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Share one context per file store for performance reasons
There is now a CreateContext method for retrieving a stand-alone context for threaded use. We may want to add safety against this context being disposed (or just return a fresh one if it is).
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@ -11,12 +11,24 @@ namespace osu.Game.Database
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{
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protected readonly Storage Storage;
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protected readonly Func<OsuDbContext> GetContext;
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/// <summary>
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/// Create a new <see cref="OsuDbContext"/> instance (separate from the shared context via <see cref="GetContext"/> for performing isolated operations.
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/// </summary>
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protected readonly Func<OsuDbContext> CreateContext;
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protected DatabaseBackedStore(Func<OsuDbContext> getContext, Storage storage = null)
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private readonly Lazy<OsuDbContext> queryContext;
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/// <summary>
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/// Retrieve a shared context for performing lookups (or write operations on the update thread, for now).
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/// </summary>
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protected OsuDbContext GetContext() => queryContext.Value;
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protected DatabaseBackedStore(Func<OsuDbContext> createContext, Storage storage = null)
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{
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CreateContext = createContext;
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queryContext = new Lazy<OsuDbContext>(CreateContext);
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Storage = storage;
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GetContext = getContext;
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try
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{
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@ -24,6 +24,7 @@ namespace osu.Game.Database
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public DbSet<DatabasedKeyBinding> DatabasedKeyBinding { get; set; }
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public DbSet<FileInfo> FileInfo { get; set; }
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public DbSet<RulesetInfo> RulesetInfo { get; set; }
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private readonly string connectionString;
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private static readonly Lazy<OsuDbLoggerFactory> logger = new Lazy<OsuDbLoggerFactory>(() => new OsuDbLoggerFactory());
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@ -22,7 +22,7 @@ namespace osu.Game.IO
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public Storage Storage => base.Storage;
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public FileStore(Func<OsuDbContext> getContext, Storage storage) : base(getContext, storage.GetStorageForDirectory(@"files"))
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public FileStore(Func<OsuDbContext> createContext, Storage storage) : base(createContext, storage.GetStorageForDirectory(@"files"))
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{
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Store = new StorageBackedResourceStore(Storage);
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}
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@ -17,8 +17,8 @@ namespace osu.Game.Input
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{
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public event Action KeyBindingChanged;
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public KeyBindingStore(Func<OsuDbContext> getContext, RulesetStore rulesets, Storage storage = null)
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: base(getContext, storage)
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public KeyBindingStore(Func<OsuDbContext> createContext, RulesetStore rulesets, Storage storage = null)
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: base(createContext, storage)
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{
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foreach (var info in rulesets.AvailableRulesets)
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{
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@ -38,13 +38,14 @@ namespace osu.Game.Input
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private void insertDefaults(IEnumerable<KeyBinding> defaults, int? rulesetId = null, int? variant = null)
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{
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using (var context = GetContext())
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var context = GetContext();
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using (var transaction = context.BeginTransaction())
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{
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// compare counts in database vs defaults
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foreach (var group in defaults.GroupBy(k => k.Action))
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{
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int count = query(context, rulesetId, variant).Count(k => (int)k.Action == (int)group.Key);
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int count = Query(rulesetId, variant).Count(k => (int)k.Action == (int)group.Key);
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int aimCount = group.Count();
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if (aimCount <= count)
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@ -71,10 +72,8 @@ namespace osu.Game.Input
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/// <param name="rulesetId">The ruleset's internal ID.</param>
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/// <param name="variant">An optional variant.</param>
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/// <returns></returns>
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public IEnumerable<KeyBinding> Query(int? rulesetId = null, int? variant = null) => query(GetContext(), rulesetId, variant);
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private IEnumerable<KeyBinding> query(OsuDbContext context, int? rulesetId = null, int? variant = null) =>
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context.DatabasedKeyBinding.Where(b => b.RulesetID == rulesetId && b.Variant == variant);
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public IEnumerable<KeyBinding> Query(int? rulesetId = null, int? variant = null) =>
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GetContext().DatabasedKeyBinding.Where(b => b.RulesetID == rulesetId && b.Variant == variant);
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public void Update(KeyBinding keyBinding)
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{
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@ -1,6 +1,7 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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@ -51,7 +52,7 @@ namespace osu.Game.Overlays.Settings.Sections.Maintenance
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restoreButton.Enabled.Value = false;
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Task.Run(() =>
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{
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foreach (var b in beatmaps.QueryBeatmaps(b => b.Hidden))
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foreach (var b in beatmaps.QueryBeatmaps(b => b.Hidden).ToList())
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beatmaps.Restore(b);
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}).ContinueWith(t => Schedule(() => restoreButton.Enabled.Value = true));
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}
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