// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Online.Multiplayer; using Realms; namespace osu.Game.Database { public partial class DetachedBeatmapStore : Component { private readonly ManualResetEventSlim loaded = new ManualResetEventSlim(); private readonly BindableList detachedBeatmapSets = new BindableList(); private IDisposable? realmSubscription; private readonly Queue pendingOperations = new Queue(); [Resolved] private RealmAccess realm { get; set; } = null!; public IBindableList GetDetachedBeatmaps(CancellationToken? cancellationToken) { loaded.Wait(cancellationToken ?? CancellationToken.None); return detachedBeatmapSets.GetBoundCopy(); } [BackgroundDependencyLoader] private void load() { realmSubscription = realm.RegisterForNotifications(r => r.All().Where(s => !s.DeletePending && !s.Protected), beatmapSetsChanged); } private void beatmapSetsChanged(IRealmCollection sender, ChangeSet? changes) { if (changes == null) { if (detachedBeatmapSets.Count > 0 && sender.Count == 0) { // Usually we'd reset stuff here, but doing so triggers a silly flow which ends up deadlocking realm. // Additionally, user should not be at song select when realm is blocking all operations in the first place. // // Note that due to the catch-up logic below, once operations are restored we will still be in a roughly // correct state. The only things that this return will change is the carousel will not empty *during* the blocking // operation. return; } // Detaching beatmaps takes some time, so let's make sure it doesn't run on the update thread. var frozenSets = sender.Freeze(); Task.Factory.StartNew(() => { try { realm.Run(_ => { var detached = frozenSets.Detach(); detachedBeatmapSets.Clear(); detachedBeatmapSets.AddRange(detached); }); } finally { loaded.Set(); } }, TaskCreationOptions.LongRunning).FireAndForget(); return; } foreach (int i in changes.DeletedIndices.OrderDescending()) { pendingOperations.Enqueue(new OperationArgs { Type = OperationType.Remove, Index = i, }); } foreach (int i in changes.InsertedIndices) { pendingOperations.Enqueue(new OperationArgs { Type = OperationType.Insert, BeatmapSet = sender[i].Detach(), Index = i, }); } foreach (int i in changes.NewModifiedIndices) { pendingOperations.Enqueue(new OperationArgs { Type = OperationType.Update, BeatmapSet = sender[i].Detach(), Index = i, }); } } protected override void Update() { base.Update(); // We can't start processing operations until we have finished detaching the initial list. if (!loaded.IsSet) return; // If this ever leads to performance issues, we could dequeue a limited number of operations per update frame. while (pendingOperations.TryDequeue(out var op)) { switch (op.Type) { case OperationType.Insert: detachedBeatmapSets.Insert(op.Index, op.BeatmapSet!); break; case OperationType.Update: detachedBeatmapSets.ReplaceRange(op.Index, 1, new[] { op.BeatmapSet! }); break; case OperationType.Remove: detachedBeatmapSets.RemoveAt(op.Index); break; } } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); loaded.Set(); loaded.Dispose(); realmSubscription?.Dispose(); } private record OperationArgs { public OperationType Type; public BeatmapSetInfo? BeatmapSet; public int Index; } private enum OperationType { Insert, Update, Remove } } }