// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading.Tasks; using Ionic.Zip; using Microsoft.EntityFrameworkCore; using osu.Framework.Audio.Track; using osu.Framework.Extensions; using osu.Framework.Graphics.Textures; using osu.Framework.IO.Stores; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Game.Beatmaps.Formats; using osu.Game.Beatmaps.IO; using osu.Game.Database; using osu.Game.IO; using osu.Game.IPC; using osu.Game.Online.API; using osu.Game.Online.API.Requests; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets; namespace osu.Game.Beatmaps { /// /// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps. /// public class BeatmapManager { /// /// Fired when a new becomes available in the database. /// public event Action BeatmapSetAdded; /// /// Fired when a single difficulty has been hidden. /// public event Action BeatmapHidden; /// /// Fired when a is removed from the database. /// public event Action BeatmapSetRemoved; /// /// Fired when a single difficulty has been restored. /// public event Action BeatmapRestored; /// /// A default representation of a WorkingBeatmap to use when no beatmap is available. /// public WorkingBeatmap DefaultBeatmap { private get; set; } private readonly Storage storage; private BeatmapStore createBeatmapStore(Func context) { var store = new BeatmapStore(context); store.BeatmapSetAdded += s => BeatmapSetAdded?.Invoke(s); store.BeatmapSetRemoved += s => BeatmapSetRemoved?.Invoke(s); store.BeatmapHidden += b => BeatmapHidden?.Invoke(b); store.BeatmapRestored += b => BeatmapRestored?.Invoke(b); return store; } private readonly Func createContext; private readonly FileStore files; private readonly RulesetStore rulesets; private readonly BeatmapStore beatmaps; private readonly APIAccess api; private readonly List currentDownloads = new List(); // ReSharper disable once NotAccessedField.Local (we should keep a reference to this so it is not finalised) private BeatmapIPCChannel ipc; /// /// Set an endpoint for notifications to be posted to. /// public Action PostNotification { private get; set; } /// /// Set a storage with access to an osu-stable install for import purposes. /// public Func GetStableStorage { private get; set; } public BeatmapManager(Storage storage, Func context, RulesetStore rulesets, APIAccess api, IIpcHost importHost = null) { createContext = context; importContext = new Lazy(() => { var c = createContext(); c.Database.AutoTransactionsEnabled = false; return c; }); beatmaps = createBeatmapStore(context); files = new FileStore(context, storage); this.storage = files.Storage; this.rulesets = rulesets; this.api = api; if (importHost != null) ipc = new BeatmapIPCChannel(importHost, this); beatmaps.Cleanup(); } /// /// Import one or more from filesystem . /// This will post a notification tracking import progress. /// /// One or more beatmap locations on disk. public void Import(params string[] paths) { var notification = new ProgressNotification { Text = "Beatmap import is initialising...", Progress = 0, State = ProgressNotificationState.Active, }; PostNotification?.Invoke(notification); int i = 0; foreach (string path in paths) { if (notification.State == ProgressNotificationState.Cancelled) // user requested abort return; try { notification.Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}"; using (ArchiveReader reader = getReaderFrom(path)) Import(reader); notification.Progress = (float)++i / paths.Length; // We may or may not want to delete the file depending on where it is stored. // e.g. reconstructing/repairing database with beatmaps from default storage. // Also, not always a single file, i.e. for LegacyFilesystemReader // TODO: Add a check to prevent files from storage to be deleted. try { if (File.Exists(path)) File.Delete(path); } catch (Exception e) { Logger.Error(e, $@"Could not delete original file after import ({Path.GetFileName(path)})"); } } catch (Exception e) { e = e.InnerException ?? e; Logger.Error(e, @"Could not import beatmap set"); } } notification.State = ProgressNotificationState.Completed; } private