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Revert "Fix inconsistent lock usage in BeatmapManager"

This reverts commit 4a064da30f.
This commit is contained in:
TocoToucan 2017-10-15 21:56:33 +03:00 committed by Dean Herbert
parent e3d31bdd10
commit 56e8c7303c
2 changed files with 10 additions and 19 deletions

View File

@ -138,9 +138,8 @@ namespace osu.Game.Tests.Beatmaps.IO
var set = queryBeatmapSets().First(); var set = queryBeatmapSets().First();
foreach (BeatmapInfo b in set.Beatmaps) foreach (BeatmapInfo b in set.Beatmaps)
Assert.IsTrue(set.Beatmaps.Any(c => c.OnlineBeatmapID == b.OnlineBeatmapID));
Assert.IsTrue(set.Beatmaps.Count > 0); Assert.IsTrue(set.Beatmaps.Count > 0);
var beatmap = store.GetWorkingBeatmap(set.Beatmaps.First(b => b.RulesetID == 0))?.Beatmap; var beatmap = store.GetWorkingBeatmap(set.Beatmaps.First(b => b.RulesetID == 0))?.Beatmap;
Assert.IsTrue(beatmap?.HitObjects.Count > 0); Assert.IsTrue(beatmap?.HitObjects.Count > 0);

View File

@ -59,6 +59,8 @@ namespace osu.Game.Beatmaps
private readonly FileStore files; private readonly FileStore files;
private readonly OsuDbContext connection;
private readonly RulesetStore rulesets; private readonly RulesetStore rulesets;
private readonly BeatmapStore beatmaps; private readonly BeatmapStore beatmaps;
@ -90,6 +92,7 @@ namespace osu.Game.Beatmaps
this.storage = storage; this.storage = storage;
this.files = files; this.files = files;
this.connection = connection;
this.rulesets = rulesets; this.rulesets = rulesets;
this.api = api; this.api = api;
@ -160,7 +163,7 @@ namespace osu.Game.Beatmaps
/// <param name="archiveReader">The beatmap to be imported.</param> /// <param name="archiveReader">The beatmap to be imported.</param>
public BeatmapSetInfo Import(ArchiveReader archiveReader) public BeatmapSetInfo Import(ArchiveReader archiveReader)
{ {
BeatmapSetInfo set; BeatmapSetInfo set = null;
// let's only allow one concurrent import at a time for now. // let's only allow one concurrent import at a time for now.
lock (importLock) lock (importLock)
@ -178,8 +181,7 @@ namespace osu.Game.Beatmaps
// If we have an ID then we already exist in the database. // If we have an ID then we already exist in the database.
if (beatmapSetInfo.ID != 0) return; if (beatmapSetInfo.ID != 0) return;
lock (beatmaps) beatmaps.Add(beatmapSetInfo);
beatmaps.Add(beatmapSetInfo);
} }
/// <summary> /// <summary>
@ -270,21 +272,13 @@ namespace osu.Game.Beatmaps
/// Delete a beatmap difficulty. /// Delete a beatmap difficulty.
/// </summary> /// </summary>
/// <param name="beatmap">The beatmap difficulty to hide.</param> /// <param name="beatmap">The beatmap difficulty to hide.</param>
public void Hide(BeatmapInfo beatmap) public void Hide(BeatmapInfo beatmap) => beatmaps.Hide(beatmap);
{
lock (beatmaps)
beatmaps.Hide(beatmap);
}
/// <summary> /// <summary>
/// Restore a beatmap difficulty. /// Restore a beatmap difficulty.
/// </summary> /// </summary>
/// <param name="beatmap">The beatmap difficulty to restore.</param> /// <param name="beatmap">The beatmap difficulty to restore.</param>
public void Restore(BeatmapInfo beatmap) public void Restore(BeatmapInfo beatmap) => beatmaps.Restore(beatmap);
{
lock (beatmaps)
beatmaps.Restore(beatmap);
}
/// <summary> /// <summary>
/// Returns a <see cref="BeatmapSetInfo"/> to a usable state if it has previously been deleted but not yet purged. /// Returns a <see cref="BeatmapSetInfo"/> to a usable state if it has previously been deleted but not yet purged.
@ -293,8 +287,7 @@ namespace osu.Game.Beatmaps
/// <param name="beatmapSet">The beatmap to restore.</param> /// <param name="beatmapSet">The beatmap to restore.</param>
public void Undelete(BeatmapSetInfo beatmapSet) public void Undelete(BeatmapSetInfo beatmapSet)
{ {
lock (beatmaps) if (!beatmaps.Undelete(beatmapSet)) return;
if (!beatmaps.Undelete(beatmapSet)) return;
if (!beatmapSet.Protected) if (!beatmapSet.Protected)
files.Reference(beatmapSet.Files.Select(f => f.FileInfo).ToArray()); files.Reference(beatmapSet.Files.Select(f => f.FileInfo).ToArray());
@ -368,8 +361,7 @@ namespace osu.Game.Beatmaps
/// <returns>Results from the provided query.</returns> /// <returns>Results from the provided query.</returns>
public List<BeatmapSetInfo> QueryBeatmapSets(Func<BeatmapSetInfo, bool> query) public List<BeatmapSetInfo> QueryBeatmapSets(Func<BeatmapSetInfo, bool> query)
{ {
lock (beatmaps) return beatmaps.QueryAndPopulate(query);
return beatmaps.QueryAndPopulate(query);
} }
/// <summary> /// <summary>