// 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.Linq; using System.Reflection; using System.Threading; using osu.Framework.Allocation; using osu.Framework.Development; using osu.Framework.Input.Bindings; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Framework.Statistics; using osu.Game.Configuration; using osu.Game.Beatmaps; using osu.Game.Input.Bindings; using osu.Game.Models; using osu.Game.Skinning; using osu.Game.Stores; using osu.Game.Rulesets; using Realms; #nullable enable namespace osu.Game.Database { /// /// A factory which provides both the main (update thread bound) realm context and creates contexts for async usage. /// public class RealmContextFactory : IDisposable, IRealmFactory { private readonly Storage storage; /// /// The filename of this realm. /// public readonly string Filename; private readonly IDatabaseContextFactory? efContextFactory; /// /// Version history: /// 6 ~2021-10-18 First tracked version. /// 7 2021-10-18 Changed OnlineID fields to non-nullable to add indexing support. /// 8 2021-10-29 Rebind scroll adjust keys to not have control modifier. /// 9 2021-11-04 Converted BeatmapMetadata.Author from string to RealmUser. /// 10 2021-11-22 Use ShortName instead of RulesetID for ruleset settings. /// 11 2021-11-22 Use ShortName instead of RulesetID for ruleset key bindings. /// 12 2021-11-24 Add Status to RealmBeatmapSet. /// private const int schema_version = 12; /// /// Lock object which is held during sections, blocking context creation during blocking periods. /// private readonly SemaphoreSlim contextCreationLock = new SemaphoreSlim(1); private readonly ThreadLocal currentThreadCanCreateContexts = new ThreadLocal(); private static readonly GlobalStatistic refreshes = GlobalStatistics.Get(@"Realm", @"Dirty Refreshes"); private static readonly GlobalStatistic contexts_created = GlobalStatistics.Get(@"Realm", @"Contexts (Created)"); private readonly object contextLock = new object(); private Realm? context; public Realm Context { get { if (!ThreadSafety.IsUpdateThread) throw new InvalidOperationException(@$"Use {nameof(CreateContext)} when performing realm operations from a non-update thread"); lock (contextLock) { if (context == null) { context = CreateContext(); Logger.Log(@$"Opened realm ""{context.Config.DatabasePath}"" at version {context.Config.SchemaVersion}"); } // creating a context will ensure our schema is up-to-date and migrated. return context; } } } /// /// Construct a new instance of a realm context factory. /// /// The game storage which will be used to create the realm backing file. /// The filename to use for the realm backing file. A ".realm" extension will be added automatically if not specified. /// An EF factory used only for migration purposes. public RealmContextFactory(Storage storage, string filename, IDatabaseContextFactory? efContextFactory = null) { this.storage = storage; this.efContextFactory = efContextFactory; Filename = filename; const string realm_extension = @".realm"; if (!Filename.EndsWith(realm_extension, StringComparison.Ordinal)) Filename += realm_extension; // This method triggers the first `CreateContext` call, which will implicitly run realm migrations and bring the schema up-to-date. cleanupPendingDeletions(); } private void cleanupPendingDeletions() { using (var realm = CreateContext()) using (var transaction = realm.BeginWrite()) { var pendingDeleteSets = realm.All().Where(s => s.DeletePending); foreach (var beatmapSet in pendingDeleteSets) { foreach (var beatmap in beatmapSet.Beatmaps) { // Cascade delete related scores, else they will have a null beatmap against the model's spec. foreach (var score in beatmap.Scores) realm.Remove(score); realm.Remove(beatmap.Metadata); realm.Remove(beatmap); } realm.Remove(beatmapSet); } var pendingDeleteSkins = realm.All().Where(s => s.DeletePending); foreach (var s in pendingDeleteSkins) realm.Remove(s); transaction.Commit(); } // clean up files after dropping any pending deletions. // in the future we may want to only do this when the game is idle, rather than on every startup. new RealmFileStore(this, storage).Cleanup(); } /// /// Compact this realm. /// /// public bool Compact() => Realm.Compact(getConfiguration()); /// /// Perform a blocking refresh on the main realm context. /// public void Refresh() { lock (contextLock) { if (context?.Refresh() == true) refreshes.Value++; } } public Realm CreateContext() { if (isDisposed) throw new ObjectDisposedException(nameof(RealmContextFactory)); bool tookSemaphoreLock = false; try { if (!currentThreadCanCreateContexts.Value) { contextCreationLock.Wait(); currentThreadCanCreateContexts.Value = true; tookSemaphoreLock = true; } else { // the semaphore is used to handle blocking of all context creation during certain periods. // once the semaphore has been taken by this code section, it is safe to create further contexts on the same thread. // this can happen if a realm subscription is active and triggers a callback which has user code that calls `CreateContext`. } contexts_created.Value++; return Realm.GetInstance(getConfiguration()); } finally { if (tookSemaphoreLock) { contextCreationLock.Release(); currentThreadCanCreateContexts.Value = false; } } } private RealmConfiguration getConfiguration() { return new RealmConfiguration(storage.GetFullPath(Filename, true)) { SchemaVersion = schema_version, MigrationCallback = onMigration, }; } private void onMigration(Migration migration, ulong lastSchemaVersion) { for (ulong i = lastSchemaVersion + 1; i <= schema_version; i++) applyMigrationsForVersion(migration, i); } private void applyMigrationsForVersion(Migration