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Add change ingester to handle passing of online changes to correct target components
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osu.Game/Beatmaps/BeatmapOnlineChangeIngest.cs
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52
osu.Game/Beatmaps/BeatmapOnlineChangeIngest.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Database;
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using osu.Game.Online.Metadata;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Ingests any changes that happen externally to the client, reprocessing as required.
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/// </summary>
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public class BeatmapOnlineChangeIngest : Component
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{
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private readonly BeatmapUpdater beatmapUpdater;
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private readonly RealmAccess realm;
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private readonly MetadataClient metadataClient;
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public BeatmapOnlineChangeIngest(BeatmapUpdater beatmapUpdater, RealmAccess realm, MetadataClient metadataClient)
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{
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this.beatmapUpdater = beatmapUpdater;
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this.realm = realm;
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this.metadataClient = metadataClient;
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metadataClient.ChangedBeatmapSetsArrived += changesDetected;
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}
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private void changesDetected(int[] beatmapSetIds)
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{
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// May want to batch incoming updates further if the background realm operations ever becomes a concern.
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realm.Run(r =>
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{
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foreach (int id in beatmapSetIds)
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{
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var matchingSet = r.All<BeatmapSetInfo>().FirstOrDefault(s => s.OnlineID == id);
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if (matchingSet != null)
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beatmapUpdater.Queue(matchingSet.ToLive(realm));
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}
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});
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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metadataClient.ChangedBeatmapSetsArrived -= changesDetected;
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}
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}
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}
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@ -6,6 +6,7 @@ using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Database;
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using osu.Game.Online.API;
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@ -30,21 +31,12 @@ namespace osu.Game.Beatmaps
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onlineLookupQueue = new BeatmapOnlineLookupQueue(api, storage);
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}
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/// <summary>
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/// Queue a beatmap for background processing.
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/// </summary>
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public void Queue(int beatmapSetId)
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{
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// TODO: implement
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}
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/// <summary>
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/// Queue a beatmap for background processing.
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/// </summary>
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public void Queue(Live<BeatmapSetInfo> beatmap)
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{
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// For now, just fire off a task.
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// TODO: Add actual queueing probably.
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Logger.Log($"Queueing change for local beatmap {beatmap}");
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Task.Factory.StartNew(() => beatmap.PerformRead(Process));
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}
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@ -289,6 +289,8 @@ namespace osu.Game
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dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints));
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dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
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AddInternal(new BeatmapOnlineChangeIngest(beatmapUpdater, realm, metadataClient));
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BeatmapManager.ProcessBeatmap = set => beatmapUpdater.Process(set);
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dependencies.Cache(userCache = new UserLookupCache());
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