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Prefer using the backup file if it exists
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c9a203cc11
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@ -35,6 +35,7 @@ namespace osu.Game.Collections
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private const int database_version = 30000000;
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private const string database_name = "collection.db";
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private const string database_backup_name = "collection.db.bak";
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public readonly BindableList<BeatmapCollection> Collections = new BindableList<BeatmapCollection>();
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@ -56,11 +57,14 @@ namespace osu.Game.Collections
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{
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Collections.CollectionChanged += collectionsChanged;
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if (storage.Exists(database_name))
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// If a backup file exists, it means the previous write operation didn't complete successfully. Always prefer the backup file in such a case.
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string filename = storage.Exists(database_backup_name) ? database_backup_name : database_name;
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if (storage.Exists(filename))
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{
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List<BeatmapCollection> beatmapCollections;
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using (var stream = storage.GetStream(database_name))
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using (var stream = storage.GetStream(filename))
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beatmapCollections = readCollections(stream);
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// intentionally fire-and-forget async.
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@ -286,13 +290,21 @@ namespace osu.Game.Collections
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using (var fs = File.OpenWrite(tempPath))
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ms.WriteTo(fs);
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var storagePath = storage.GetFullPath(database_name);
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var storageBackupPath = storage.GetFullPath($"{database_name}.bak");
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if (File.Exists(storageBackupPath))
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File.Delete(storageBackupPath);
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if (File.Exists(storagePath))
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File.Move(storagePath, storageBackupPath);
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File.Move(tempPath, storagePath);
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var databasePath = storage.GetFullPath(database_name);
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var databaseBackupPath = storage.GetFullPath(database_backup_name);
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// Back up the existing database, clearing any existing backup.
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if (File.Exists(databaseBackupPath))
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File.Delete(databaseBackupPath);
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if (File.Exists(databasePath))
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File.Move(databasePath, databaseBackupPath);
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// Move the new database in-place of the existing one.
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File.Move(tempPath, databasePath);
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// If everything succeeded up to this point, remove the backup file.
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if (File.Exists(databaseBackupPath))
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File.Delete(databaseBackupPath);
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}
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if (saveFailures < 10)
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