// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Diagnostics; using System.Linq; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Logging; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Online.API.Requests.Responses; using Realms; namespace osu.Game.Online.Rooms { /// /// Represent a checksum-verifying beatmap availability tracker usable for online play screens. /// /// This differs from a regular download tracking composite as this accounts for the /// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap. /// public partial class OnlinePlayBeatmapAvailabilityTracker : CompositeComponent { public readonly IBindable SelectedItem = new Bindable(); [Resolved] private RealmAccess realm { get; set; } = null!; [Resolved] private BeatmapLookupCache beatmapLookupCache { get; set; } = null!; /// /// The availability state of the currently selected playlist item. /// public virtual IBindable Availability => availability; private readonly Bindable availability = new Bindable(BeatmapAvailability.NotDownloaded()); private ScheduledDelegate progressUpdate; private BeatmapDownloadTracker downloadTracker; private IDisposable realmSubscription; private APIBeatmap selectedBeatmap; protected override void LoadComplete() { base.LoadComplete(); SelectedItem.BindValueChanged(item => { // the underlying playlist is regularly cleared for maintenance purposes (things which probably need to be fixed eventually). // to avoid exposing a state change when there may actually be none, ignore all nulls for now. if (item.NewValue == null) return; // Initially set to unknown until we have attained a good state. // This has the wanted side effect of forcing a state change when the current playlist // item changes at the server but our local availability doesn't necessarily change // (ie. we have both the previous and next item LocallyAvailable). // // Note that even without this, the server will trigger a state change and things will work. // This is just for safety. availability.Value = BeatmapAvailability.Unknown(); downloadTracker?.RemoveAndDisposeImmediately(); selectedBeatmap = null; beatmapLookupCache.GetBeatmapAsync(item.NewValue.Beatmap.OnlineID).ContinueWith(task => Schedule(() => { var beatmap = task.GetResultSafely(); if (beatmap != null && SelectedItem.Value?.Beatmap.OnlineID == beatmap.OnlineID) { selectedBeatmap = beatmap; beginTracking(); } }), TaskContinuationOptions.OnlyOnRanToCompletion); }, true); } private void beginTracking() { Debug.Assert(selectedBeatmap.BeatmapSet != null); downloadTracker = new BeatmapDownloadTracker(selectedBeatmap.BeatmapSet); AddInternal(downloadTracker); downloadTracker.State.BindValueChanged(_ => Scheduler.AddOnce(updateAvailability), true); downloadTracker.Progress.BindValueChanged(_ => { if (downloadTracker.State.Value != DownloadState.Downloading) return; // incoming progress changes are going to be at a very high rate. // we don't want to flood the network with this, so rate limit how often we send progress updates. if (progressUpdate?.Completed != false) progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500); }, true); // handles changes to hash that didn't occur from the import process (ie. a user editing the beatmap in the editor, somehow). realmSubscription?.Dispose(); realmSubscription = realm.RegisterForNotifications(_ => filteredBeatmaps(), (_, changes) => { if (changes == null) return; Scheduler.AddOnce(updateAvailability); }); } private void updateAvailability() { if (downloadTracker == null || selectedBeatmap == null) return; switch (downloadTracker.State.Value) { case DownloadState.Unknown: availability.Value = BeatmapAvailability.Unknown(); break; case DownloadState.NotDownloaded: availability.Value = BeatmapAvailability.NotDownloaded(); break; case DownloadState.Downloading: availability.Value = BeatmapAvailability.Downloading((float)downloadTracker.Progress.Value); break; case DownloadState.Importing: availability.Value = BeatmapAvailability.Importing(); break; case DownloadState.LocallyAvailable: bool available = filteredBeatmaps().Any(); availability.Value = available ? BeatmapAvailability.LocallyAvailable() : BeatmapAvailability.NotDownloaded(); // only display a message to the user if a download seems to have just completed. if (!available && downloadTracker.Progress.Value == 1) Logger.Log("The imported beatmap set does not match the online version.", LoggingTarget.Runtime, LogLevel.Important); break; default: throw new ArgumentOutOfRangeException(); } } private IQueryable filteredBeatmaps() { int onlineId = selectedBeatmap.OnlineID; string checksum = selectedBeatmap.MD5Hash; return realm.Realm .All() .Filter("OnlineID == $0 && MD5Hash == $1 && BeatmapSet.DeletePending == false", onlineId, checksum); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); realmSubscription?.Dispose(); } } }