage(iFiles, iBeatmaps, archiveReader);
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if (set.ID == 0)
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// check if this beatmap has already been imported and exit early if so
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var existingHashMatch = beatmaps.BeatmapSets.FirstOrDefault(b => b.Hash == beatmapSet.Hash);
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if (existingHashMatch != null)
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{
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iBeatmaps.Add(set);
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context.SaveChanges();
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undelete(beatmaps, files, existingHashMatch);
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return existingHashMatch;
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}
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// check if a set already exists with the same online id
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if (beatmapSet.OnlineBeatmapSetID != null)
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{
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var existingOnlineId = beatmaps.BeatmapSets.FirstOrDefault(b => b.OnlineBeatmapSetID == beatmapSet.OnlineBeatmapSetID);
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if (existingOnlineId != null)
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Delete(existingOnlineId);
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}
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beatmapSet.Files = createFileInfos(archive, new FileStore(() => context, storage));
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beatmapSet.Beatmaps = createBeatmapDifficulties(archive);
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// remove metadata from difficulties where it matches the set
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foreach (BeatmapInfo b in beatmapSet.Beatmaps)
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if (beatmapSet.Metadata.Equals(b.Metadata))
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b.Metadata = null;
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// import to beatmap store
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import(beatmapSet, context);
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context.SaveChanges(transaction);
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return set;
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return beatmapSet;
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}
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}
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}
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/// <summary>
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/// Import a beatmap from a <see cref="BeatmapSetInfo"/>.
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/// </summary>
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/// <param name="beatmapSetInfo">The beatmap to be imported.</param>
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public void Import(BeatmapSetInfo beatmapSetInfo)
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{
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// If we have an ID then we already exist in the database.
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if (beatmapSetInfo.ID != 0) return;
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lock (importContextLock)
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{
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var context = importContext.Value;
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createBeatmapStore(createContext).Add(beatmapSetInfo);
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using (var transaction = context.BeginTransaction())
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{
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import(beatmapSetInfo, context);
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context.SaveChanges(transaction);
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}
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}
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}
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/// <summary>
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@ -495,6 +519,8 @@ namespace osu.Game.Beatmaps
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/// <returns>Results from the provided query.</returns>
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public IEnumerable<BeatmapInfo> QueryBeatmaps(Expression<Func<BeatmapInfo, bool>> query) => beatmaps.Beatmaps.AsNoTracking().Where(query);
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private void import(BeatmapSetInfo beatmapSet, OsuDbContext context) => createBeatmapStore(() => context).Add(beatmapSet);
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/// <summary>
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/// Creates an <see cref="ArchiveReader"/> from a valid storage path.
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/// </summary>
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@ -508,49 +534,43 @@ namespace osu.Game.Beatmaps
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return new LegacyFilesystemReader(path);
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}
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/// <summary>
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/// Import a beamap into our local <see cref="FileStore"/> storage.
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/// If the beatmap is already imported, the existing instance will be returned.
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/// </summary>
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/// <param name="files">The store to import beatmap files to.</param>
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/// <param name="beatmaps">The store to import beatmaps to.</param>
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/// <param name="reader">The beatmap archive to be read.</param>
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/// <returns>The imported beatmap, or an existing instance if it is already present.</returns>
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private BeatmapSetInfo importToStorage(FileStore files, BeatmapStore beatmaps, ArchiveReader reader)
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private string computeBeatmapSetHash(ArchiveReader reader)
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{
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// let's make sure there are actually .osu files to import.
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string mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu"));
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if (string.IsNullOrEmpty(mapName))
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throw new InvalidOperationException("No beatmap files found in the map folder.");
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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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foreach (string file in reader.Filenames.Where(f => f.EndsWith(".osu")))
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using (Stream s = reader.GetStream(file))
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s.CopyTo(hashable);
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var hash = hashable.ComputeSHA2Hash();
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return hashable.ComputeSHA2Hash();
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}
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// check if this beatmap has already been imported and exit early if so.
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var beatmapSet = beatmaps.BeatmapSets.FirstOrDefault(b => b.Hash == hash);
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/// <summary>
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///
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/// </summary>
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/// <param name="reader"></param>
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/// <returns></returns>
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private BeatmapSetInfo createBeatmapSetInfo(ArchiveReader reader)
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{
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// let's make sure there are actually .osu files to import.
