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mirror of https://github.com/ppy/osu.git synced 2024-12-13 05:22:54 +08:00

Split out realm portion of RulesetStore

This commit is contained in:
Dean Herbert 2022-02-16 16:57:28 +09:00
parent 3d3f0a89c2
commit 7a69de0060
3 changed files with 115 additions and 94 deletions

View File

@ -22,6 +22,7 @@ using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
@ -109,7 +110,7 @@ namespace osu.Game
protected SkinManager SkinManager { get; private set; }
protected RulesetStore RulesetStore { get; private set; }
protected RealmRulesetStore RulesetStore { get; private set; }
protected RealmKeyBindingStore KeyBindingStore { get; private set; }
@ -200,9 +201,11 @@ namespace osu.Game
dependencies.Cache(realm = new RealmAccess(Storage, "client", EFContextFactory));
dependencies.Cache(RulesetStore = new RulesetStore(realm, Storage));
dependencies.CacheAs<RulesetStore>(RulesetStore = new RealmRulesetStore(realm, Storage));
dependencies.CacheAs<IRulesetStore>(RulesetStore);
Decoder.RegisterDependencies(RulesetStore);
// Backup is taken here rather than in EFToRealmMigrator to avoid recycling realm contexts
// after initial usages below. It can be moved once a direction is established for handling re-subscription.
// See https://github.com/ppy/osu/pull/16547 for more discussion.

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@ -0,0 +1,101 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Database;
#nullable enable
namespace osu.Game.Rulesets
{
public class RealmRulesetStore : RulesetStore
{
public override IEnumerable<RulesetInfo> AvailableRulesets => availableRulesets;
private readonly List<RulesetInfo> availableRulesets = new List<RulesetInfo>();
public RealmRulesetStore(RealmAccess realm, Storage? storage = null)
: base(storage)
{
prepareDetachedRulesets(realm);
}
private void prepareDetachedRulesets(RealmAccess realmAccess)
{
realmAccess.Write(realm =>
{
var rulesets = realm.All<RulesetInfo>();
List<Ruleset> instances = LoadedAssemblies.Values
.Select(r => Activator.CreateInstance(r) as Ruleset)
.Where(r => r != null)
.Select(r => r.AsNonNull())
.ToList();
// add all legacy rulesets first to ensure they have exclusive choice of primary key.
foreach (var r in instances.Where(r => r is ILegacyRuleset))
{
if (realm.All<RulesetInfo>().FirstOrDefault(rr => rr.OnlineID == r.RulesetInfo.OnlineID) == null)
realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
}
// add any other rulesets which have assemblies present but are not yet in the database.
foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
{
if (rulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
{
var existingSameShortName = rulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
if (existingSameShortName != null)
{
// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
// in such cases, update the instantiation info of the existing entry to point to the new one.
existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
}
else
realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
}
}
List<RulesetInfo> detachedRulesets = new List<RulesetInfo>();
// perform a consistency check and detach final rulesets from realm for cross-thread runtime usage.
foreach (var r in rulesets.OrderBy(r => r.OnlineID))
{
try
{
var resolvedType = Type.GetType(r.InstantiationInfo)
?? throw new RulesetLoadException(@"Type could not be resolved");
var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo
?? throw new RulesetLoadException(@"Instantiation failure");
// If a ruleset isn't up-to-date with the API, it could cause a crash at an arbitrary point of execution.
// To eagerly handle cases of missing implementations, enumerate all types here and mark as non-available on throw.
resolvedType.Assembly.GetTypes();
r.Name = instanceInfo.Name;
r.ShortName = instanceInfo.ShortName;
r.InstantiationInfo = instanceInfo.InstantiationInfo;
r.Available = true;
detachedRulesets.Add(r.Clone());
}
catch (Exception ex)
{
r.Available = false;
Logger.Log($"Could not load ruleset {r}: {ex.Message}");
}
}
availableRulesets.AddRange(detachedRulesets.OrderBy(r => r));
});
}
}
}

