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Ensure realm blocks until all threaded usages are completed
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@ -133,20 +133,43 @@ namespace osu.Game.Database
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if (IsDisposed)
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throw new ObjectDisposedException(nameof(RealmContextFactory));
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// TODO: this can be added for safety once we figure how to bypass in test
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// if (!ThreadSafety.IsUpdateThread)
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// throw new InvalidOperationException($"{nameof(BlockAllOperations)} must be called from the update thread.");
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Logger.Log(@"Blocking realm operations.", LoggingTarget.Database);
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contextCreationLock.Wait();
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try
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{
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contextCreationLock.Wait();
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context?.Dispose();
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context = null;
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const int sleep_length = 200;
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int timeout = 5000;
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return new InvokeOnDisposal<RealmContextFactory>(this, endBlockingSection);
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context?.Dispose();
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context = null;
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static void endBlockingSection(RealmContextFactory factory)
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// see https://github.com/realm/realm-dotnet/discussions/2657
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while (!Compact())
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{
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Thread.Sleep(sleep_length);
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timeout -= sleep_length;
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if (timeout < 0)
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throw new TimeoutException("Took too long to acquire lock");
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}
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}
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catch
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{
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contextCreationLock.Release();
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throw;
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}
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return new InvokeOnDisposal<RealmContextFactory>(this, factory =>
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{
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factory.contextCreationLock.Release();
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Logger.Log(@"Restoring realm operations.", LoggingTarget.Database);
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}
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});
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}
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protected override void Dispose(bool isDisposing)
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@ -155,8 +178,8 @@ namespace osu.Game.Database
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if (!IsDisposed)
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{
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// intentionally block all operations indefinitely. this ensures that nothing can start consuming a new context after disposal.
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BlockAllOperations();
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// intentionally block context creation indefinitely. this ensures that nothing can start consuming a new context after disposal.
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contextCreationLock.Wait();
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contextCreationLock.Dispose();
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}
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