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mirror of https://github.com/ppy/osu.git synced 2025-01-27 00:23:01 +08:00

Correct and simplify RulesetStore

This commit is contained in:
Dean Herbert 2017-10-16 17:02:31 +09:00
parent ec51314e37
commit acc299c7b9
12 changed files with 37 additions and 38 deletions

View File

@ -474,10 +474,11 @@ namespace osu.Game.Beatmaps
// TODO: Diff beatmap metadata with set metadata and leave it here if necessary
beatmap.BeatmapInfo.Metadata = null;
RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap.BeatmapInfo.Ruleset = rulesets.QueryRulesetInfo(r => r.ID == beatmap.BeatmapInfo.RulesetID);
beatmap.BeatmapInfo.StarDifficulty = rulesets.QueryRulesetInfo(r => r.ID == beatmap.BeatmapInfo.RulesetID)?.CreateInstance()?.CreateDifficultyCalculator(beatmap)
.Calculate() ?? 0;
beatmap.BeatmapInfo.Ruleset = ruleset;
beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0;
beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo);
}

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@ -17,7 +17,7 @@ namespace osu.Game.Input
public KeyBindingStore(OsuDbContext connection, RulesetStore rulesets, Storage storage = null)
: base(connection, storage)
{
foreach (var info in rulesets.AllRulesets)
foreach (var info in rulesets.AvailableRulesets)
{
var ruleset = info.CreateInstance();
foreach (var variant in ruleset.AvailableVariants)

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@ -39,7 +39,7 @@ namespace osu.Game.Overlays.Direct
DisplayStyleControl.Dropdown.AccentColour = colours.BlueDark;
Ruleset.BindTo(game?.Ruleset ?? new Bindable<RulesetInfo> { Value = rulesets.GetRuleset(0) });
foreach (var r in rulesets.AllRulesets)
foreach (var r in rulesets.AvailableRulesets)
{
modeButtons.Add(new RulesetToggleButton(Ruleset, r));
}

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@ -19,7 +19,7 @@ namespace osu.Game.Overlays
{
AddSection(new GlobalKeyBindingsSection(global));
foreach (var ruleset in rulesets.AllRulesets)
foreach (var ruleset in rulesets.AvailableRulesets)
AddSection(new RulesetBindingsSection(ruleset));
}

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@ -56,7 +56,7 @@ namespace osu.Game.Overlays.Mods
if (osu != null)
Ruleset.BindTo(osu.Ruleset);
else
Ruleset.Value = rulesets.AllRulesets.First();
Ruleset.Value = rulesets.AvailableRulesets.First();
Ruleset.ValueChanged += rulesetChanged;
Ruleset.TriggerChange();

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@ -27,7 +27,7 @@ namespace osu.Game.Overlays.Settings.Sections
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
foreach(Ruleset ruleset in rulesets.AllRulesets.Select(info => info.CreateInstance()))
foreach(Ruleset ruleset in rulesets.AvailableRulesets.Select(info => info.CreateInstance()))
{
SettingsSubsection section = ruleset.CreateSettings();
if (section != null)

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@ -27,7 +27,7 @@ namespace osu.Game.Overlays.Settings
var modes = new List<Drawable>();
foreach (var ruleset in rulesets.AllRulesets)
foreach (var ruleset in rulesets.AvailableRulesets)
{
var icon = new ConstrainedIconContainer
{

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@ -67,7 +67,7 @@ namespace osu.Game.Overlays.Toolbar
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets, OsuGame game)
{
foreach (var r in rulesets.AllRulesets)
foreach (var r in rulesets.AvailableRulesets)
{
modeButtons.Add(new ToolbarModeButton
{

