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Load user rulesets from the game data directory
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parent
c85705e935
commit
8cdae790c3
@ -168,7 +168,7 @@ namespace osu.Game
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var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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dependencies.Cache(RulesetStore = new RulesetStore(contextFactory));
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dependencies.Cache(RulesetStore = new RulesetStore(contextFactory, Storage));
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dependencies.Cache(FileStore = new FileStore(contextFactory, Storage));
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dependencies.Cache(FileStore = new FileStore(contextFactory, Storage));
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
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@ -7,6 +7,7 @@ using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using osu.Framework.Logging;
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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.Database;
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namespace osu.Game.Rulesets
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namespace osu.Game.Rulesets
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@ -17,16 +18,20 @@ namespace osu.Game.Rulesets
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private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
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private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
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public RulesetStore(IDatabaseContextFactory factory)
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private readonly Storage rulesetStorage;
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public RulesetStore(IDatabaseContextFactory factory, Storage storage = null)
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: base(factory)
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: base(factory)
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{
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{
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rulesetStorage = storage?.GetStorageForDirectory("rulesets");
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AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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loadFromAppDomain();
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loadFromAppDomain();
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loadFromDisk();
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loadFromDisk();
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loadUserRulesets();
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addMissingRulesets();
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addMissingRulesets();
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AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetAssembly;
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}
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}
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/// <summary>
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/// <summary>
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@ -48,7 +53,17 @@ namespace osu.Game.Rulesets
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/// </summary>
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/// </summary>
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public IEnumerable<RulesetInfo> AvailableRulesets { get; private set; }
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public IEnumerable<RulesetInfo> AvailableRulesets { get; private set; }
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private Assembly resolveRulesetAssembly(object sender, ResolveEventArgs args) => loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
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private Assembly resolveRulesetDependencyAssembly(object sender, ResolveEventArgs args)
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{
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var asm = new AssemblyName(args.Name);
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// this assumes the only explicit dependency of the ruleset is the game core assembly.
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// the ruleset dependency on the game core assembly requires manual resolving, transient dependencies should be resolved automatically
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if (asm.Name.Equals(typeof(OsuGame).Assembly.GetName().Name, StringComparison.Ordinal))
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return Assembly.GetExecutingAssembly();
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return null;
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}
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private void addMissingRulesets()
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private void addMissingRulesets()
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{
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{
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@ -120,6 +135,21 @@ namespace osu.Game.Rulesets
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}
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}
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}
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}
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private void loadUserRulesets()
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{
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try
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{
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var rulesets = rulesetStorage?.GetFiles(".", $"{ruleset_library_prefix}.*.dll");
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foreach (var ruleset in rulesets.Where(f => !f.Contains("Tests")))
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loadRulesetFromFile(rulesetStorage?.GetFullPath(ruleset));
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}
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catch (Exception e)
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{
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Logger.Error(e, "Couldn't load user rulesets");
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}
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}
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private void loadFromDisk()
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private void loadFromDisk()
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{
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{
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try
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try
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@ -175,7 +205,7 @@ namespace osu.Game.Rulesets
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protected virtual void Dispose(bool disposing)
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protected virtual void Dispose(bool disposing)
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{
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{
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AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetAssembly;
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AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly;
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}
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}
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}
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}
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}
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}
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