This helps slightly with performance, allows better monitoring via realm
studio, but most importantly greatly reduces filesize.
fully compacted: 109M
transaction size 100: 115M
transaction size 1000: 123M
transaction size 10000: 164M
single transaction: 183M
With a transaction size of 100 there is a performance reduction, so 1000
seems to be the best middle-ground.
This really shouldn't have much effect as it will be run in the first
`Update` method and is probably a noop (we are already pointing to the
newest version due to just performing writes), but seems like a safe addition.
In general `Realm.Refresh()` only really does anything when there's multithreaded
usage and notifications to be sent.
It seems that no usages of `BeatmapSetInfo` detaches require files - a
`WorkingBeatmap` is always obtained before doing further lookups.
Therefore we can omit this include unless the detaching object is a
`BeatmapInfo`. A refetch is performed when retrieving a
`WorkingBeatmap` to complete the equation.
The most common scenario is switching between schema versions when
testing. This should alleviate the manual overhead of that for the
majority of cases.
For users, this will show a notification on startup if their database
was purged, similar to what we had with EF.
I can't confirm this works yet, since I'm not sure what the
preconditions are for the `.note` file to be created. What I can confirm
is that a `.note` file hasn't appeared in my game data directory yet.