// 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.IO; using System.Linq; using System.Reflection; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Game.Database; namespace osu.Game.Rulesets { public class RulesetStore : DatabaseBackedStore, IDisposable { private const string ruleset_library_prefix = "osu.Game.Rulesets"; private readonly Dictionary loadedAssemblies = new Dictionary(); private readonly Storage rulesetStorage; public RulesetStore(IDatabaseContextFactory factory, Storage storage = null) : base(factory) { rulesetStorage = storage?.GetStorageForDirectory("rulesets"); // On android in release configuration assemblies are loaded from the apk directly into memory. // We cannot read assemblies from cwd, so should check loaded assemblies instead. loadFromAppDomain(); loadFromDisk(); AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly; loadUserRulesets(); addMissingRulesets(); } /// /// Retrieve a ruleset using a known ID. /// /// The ruleset's internal ID. /// A ruleset, if available, else null. public RulesetInfo GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.ID == id); /// /// Retrieve a ruleset using a known short name. /// /// The ruleset's short name. /// A ruleset, if available, else null. public RulesetInfo GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName); /// /// All available rulesets. /// public IEnumerable AvailableRulesets { get; private set; } private Assembly resolveRulesetDependencyAssembly(object sender, ResolveEventArgs args) { var asm = new AssemblyName(args.Name); // the requesting assembly may be located out of the executable's base directory, thus requiring manual resolving of its dependencies. // this assumes the only explicit dependency of the ruleset is the game core assembly. // the ruleset dependency on the game core assembly requires manual resolving, transient dependencies should be resolved automatically if (asm.Name.Equals(typeof(OsuGame).Assembly.GetName().Name, StringComparison.Ordinal)) return Assembly.GetExecutingAssembly(); return loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName); } private void addMissingRulesets() { using (var usage = ContextFactory.GetForWrite()) { var context = usage.Context; var instances = loadedAssemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r)).ToList(); //add all legacy rulesets first to ensure they have exclusive choice of primary key. foreach (var r in instances.Where(r => r is ILegacyRuleset)) { if (context.RulesetInfo.SingleOrDefault(dbRuleset => dbRuleset.ID == r.RulesetInfo.ID) == null) context.RulesetInfo.Add(r.RulesetInfo); } context.SaveChanges(); //add any other modes foreach (var r in instances.Where(r => !(r is ILegacyRuleset))) { if (context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == r.RulesetInfo.InstantiationInfo) == null) context.RulesetInfo.Add(r.RulesetInfo); } context.SaveChanges(); //perform a consistency check foreach (var r in context.RulesetInfo) { try { var instanceInfo = ((Ruleset)Activator.CreateInstance(Type.GetType(r.InstantiationInfo, asm => { // for the time being, let's ignore the version being loaded. // this allows for debug builds to successfully load rulesets (even though debug rulesets have a 0.0.0 version). asm.Version = null; return Assembly.Load(asm); }, null))).RulesetInfo; r.Name = instanceInfo.Name; r.ShortName = instanceInfo.ShortName; r.InstantiationInfo = instanceInfo.InstantiationInfo; r.Available = true; } catch { r.Available = false; } } context.SaveChanges(); AvailableRulesets = context.RulesetInfo.Where(r => r.Available).ToList(); } } private void loadFromAppDomain() { foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies()) { string rulesetName = ruleset.GetName().Name; if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || ruleset.GetName().Name.Contains("Tests")) continue; addRuleset(ruleset); } } private void loadUserRulesets() { if (rulesetStorage == null) return; var rulesets = rulesetStorage.GetFiles(".", $"{ruleset_library_prefix}.*.dll"); foreach (var ruleset in rulesets.Where(f => !f.Contains("Tests"))) loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset)); } private void loadFromDisk() { try { string[] files = Directory.GetFiles(Environment.CurrentDirectory, $"{ruleset_library_prefix}.*.dll"); foreach (string file in files.Where(f => !Path.GetFileName(f).Contains("Tests"))) loadRulesetFromFile(file); } catch (Exception e) { Logger.Error(e, $"Could not load rulesets from directory {Environment.CurrentDirectory}"); } } private void loadRulesetFromFile(string file) { var filename = Path.GetFileNameWithoutExtension(file); if (loadedAssemblies.Values.Any(t => t.Namespace == filename)) return; try { addRuleset(Assembly.LoadFrom(file)); } catch (Exception e) { Logger.Error(e, $"Failed to load ruleset {filename}"); } } private void addRuleset(Assembly assembly) { if (loadedAssemblies.ContainsKey(assembly)) return; try { loadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset))); } catch (Exception e) { Logger.Error(e, $"Failed to add ruleset {assembly}"); } } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposing) { AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly; } } }