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Merge pull request #13630 from smoogipoo/more-collection-safety

Make collection database even more safe
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Dean Herbert 2021-06-23 22:07:52 +09:00 committed by GitHub
commit b6555c10f8
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2 changed files with 52 additions and 17 deletions

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@ -35,6 +35,7 @@ namespace osu.Game.Collections
private const int database_version = 30000000;
private const string database_name = "collection.db";
private const string database_backup_name = "collection.db.bak";
public readonly BindableList<BeatmapCollection> Collections = new BindableList<BeatmapCollection>();
@ -56,6 +57,17 @@ namespace osu.Game.Collections
{
Collections.CollectionChanged += collectionsChanged;
if (storage.Exists(database_backup_name))
{
// If a backup file exists, it means the previous write operation didn't run to completion.
// Always prefer the backup file in such a case as it's the most recent copy that is guaranteed to not be malformed.
//
// The database is saved 100ms after any change, and again when the game is closed, so there shouldn't be a large diff between the two files in the worst case.
if (storage.Exists(database_name))
storage.Delete(database_name);
File.Copy(storage.GetFullPath(database_backup_name), storage.GetFullPath(database_name));
}
if (storage.Exists(database_name))
{
List<BeatmapCollection> beatmapCollections;
@ -68,7 +80,7 @@ namespace osu.Game.Collections
}
}
private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e)
private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
{
switch (e.Action)
{
@ -92,7 +104,7 @@ namespace osu.Game.Collections
}
backgroundSave();
}
});
/// <summary>
/// Set an endpoint for notifications to be posted to.
@ -257,27 +269,50 @@ namespace osu.Game.Collections
{
Interlocked.Increment(ref lastSave);
// This is NOT thread-safe!!
try
{
// This is NOT thread-safe!!
var tempPath = Path.GetTempFileName();
using (var sw = new SerializationWriter(storage.GetStream(database_name, FileAccess.Write)))
using (var ms = new MemoryStream())
{
sw.Write(database_version);
var collectionsCopy = Collections.ToArray();
sw.Write(collectionsCopy.Length);
foreach (var c in collectionsCopy)
using (var sw = new SerializationWriter(ms, true))
{
sw.Write(c.Name.Value);
sw.Write(database_version);
var beatmapsCopy = c.Beatmaps.ToArray();
sw.Write(beatmapsCopy.Length);
var collectionsCopy = Collections.ToArray();
sw.Write(collectionsCopy.Length);
foreach (var b in beatmapsCopy)
sw.Write(b.MD5Hash);
foreach (var c in collectionsCopy)
{
sw.Write(c.Name.Value);
var beatmapsCopy = c.Beatmaps.ToArray();
sw.Write(beatmapsCopy.Length);
foreach (var b in beatmapsCopy)
sw.Write(b.MD5Hash);
}
}
using (var fs = File.OpenWrite(tempPath))
ms.WriteTo(fs);
var databasePath = storage.GetFullPath(database_name);
var databaseBackupPath = storage.GetFullPath(database_backup_name);
// Back up the existing database, clearing any existing backup.
if (File.Exists(databaseBackupPath))
File.Delete(databaseBackupPath);
if (File.Exists(databasePath))
File.Move(databasePath, databaseBackupPath);
// Move the new database in-place of the existing one.
File.Move(tempPath, databasePath);
// If everything succeeded up to this point, remove the backup file.
if (File.Exists(databaseBackupPath))
File.Delete(databaseBackupPath);
}
if (saveFailures < 10)

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@ -18,8 +18,8 @@ namespace osu.Game.IO.Legacy
/// handle null strings and simplify use with ISerializable. </summary>
public class SerializationWriter : BinaryWriter
{
public SerializationWriter(Stream s)
: base(s, Encoding.UTF8)
public SerializationWriter(Stream s, bool leaveOpen = false)
: base(s, Encoding.UTF8, leaveOpen)
{
}