View File

@ -7,34 +7,26 @@ using System.IO;
using System.Linq;
using System.Reflection;
using osu.Framework;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Database;
#nullable enable
namespace osu.Game.Rulesets
{
public class RulesetStore : IDisposable, IRulesetStore
public abstract class RulesetStore : IDisposable, IRulesetStore
{
private readonly RealmAccess realmAccess;
private const string ruleset_library_prefix = @"osu.Game.Rulesets";
private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
protected readonly Dictionary<Assembly, Type> LoadedAssemblies = new Dictionary<Assembly, Type>();
/// <summary>
/// All available rulesets.
/// </summary>
public IEnumerable<RulesetInfo> AvailableRulesets => availableRulesets;
public abstract IEnumerable<RulesetInfo> AvailableRulesets { get; }
private readonly List<RulesetInfo> availableRulesets = new List<RulesetInfo>();
public RulesetStore(RealmAccess realm, Storage? storage = null)
protected RulesetStore(Storage? storage = null)
{
realmAccess = realm;
// On android in release configuration assemblies are loaded from the apk directly into memory.
// We cannot read assemblies from cwd, so should check loaded assemblies instead.
loadFromAppDomain();
@ -53,8 +45,6 @@ namespace osu.Game.Rulesets
var rulesetStorage = storage?.GetStorageForDirectory(@"rulesets");
if (rulesetStorage != null)
loadUserRulesets(rulesetStorage);
addMissingRulesets();
}
/// <summary>
@ -95,80 +85,7 @@ namespace osu.Game.Rulesets
if (domainAssembly != null)
return domainAssembly;
return loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
}
private void addMissingRulesets()
{
realmAccess.Write(realm =>
{
var rulesets = realm.All<RulesetInfo>();
List<Ruleset> instances = loadedAssemblies.Values
.Select(r => Activator.CreateInstance(r) as Ruleset)
.Where(r => r != null)
.Select(r => r.AsNonNull())
.ToList();
// add all legacy rulesets first to ensure they have exclusive choice of primary key.
foreach (var r in instances.Where(r => r is ILegacyRuleset))
{
if (realm.All<RulesetInfo>().FirstOrDefault(rr => rr.OnlineID == r.RulesetInfo.OnlineID) == null)
realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
}
// add any other rulesets which have assemblies present but are not yet in the database.
foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
{
if (rulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
{
var existingSameShortName = rulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
if (existingSameShortName != null)
{
// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
// in such cases, update the instantiation info of the existing entry to point to the new one.
existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
}
else
realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
}
}
List<RulesetInfo> detachedRulesets = new List<RulesetInfo>();
// perform a consistency check and detach final rulesets from realm for cross-thread runtime usage.
foreach (var r in rulesets.OrderBy(r => r.OnlineID))
{
try
{
var resolvedType = Type.GetType(r.InstantiationInfo)
?? throw new RulesetLoadException(@"Type could not be resolved");
var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo
?? throw new RulesetLoadException(@"Instantiation failure");
// If a ruleset isn't up-to-date with the API, it could cause a crash at an arbitrary point of execution.
// To eagerly handle cases of missing implementations, enumerate all types here and mark as non-available on throw.
resolvedType.Assembly.GetTypes();
r.Name = instanceInfo.Name;
r.ShortName = instanceInfo.ShortName;
r.InstantiationInfo = instanceInfo.InstantiationInfo;
r.Available = true;
detachedRulesets.Add(r.Clone());
}
catch (Exception ex)
{
r.Available = false;
Logger.Log($"Could not load ruleset {r}: {ex.Message}");
}
}
availableRulesets.AddRange(detachedRulesets.OrderBy(r => r));
});
return LoadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
}
private void loadFromAppDomain()
@ -214,7 +131,7 @@ namespace osu.Game.Rulesets
{
string? filename = Path.GetFileNameWithoutExtension(file);
if (loadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
if (LoadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
return;
try
@ -229,17 +146,17 @@ namespace osu.Game.Rulesets
private void addRuleset(Assembly assembly)
{
if (loadedAssemblies.ContainsKey(assembly))
if (LoadedAssemblies.ContainsKey(assembly))
return;
// the same assembly may be loaded twice in the same AppDomain (currently a thing in certain Rider versions https://youtrack.jetbrains.com/issue/RIDER-48799).
// as a failsafe, also compare by FullName.
if (loadedAssemblies.Any(a => a.Key.FullName == assembly.FullName))
if (LoadedAssemblies.Any(a => a.Key.FullName == assembly.FullName))
return;
try
{
loadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
LoadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
}
catch (Exception e)
{