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Revert "Remove comparison of online beatmap IDs during dedupe checks"

This reverts commit 15af28d2a0.
This commit is contained in:
Dean Herbert 2021-06-28 09:54:18 +09:00
parent e755dcc34d
commit 9a96cd4a1d
3 changed files with 49 additions and 2 deletions

View File

@ -441,6 +441,41 @@ namespace osu.Game.Tests.Beatmaps.IO
}
}
[TestCase(true)]
[TestCase(false)]
public async Task TestImportThenDeleteThenImportWithOnlineIDMismatch(bool set)
{
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost($"{nameof(ImportBeatmapTest)}-{set}"))
{
try
{
var osu = LoadOsuIntoHost(host);
var imported = await LoadOszIntoOsu(osu);
if (set)
imported.OnlineBeatmapSetID = 1234;
else
imported.Beatmaps.First().OnlineBeatmapID = 1234;
osu.Dependencies.Get<BeatmapManager>().Update(imported);
deleteBeatmapSet(imported, osu);
var importedSecondTime = await LoadOszIntoOsu(osu);
// check the newly "imported" beatmap has been reimported due to mismatch (even though hashes matched)
Assert.IsTrue(imported.ID != importedSecondTime.ID);
Assert.IsTrue(imported.Beatmaps.First().ID != importedSecondTime.Beatmaps.First().ID);
}
finally
{
host.Exit();
}
}
}
[Test]
public async Task TestImportWithDuplicateBeatmapIDs()
{

View File

@ -319,6 +319,18 @@ namespace osu.Game.Beatmaps
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapSetInfo QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query) => beatmaps.ConsumableItems.AsNoTracking().FirstOrDefault(query);
protected override bool CanReuseExisting(BeatmapSetInfo existing, BeatmapSetInfo import)
{
if (!base.CanReuseExisting(existing, import))
return false;
var existingIds = existing.Beatmaps.Select(b => b.OnlineBeatmapID).OrderBy(i => i);
var importIds = import.Beatmaps.Select(b => b.OnlineBeatmapID).OrderBy(i => i);
// force re-import if we are not in a sane state.
return existing.OnlineBeatmapSetID == import.OnlineBeatmapSetID && existingIds.SequenceEqual(importIds);
}
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>

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@ -411,7 +411,7 @@ namespace osu.Game.Database
if (existing != null)
{
if (canReuseExisting(existing, item))
if (CanReuseExisting(existing, item))
{
Undelete(existing);
LogForModel(item, $"Found existing {HumanisedModelName} for {item} (ID {existing.ID}) skipping import.");
@ -808,7 +808,7 @@ namespace osu.Game.Database
/// <param name="existing">The existing model.</param>
/// <param name="import">The newly imported model.</param>
/// <returns>Whether the existing model should be restored and used. Returning false will delete the existing and force a re-import.</returns>
private bool canReuseExisting(TModel existing, TModel import) =>
protected virtual bool CanReuseExisting(TModel existing, TModel import) =>
// for the best or worst, we copy and import files of a new import before checking whether
// it is a duplicate. so to check if anything has changed, we can just compare all FileInfo IDs.
getIDs(existing.Files).SequenceEqual(getIDs(import.Files)) &&