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string mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu"));
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if (string.IsNullOrEmpty(mapName)) throw new InvalidOperationException("No beatmap files found in the map folder.");
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if (beatmapSet != null)
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BeatmapMetadata metadata;
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using (var stream = new StreamReader(reader.GetStream(mapName)))
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metadata = Decoder.GetDecoder(stream).DecodeBeatmap(stream).Metadata;
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return new BeatmapSetInfo
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{
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undelete(beatmaps, files, beatmapSet);
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// ensure all files are present and accessible
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foreach (var f in beatmapSet.Files)
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{
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if (!storage.Exists(f.FileInfo.StoragePath))
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using (Stream s = reader.GetStream(f.Filename))
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files.Add(s, false);
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}
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// todo: delete any files which shouldn't exist any more.
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return beatmapSet;
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}
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OnlineBeatmapSetID = metadata.OnlineBeatmapSetID,
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Beatmaps = new List<BeatmapInfo>(),
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Hash = computeBeatmapSetHash(reader),
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Metadata = metadata
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};
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}
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private List<BeatmapSetFileInfo> createFileInfos(ArchiveReader reader, FileStore files)
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{
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List<BeatmapSetFileInfo> fileInfos = new List<BeatmapSetFileInfo>();
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// import files to manager
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@ -562,28 +582,20 @@ namespace osu.Game.Beatmaps
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FileInfo = files.Add(s)
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});
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BeatmapMetadata metadata;
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return fileInfos;
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}
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using (var stream = new StreamReader(reader.GetStream(mapName)))
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metadata = Decoder.GetDecoder(stream).DecodeBeatmap(stream).Metadata;
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/// <summary>
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/// Import a beamap into our local <see cref="FileStore"/> storage.
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/// If the beatmap is already imported, the existing instance will be returned.
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/// </summary>
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/// <param name="reader">The beatmap archive to be read.</param>
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/// <returns>The imported beatmap, or an existing instance if it is already present.</returns>
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private List<BeatmapInfo> createBeatmapDifficulties(ArchiveReader reader)
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{
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var beatmapInfos = new List<BeatmapInfo>();
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// check if a set already exists with the same online id.
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if (metadata.OnlineBeatmapSetID != null)
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beatmapSet = beatmaps.BeatmapSets.FirstOrDefault(b => b.OnlineBeatmapSetID == metadata.OnlineBeatmapSetID);
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if (beatmapSet == null)
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beatmapSet = new BeatmapSetInfo
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{
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OnlineBeatmapSetID = metadata.OnlineBeatmapSetID,
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Beatmaps = new List<BeatmapInfo>(),
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Hash = hash,
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Files = fileInfos,
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Metadata = metadata
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};
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var mapNames = reader.Filenames.Where(f => f.EndsWith(".osu"));
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foreach (var name in mapNames)
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foreach (var name in reader.Filenames.Where(f => f.EndsWith(".osu")))
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{
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using (var raw = reader.GetStream(name))
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using (var ms = new MemoryStream()) //we need a memory stream so we can seek and shit
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@ -599,36 +611,24 @@ namespace osu.Game.Beatmaps
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beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash();
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beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash();
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var existing = beatmaps.Beatmaps.FirstOrDefault(b => b.Hash == beatmap.BeatmapInfo.Hash || beatmap.BeatmapInfo.OnlineBeatmapID != null && b.OnlineBeatmapID == beatmap.BeatmapInfo.OnlineBeatmapID);
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RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
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if (existing == null)
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{
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// Exclude beatmap-metadata if it's equal to beatmapset-metadata
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if (metadata.Equals(beatmap.Metadata))
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beatmap.BeatmapInfo.Metadata = null;
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// TODO: this should be done in a better place once we actually need to dynamically update it.
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beatmap.BeatmapInfo.Ruleset = ruleset;
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beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0;
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RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
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// TODO: this should be done in a better place once we actually need to dynamically update it.
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beatmap.BeatmapInfo.Ruleset = ruleset;
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beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0;
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beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo);
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}
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beatmapInfos.Add(beatmap.BeatmapInfo);
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}
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}
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return beatmapSet;
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return beatmapInfos;
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}
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public List<BeatmapSetInfo> GetAllUsableBeatmapSets()
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{
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return beatmaps.BeatmapSets.Where(s => !s.DeletePending).ToList();
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}
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public List<BeatmapSetInfo> GetAllUsableBeatmapSets() => beatmaps.BeatmapSets.Where(s => !s.DeletePending).ToList();
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protected class BeatmapManagerWorkingBeatmap : WorkingBeatmap
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{
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