readonly Lazy importContext; /// /// Import a beatmap from an . /// /// The beatmap to be imported. public BeatmapSetInfo Import(ArchiveReader archiveReader) { // let's only allow one concurrent import at a time for now. lock (importContext) { var context = importContext.Value; context.Database.AutoTransactionsEnabled = false; using (var transaction = context.Database.BeginTransaction()) { // create local stores so we can isolate and thread safely, and share a context/transaction. var iFiles = new FileStore(() => context, storage); var iBeatmaps = createBeatmapStore(() => context); BeatmapSetInfo set = importToStorage(iFiles, iBeatmaps, archiveReader); if (set.ID == 0) { iBeatmaps.Add(set); context.SaveChanges(); } transaction.Commit(); return set; } } } /// /// Import a beatmap from a . /// /// The beatmap to be imported. public void Import(BeatmapSetInfo beatmapSetInfo) { // If we have an ID then we already exist in the database. if (beatmapSetInfo.ID != 0) return; createBeatmapStore(createContext).Add(beatmapSetInfo); } /// /// Downloads a beatmap. /// /// The to be downloaded. /// A new , or an existing one if a download is already in progress. public DownloadBeatmapSetRequest Download(BeatmapSetInfo beatmapSetInfo) { var existing = GetExistingDownload(beatmapSetInfo); if (existing != null) return existing; if (api == null) return null; ProgressNotification downloadNotification = new ProgressNotification { Text = $"Downloading {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}", }; var request = new DownloadBeatmapSetRequest(beatmapSetInfo); request.DownloadProgressed += progress => { downloadNotification.State = ProgressNotificationState.Active; downloadNotification.Progress = progress; }; request.Success += data => { downloadNotification.State = ProgressNotificationState.Completed; using (var stream = new MemoryStream(data)) using (var archive = new OszArchiveReader(stream)) Import(archive); currentDownloads.Remove(request); }; request.Failure += data => { downloadNotification.State = ProgressNotificationState.Completed; Logger.Error(data, "Failed to get beatmap download information"); currentDownloads.Remove(request); }; downloadNotification.CancelRequested += () => { request.Cancel(); currentDownloads.Remove(request); downloadNotification.State = ProgressNotificationState.Cancelled; return true; }; currentDownloads.Add(request); PostNotification?.Invoke(downloadNotification); // don't run in the main api queue as this is a long-running task. Task.Run(() => request.Perform(api)); return request; } /// /// Get an existing download request if it exists. /// /// The whose download request is wanted. /// The object if it exists, or null. public DownloadBeatmapSetRequest GetExistingDownload(BeatmapSetInfo beatmap) => currentDownloads.Find(d => d.BeatmapSet.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID); /// /// Delete a beatmap from the manager. /// Is a no-op for already deleted beatmaps. /// /// The beatmap set to delete. public void Delete(BeatmapSetInfo beatmapSet) { lock (importContext) { var context = importContext.Value; using (var transaction = context.Database.BeginTransaction()) { context.ChangeTracker.AutoDetectChangesEnabled = false; // re-fetch the beatmap set on the import context. beatmapSet = context.BeatmapSetInfo.Include(s => s.Files).ThenInclude(f => f.FileInfo).First(s => s.ID == beatmapSet.ID); // create local stores so we can isolate and thread safely, and share a context/transaction. var iFiles = new FileStore(() => context, storage); var iBeatmaps = createBeatmapStore(() => context); if (iBeatmaps.Delete(beatmapSet)) { if (!beatmapSet.Protected) iFiles.Dereference(beatmapSet.Files.Select(f => f.FileInfo).ToArray()); } context.ChangeTracker.AutoDetectChangesEnabled = true; context.SaveChanges(); transaction.Commit(); } } } /// /// Delete a beatmap difficulty. /// /// The beatmap difficulty to hide. public void Hide(BeatmapInfo beatmap) => beatmaps.Hide(beatmap); /// /// Restore a beatmap difficulty. /// /// The beatmap difficulty to restore. public void