From 453b77e0dcac7c0f6742f5d51f046dd535abaf9a Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 24 Jun 2022 16:18:51 +0900 Subject: [PATCH 1/3] Fix dangerous `File.Copy` causing intermittent realm migration test failures Resolves an issue I've been able to locally reproduce on windows. Basically, the `File.Copy` would begin while realm was blocking. The "restore" operation is posted to the `SynchronizationContext` to run on next update call, but in the mean time the copy would begin, causing a conflict of interest. Very dangerous. Only really noticeable on windows. --- osu.Game.Tests/NonVisual/CustomDataDirectoryTest.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Tests/NonVisual/CustomDataDirectoryTest.cs b/osu.Game.Tests/NonVisual/CustomDataDirectoryTest.cs index 7d5f0bcd0c..a803974d30 100644 --- a/osu.Game.Tests/NonVisual/CustomDataDirectoryTest.cs +++ b/osu.Game.Tests/NonVisual/CustomDataDirectoryTest.cs @@ -254,7 +254,7 @@ namespace osu.Game.Tests.NonVisual Assert.That(File.Exists(Path.Combine(customPath, OsuGameBase.CLIENT_DATABASE_FILENAME))); Directory.CreateDirectory(customPath2); - File.Copy(Path.Combine(customPath, OsuGameBase.CLIENT_DATABASE_FILENAME), Path.Combine(customPath2, OsuGameBase.CLIENT_DATABASE_FILENAME)); + File.WriteAllText(Path.Combine(customPath2, OsuGameBase.CLIENT_DATABASE_FILENAME), "I am a text"); // Fails because file already exists. Assert.Throws(() => osu.Migrate(customPath2)); From 0755430006d582dded0f6a01fcef137a95e666c6 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 24 Jun 2022 16:53:04 +0900 Subject: [PATCH 2/3] Use `AddOnce` for update calls --- osu.Game/Beatmaps/BeatmapDifficultyCache.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Beatmaps/BeatmapDifficultyCache.cs b/osu.Game/Beatmaps/BeatmapDifficultyCache.cs index 5e468e975a..7cab868e28 100644 --- a/osu.Game/Beatmaps/BeatmapDifficultyCache.cs +++ b/osu.Game/Beatmaps/BeatmapDifficultyCache.cs @@ -64,13 +64,13 @@ namespace osu.Game.Beatmaps { base.LoadComplete(); - currentRuleset.BindValueChanged(_ => updateTrackedBindables()); + currentRuleset.BindValueChanged(_ => Scheduler.AddOnce(updateTrackedBindables)); currentMods.BindValueChanged(mods => { modSettingChangeTracker?.Dispose(); - updateTrackedBindables(); + Scheduler.AddOnce(updateTrackedBindables); modSettingChangeTracker = new ModSettingChangeTracker(mods.NewValue); modSettingChangeTracker.SettingChanged += _ => From c1791276700bfcb0d368d44321063343d8263d0a Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 24 Jun 2022 16:53:14 +0900 Subject: [PATCH 3/3] Remove unused bindable retrieval flow --- osu.Game/Beatmaps/BeatmapDifficultyCache.cs | 35 ++------------------- 1 file changed, 3 insertions(+), 32 deletions(-) diff --git a/osu.Game/Beatmaps/BeatmapDifficultyCache.cs b/osu.Game/Beatmaps/BeatmapDifficultyCache.cs index 7cab868e28..ef0fa36b16 100644 --- a/osu.Game/Beatmaps/BeatmapDifficultyCache.cs +++ b/osu.Game/Beatmaps/BeatmapDifficultyCache.cs @@ -89,7 +89,9 @@ namespace osu.Game.Beatmaps /// A bindable that is updated to contain the star difficulty when it becomes available. Will be null while in an initial calculating state (but not during updates to ruleset and mods if a stale value is already propagated). public IBindable GetBindableDifficulty(IBeatmapInfo beatmapInfo, CancellationToken cancellationToken = default) { - var bindable = createBindable(beatmapInfo, currentRuleset.Value, currentMods.Value, cancellationToken); + var bindable = new BindableStarDifficulty(beatmapInfo, cancellationToken); + + updateBindable(bindable, currentRuleset.Value, currentMods.Value, cancellationToken); lock (bindableUpdateLock) trackedBindables.Add(bindable); @@ -97,21 +99,6 @@ namespace osu.Game.Beatmaps return bindable; } - /// - /// Retrieves a bindable containing the star difficulty of a with a given and combination. - /// - /// - /// The bindable will not update to follow the currently-selected ruleset and mods or its settings. - /// - /// The to get the difficulty of. - /// The to get the difficulty with. If null, the 's ruleset is used. - /// The s to get the difficulty with. If null, no mods will be assumed. - /// An optional which stops updating the star difficulty for the given . - /// A bindable that is updated to contain the star difficulty when it becomes available. Will be null while in an initial calculating state. - public IBindable GetBindableDifficulty(IBeatmapInfo beatmapInfo, IRulesetInfo? rulesetInfo, IEnumerable? mods, - CancellationToken cancellationToken = default) - => createBindable(beatmapInfo, rulesetInfo, mods, cancellationToken); - /// /// Retrieves the difficulty of a . /// @@ -200,22 +187,6 @@ namespace osu.Game.Beatmaps } } - /// - /// Creates a new and triggers an initial value update. - /// - /// The that star difficulty should correspond to. - /// The initial to get the difficulty with. - /// The initial s to get the difficulty with. - /// An optional which stops updating the star difficulty for the given . - /// The . - private BindableStarDifficulty createBindable(IBeatmapInfo beatmapInfo, IRulesetInfo? initialRulesetInfo, IEnumerable? initialMods, - CancellationToken cancellationToken) - { - var bindable = new BindableStarDifficulty(beatmapInfo, cancellationToken); - updateBindable(bindable, initialRulesetInfo, initialMods, cancellationToken); - return bindable; - } - /// /// Updates the value of a with a given ruleset + mods. ///