View File

@ -18,13 +18,6 @@ namespace osu.Game.Rulesets
{
private static readonly Dictionary<Assembly, Type> loaded_assemblies = new Dictionary<Assembly, Type>();
public IEnumerable<RulesetInfo> AllRulesets => Connection.RulesetInfo.Where(r => r.Available);
public RulesetStore(OsuDbContext connection)
: base(connection)
{
}
static RulesetStore()
{
AppDomain.CurrentDomain.AssemblyResolve += currentDomain_AssemblyResolve;
@ -33,6 +26,23 @@ namespace osu.Game.Rulesets
loadRulesetFromFile(file);
}
public RulesetStore(OsuDbContext connection)
: base(connection)
{
}
/// <summary>
/// Retrieve a ruleset using a known ID.
/// </summary>
/// <param name="id">The ruleset's internal ID.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.ID == id);
/// <summary>
/// All available rulesets.
/// </summary>
public IEnumerable<RulesetInfo> AvailableRulesets => Connection.RulesetInfo.Where(r => r.Available);
private static Assembly currentDomain_AssemblyResolve(object sender, ResolveEventArgs args) => loaded_assemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
private const string ruleset_library_prefix = "osu.Game.Rulesets";
@ -44,7 +54,7 @@ namespace osu.Game.Rulesets
Connection.Database.ExecuteSqlCommand("DELETE FROM RulesetInfo");
}
var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, new RulesetInfo()));
var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, new RulesetInfo())).ToList();
//add all legacy modes in correct order
foreach (var r in instances.Where(r => r.LegacyID >= 0).OrderBy(r => r.LegacyID))
@ -55,6 +65,7 @@ namespace osu.Game.Rulesets
Connection.RulesetInfo.Add(rulesetInfo);
}
}
Connection.SaveChanges();
//add any other modes
@ -67,6 +78,7 @@ namespace osu.Game.Rulesets
if (existing == null)
Connection.RulesetInfo.Add(us);
}
Connection.SaveChanges();
//perform a consistency check
@ -82,6 +94,7 @@ namespace osu.Game.Rulesets
r.Available = false;
}
}
Connection.SaveChanges();
}
@ -108,20 +121,5 @@ namespace osu.Game.Rulesets
InstantiationInfo = ruleset.GetType().AssemblyQualifiedName,
ID = ruleset.LegacyID
};
public RulesetInfo GetRuleset(int id) => Connection.RulesetInfo.First(r => r.ID == id);
public RulesetInfo QueryRulesetInfo(Func<RulesetInfo, bool> query)
{
return Connection.RulesetInfo.FirstOrDefault(query);
}
public List<RulesetInfo> QueryRulesets(Func<RulesetInfo, bool> query = null)
{
var rulesets = Connection.RulesetInfo;
if (query != null)
return rulesets.Where(query).ToList();
return rulesets.ToList();
}
}
}

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@ -49,7 +49,7 @@ namespace osu.Game.Tests.Visual
AddStep("Toggle", modSelect.ToggleVisibility);
foreach (var ruleset in rulesets.AllRulesets)
foreach (var ruleset in rulesets.AvailableRulesets)
AddStep(ruleset.CreateInstance().Description, () => modSelect.Ruleset.Value = ruleset);
}
}

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@ -75,7 +75,7 @@ namespace osu.Game.Tests.Visual
new BeatmapInfo
{
OnlineBeatmapID = 1234 + i,
Ruleset = rulesets.QueryRulesets().First(),
Ruleset = rulesets.AvailableRulesets.First(),
Path = "normal.osu",
Version = "Normal",
Difficulty = new BeatmapDifficulty
@ -86,7 +86,7 @@ namespace osu.Game.Tests.Visual
new BeatmapInfo
{
OnlineBeatmapID = 1235 + i,
Ruleset = rulesets.QueryRulesets().First(),
Ruleset = rulesets.AvailableRulesets.First(),
Path = "hard.osu",
Version = "Hard",
Difficulty = new BeatmapDifficulty
@ -97,7 +97,7 @@ namespace osu.Game.Tests.Visual
new BeatmapInfo
{
OnlineBeatmapID = 1236 + i,
Ruleset = rulesets.QueryRulesets().First(),
Ruleset = rulesets.AvailableRulesets.First(),
Path = "insane.osu",
Version = "Insane",
Difficulty = new BeatmapDifficulty

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@ -50,7 +50,7 @@ namespace osu.Game.Tests.Visual
string instantiation = ruleset?.AssemblyQualifiedName;
foreach (var r in rulesets.QueryRulesets(rs => rs.Available && (instantiation == null || rs.InstantiationInfo == instantiation)))
foreach (var r in rulesets.AvailableRulesets.Where(rs => instantiation == null || rs.InstantiationInfo == instantiation))
AddStep(r.Name, () => loadPlayerFor(r));
}