Restore(BeatmapInfo beatmap) => beatmaps.Restore(beatmap); /// /// Returns a to a usable state if it has previously been deleted but not yet purged. /// Is a no-op for already usable beatmaps. /// /// The beatmap to restore. private void undelete(BeatmapStore beatmaps, FileStore files, BeatmapSetInfo beatmapSet) { if (!beatmaps.Undelete(beatmapSet)) return; if (!beatmapSet.Protected) files.Reference(beatmapSet.Files.Select(f => f.FileInfo).ToArray()); } /// /// Retrieve a instance for the provided /// /// The beatmap to lookup. /// The currently loaded . Allows for optimisation where elements are shared with the new beatmap. /// A instance correlating to the provided . public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap previous = null) { if (beatmapInfo == null || beatmapInfo == DefaultBeatmap?.BeatmapInfo) return DefaultBeatmap; if (beatmapInfo.BeatmapSet == null) throw new InvalidOperationException($@"Beatmap set {beatmapInfo.BeatmapSetInfoID} is not in the local database."); if (beatmapInfo.Metadata == null) beatmapInfo.Metadata = beatmapInfo.BeatmapSet.Metadata; WorkingBeatmap working = new BeatmapManagerWorkingBeatmap(files.Store, beatmapInfo); previous?.TransferTo(working); return working; } /// /// Perform a lookup query on available s. /// /// The query. /// The first result for the provided query, or null if no results were found. public BeatmapSetInfo QueryBeatmapSet(Func query) => beatmaps.BeatmapSets.FirstOrDefault(query); /// /// Refresh an existing instance of a from the store. /// /// A stale instance. /// A fresh instance. public BeatmapSetInfo Refresh(BeatmapSetInfo beatmapSet) => QueryBeatmapSet(s => s.ID == beatmapSet.ID); /// /// Perform a lookup query on available s. /// /// The query. /// Results from the provided query. public List QueryBeatmapSets(Func query) => beatmaps.BeatmapSets.Where(query).ToList(); /// /// Perform a lookup query on available s. /// /// The query. /// The first result for the provided query, or null if no results were found. public BeatmapInfo QueryBeatmap(Func query) => beatmaps.Beatmaps.FirstOrDefault(query); /// /// Perform a lookup query on available s. /// /// The query. /// Results from the provided query. public List QueryBeatmaps(Func query) => beatmaps.Beatmaps.Where(query).ToList(); /// /// Creates an from a valid storage path. /// /// A file or folder path resolving the beatmap content. /// A reader giving access to the beatmap's content. private ArchiveReader getReaderFrom(string path) { if (ZipFile.IsZipFile(path)) return new OszArchiveReader(storage.GetStream(path)); return new LegacyFilesystemReader(path); } /// /// Import a beamap into our local storage. /// If the beatmap is already imported, the existing instance will be returned. /// /// The beatmap archive to be read. /// The imported beatmap, or an existing instance if it is already present. private BeatmapSetInfo importToStorage(FileStore files, BeatmapStore beatmaps, ArchiveReader reader) { // let's make sure there are actually .osu files to import. string mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu")); if (string.IsNullOrEmpty(mapName)) throw new InvalidOperationException("No beatmap files found in the map folder."); // for now, concatenate all .osu files in the set to create a unique hash. MemoryStream hashable = new MemoryStream(); foreach (string file in reader.Filenames.Where(f => f.EndsWith(".osu"))) using (Stream s = reader.GetStream(file)) s.CopyTo(hashable); var hash = hashable.ComputeSHA2Hash(); // check if this beatmap has already been imported and exit early if so. var beatmapSet = beatmaps.BeatmapSets.FirstOrDefault(b => b.Hash == hash); if (beatmapSet != null) { undelete(beatmaps, files, beatmapSet); // ensure all files are present and accessible foreach (var f in beatmapSet.Files) { if (!storage.Exists(f.FileInfo.StoragePath)) using (Stream s = reader.GetStream(f.Filename)) files.Add(s, false); } // todo: delete any files which shouldn't exist any more. return beatmapSet; } List fileInfos = new List(); // import files to manager foreach (string