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Fix incorrect realm copy logic when a beatmap becomes detached from its set
The code here was assuming that if the beatmap which is having changes copied across does not exist within the `BeatmapSet.Beatmaps` list, it was not yet persisted to realm. In some edge case, it can happen that the beatmap *is* persisted to realm but not correctly attached to the beatmap set. I don't yet know how this occurs, but it has caused loss of data for at least two users. The fix here is to check realm-wide for the beatmap (using its primary key) rather than only in the list. We then handle the scenario where the beatmap needs to be reattached to the set as a seprate step. --- This does raise others questions like "are we even structuring this correctly? couldn't a single beatmap exist in two different sets?" Maybe, but let's deal with that if/when it comes up.
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@ -52,10 +52,19 @@ namespace osu.Game.Database
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{
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foreach (var beatmap in s.Beatmaps)
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{
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var existing = d.Beatmaps.FirstOrDefault(b => b.ID == beatmap.ID);
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// Importantly, search all of realm for the beatmap (not just the set's beatmaps).
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// It may have gotten detached, and if that's the case let's use this opportunity to fix
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// things up.
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var existingBeatmap = d.Realm.Find<BeatmapInfo>(beatmap.ID);
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if (existing != null)
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copyChangesToRealm(beatmap, existing);
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if (existingBeatmap != null)
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{
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// As above, reattach if it happens to not be in the set's beatmaps.
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if (!d.Beatmaps.Contains(existingBeatmap))
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d.Beatmaps.Add(existingBeatmap);
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copyChangesToRealm(beatmap, existingBeatmap);
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}
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else
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{
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var newBeatmap = new BeatmapInfo
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@ -64,6 +73,7 @@ namespace osu.Game.Database
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BeatmapSet = d,
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Ruleset = d.Realm.Find<RulesetInfo>(beatmap.Ruleset.ShortName)
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};
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d.Beatmaps.Add(newBeatmap);
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copyChangesToRealm(beatmap, newBeatmap);
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}
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