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Fix inconsistent lock usage in BeatmapManager
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parent
e7c7ebdd9d
commit
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@ -138,8 +138,9 @@ namespace osu.Game.Tests.Beatmaps.IO
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var set = queryBeatmapSets().First();
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foreach (BeatmapInfo b in set.Beatmaps)
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Assert.IsTrue(set.Beatmaps.Any(c => c.OnlineBeatmapID == b.OnlineBeatmapID));
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Assert.IsTrue(set.Beatmaps.Count > 0);
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Assert.IsTrue(set.Beatmaps.Count > 0);
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var beatmap = store.GetWorkingBeatmap(set.Beatmaps.First(b => b.RulesetID == 0))?.Beatmap;
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Assert.IsTrue(beatmap?.HitObjects.Count > 0);
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@ -59,8 +59,6 @@ namespace osu.Game.Beatmaps
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private readonly FileStore files;
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private readonly OsuDbContext connection;
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private readonly RulesetStore rulesets;
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private readonly BeatmapStore beatmaps;
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@ -92,7 +90,6 @@ namespace osu.Game.Beatmaps
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this.storage = storage;
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this.files = files;
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this.connection = connection;
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this.rulesets = rulesets;
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this.api = api;
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@ -163,7 +160,7 @@ namespace osu.Game.Beatmaps
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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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{
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BeatmapSetInfo set = null;
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BeatmapSetInfo set;
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// let's only allow one concurrent import at a time for now.
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lock (importLock)
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@ -181,7 +178,8 @@ namespace osu.Game.Beatmaps
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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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beatmaps.Add(beatmapSetInfo);
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lock (beatmaps)
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beatmaps.Add(beatmapSetInfo);
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}
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/// <summary>
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@ -272,13 +270,21 @@ namespace osu.Game.Beatmaps
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/// Delete a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to hide.</param>
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public void Hide(BeatmapInfo beatmap) => beatmaps.Hide(beatmap);
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public void Hide(BeatmapInfo beatmap)
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{
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lock (beatmaps)
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beatmaps.Hide(beatmap);
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}
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/// <summary>
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/// Restore a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to restore.</param>
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public void Restore(BeatmapInfo beatmap) => beatmaps.Restore(beatmap);
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public void Restore(BeatmapInfo beatmap)
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{
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lock (beatmaps)
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beatmaps.Restore(beatmap);
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}
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/// <summary>
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/// Returns a <see cref="BeatmapSetInfo"/> to a usable state if it has previously been deleted but not yet purged.
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@ -287,7 +293,8 @@ namespace osu.Game.Beatmaps
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/// <param name="beatmapSet">The beatmap to restore.</param>
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public void Undelete(BeatmapSetInfo beatmapSet)
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{
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if (!beatmaps.Undelete(beatmapSet)) return;
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lock (beatmaps)
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if (!beatmaps.Undelete(beatmapSet)) return;
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if (!beatmapSet.Protected)
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files.Reference(beatmapSet.Files.Select(f => f.FileInfo).ToArray());
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@ -361,7 +368,8 @@ namespace osu.Game.Beatmaps
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/// <returns>Results from the provided query.</returns>
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public List<BeatmapSetInfo> QueryBeatmapSets(Func<BeatmapSetInfo, bool> query)
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{
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return beatmaps.QueryAndPopulate(query);
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lock (beatmaps)
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return beatmaps.QueryAndPopulate(query);
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}
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/// <summary>
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