migration, ulong targetVersion) { switch (targetVersion) { case 7: convertOnlineIDs(); convertOnlineIDs(); convertOnlineIDs(); void convertOnlineIDs() where T : RealmObject { string className = getMappedOrOriginalName(typeof(T)); // version was not bumped when the beatmap/ruleset models were added // therefore we must manually check for their presence to avoid throwing on the `DynamicApi` calls. if (!migration.OldRealm.Schema.TryFindObjectSchema(className, out _)) return; var oldItems = migration.OldRealm.DynamicApi.All(className); var newItems = migration.NewRealm.DynamicApi.All(className); int itemCount = newItems.Count(); for (int i = 0; i < itemCount; i++) { dynamic? oldItem = oldItems.ElementAt(i); dynamic? newItem = newItems.ElementAt(i); long? nullableOnlineID = oldItem?.OnlineID; newItem.OnlineID = (int)(nullableOnlineID ?? -1); } } break; case 8: // Ctrl -/+ now adjusts UI scale so let's clear any bindings which overlap these combinations. // New defaults will be populated by the key store afterwards. var keyBindings = migration.NewRealm.All(); var increaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.IncreaseScrollSpeed); if (increaseSpeedBinding != null && increaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Plus })) migration.NewRealm.Remove(increaseSpeedBinding); var decreaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.DecreaseScrollSpeed); if (decreaseSpeedBinding != null && decreaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Minus })) migration.NewRealm.Remove(decreaseSpeedBinding); break; case 9: // Pretty pointless to do this as beatmaps aren't really loaded via realm yet, but oh well. string metadataClassName = getMappedOrOriginalName(typeof(BeatmapMetadata)); // May be coming from a version before `RealmBeatmapMetadata` existed. if (!migration.OldRealm.Schema.TryFindObjectSchema(metadataClassName, out _)) return; var oldMetadata = migration.OldRealm.DynamicApi.All(metadataClassName); var newMetadata = migration.NewRealm.All(); int metadataCount = newMetadata.Count(); for (int i = 0; i < metadataCount; i++) { dynamic? oldItem = oldMetadata.ElementAt(i); var newItem = newMetadata.ElementAt(i); string username = oldItem.Author; newItem.Author = new RealmUser { Username = username }; } break; case 10: string rulesetSettingClassName = getMappedOrOriginalName(typeof(RealmRulesetSetting)); if (!migration.OldRealm.Schema.TryFindObjectSchema(rulesetSettingClassName, out _)) return; var oldSettings = migration.OldRealm.DynamicApi.All(rulesetSettingClassName); var newSettings = migration.NewRealm.All().ToList(); for (int i = 0; i < newSettings.Count; i++) { dynamic? oldItem = oldSettings.ElementAt(i); var newItem = newSettings.ElementAt(i); long rulesetId = oldItem.RulesetID; string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId); if (string.IsNullOrEmpty(rulesetName)) migration.NewRealm.Remove(newItem); else newItem.RulesetName = rulesetName; } break; case 11: string keyBindingClassName = getMappedOrOriginalName(typeof(RealmKeyBinding)); if (!migration.OldRealm.Schema.TryFindObjectSchema(keyBindingClassName, out _)) return; var oldKeyBindings = migration.OldRealm.DynamicApi.All(keyBindingClassName); var newKeyBindings = migration.NewRealm.All().ToList(); for (int i = 0; i < newKeyBindings.Count; i++) { dynamic? oldItem = oldKeyBindings.ElementAt(i); var newItem = newKeyBindings.ElementAt(i); if (oldItem.RulesetID == null) continue; long rulesetId = oldItem.RulesetID; string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId); if (string.IsNullOrEmpty(rulesetName)) migration.NewRealm.Remove(newItem); else newItem.RulesetName = rulesetName; } break; } } private string? getRulesetShortNameFromLegacyID(long rulesetId) => efContextFactory?.Get().RulesetInfo.FirstOrDefault(r => r.ID == rulesetId)?.ShortName; /// /// Flush any active contexts and block any further writes. /// /// /// This should be used in places we need to ensure no ongoing reads/writes are occurring with realm. /// ie. to move the realm backing file to a new location. /// /// An which should be disposed to end the blocking section. public IDisposable BlockAllOperations() { if (isDisposed) throw new ObjectDisposedException(nameof(RealmContextFactory)); if (!ThreadSafety.IsUpdateThread) throw new InvalidOperationException(@$"{nameof(BlockAllOperations)} must be called from the update thread."); Logger.Log(@"Blocking realm operations.", LoggingTarget.Database); try { contextCreationLock.Wait(); lock (contextLock) { context?.Dispose(); context = null; } const int sleep_length = 200; int timeout = 5000; // see https://github.com/realm/realm-dotnet/discussions/2657 while (!Compact()) { Thread.Sleep(sleep_length); timeout -= sleep_length; if (timeout < 0) throw new TimeoutException(@"Took too long to acquire lock"); } } catch { contextCreationLock.Release(); throw; } return new InvokeOnDisposal(this, factory => { factory.contextCreationLock.Release(); Logger.Log(@"Restoring realm operations.", LoggingTarget.Database); }); } // https://github.com/realm/realm-dotnet/blob/32f4ebcc88b3e80a3b254412665340cd9f3bd6b5/Realm/Realm/Extensions/ReflectionExtensions.cs#L46 private static string getMappedOrOriginalName(MemberInfo member) => member.GetCustomAttribute()?.Mapping ?? member.Name; private bool isDisposed; public void Dispose() { lock (contextLock) { context?.Dispose(); } if (!isDisposed) { // intentionally block context creation indefinitely. this ensures that nothing can start consuming a new context after disposal. contextCreationLock.Wait(); contextCreationLock.Dispose(); isDisposed = true; } } } }