file in reader.Filenames) using (Stream s = reader.GetStream(file)) fileInfos.Add(new BeatmapSetFileInfo { Filename = file, FileInfo = files.Add(s) }); BeatmapMetadata metadata; using (var stream = new StreamReader(reader.GetStream(mapName))) metadata = BeatmapDecoder.GetDecoder(stream).Decode(stream).Metadata; beatmapSet = new BeatmapSetInfo { OnlineBeatmapSetID = metadata.OnlineBeatmapSetID, Beatmaps = new List(), Hash = hash, Files = fileInfos, Metadata = metadata }; var mapNames = reader.Filenames.Where(f => f.EndsWith(".osu")); foreach (var name in mapNames) { using (var raw = reader.GetStream(name)) using (var ms = new MemoryStream()) //we need a memory stream so we can seek and shit using (var sr = new StreamReader(ms)) { raw.CopyTo(ms); ms.Position = 0; var decoder = BeatmapDecoder.GetDecoder(sr); Beatmap beatmap = decoder.Decode(sr); beatmap.BeatmapInfo.Path = name; beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash(); beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash(); // TODO: Diff beatmap metadata with set metadata and leave it here if necessary beatmap.BeatmapInfo.Metadata = null; RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID); // TODO: this should be done in a better place once we actually need to dynamically update it. beatmap.BeatmapInfo.Ruleset = ruleset; beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance()?.CreateDifficultyCalculator(beatmap).Calculate() ?? 0; beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo); } } return beatmapSet; } /// /// Returns a list of all usable s. /// /// A list of available . public List GetAllUsableBeatmapSets() { return beatmaps.BeatmapSets.Where(s => !s.DeletePending).ToList(); } protected class BeatmapManagerWorkingBeatmap : WorkingBeatmap { private readonly IResourceStore store; public BeatmapManagerWorkingBeatmap(IResourceStore store, BeatmapInfo beatmapInfo) : base(beatmapInfo) { this.store = store; } protected override Beatmap GetBeatmap() { try { Beatmap beatmap; BeatmapDecoder decoder; using (var stream = new StreamReader(store.GetStream(getPathForFile(BeatmapInfo.Path)))) { decoder = BeatmapDecoder.GetDecoder(stream); beatmap = decoder.Decode(stream); } if (beatmap == null || BeatmapSetInfo.StoryboardFile == null) return beatmap; using (var stream = new StreamReader(store.GetStream(getPathForFile(BeatmapSetInfo.StoryboardFile)))) decoder.Decode(stream, beatmap); return beatmap; } catch { return null; } } private string getPathForFile(string filename) => BeatmapSetInfo.Files.First(f => string.Equals(f.Filename, filename, StringComparison.InvariantCultureIgnoreCase)).FileInfo.StoragePath; protected override Texture GetBackground() { if (Metadata?.BackgroundFile == null) return null; try { return new TextureStore(new RawTextureLoaderStore(store), false).Get(getPathForFile(Metadata.BackgroundFile)); } catch { return null; } } protected override Track GetTrack() { try { var trackData = store.GetStream(getPathForFile(Metadata.AudioFile)); return trackData == null ? null : new TrackBass(trackData); } catch { return new TrackVirtual(); } } protected override Waveform GetWaveform() => new Waveform(store.GetStream(getPathForFile(Metadata.AudioFile))); } /// /// This is a temporary method and will likely be replaced by a full-fledged (and more correctly placed) migration process in the future. /// public void ImportFromStable() { var stable = GetStableStorage?.Invoke(); if (stable == null) { Logger.Log("No osu!stable installation available!", LoggingTarget.Information, LogLevel.Error); return; } Import(stable.GetDirectories("Songs")); } public void DeleteAll() { var maps = GetAllUsableBeatmapSets(); if (maps.Count == 0) return; var notification = new ProgressNotification { Progress = 0, State = ProgressNotificationState.Active, }; PostNotification?.Invoke(notification); int i = 0; foreach (var b in maps) { if (notification.State == ProgressNotificationState.Cancelled) // user requested abort return; notification.Text = $"Deleting ({i} of {maps.Count})"; notification.Progress = (float)++i / maps.Count; Delete(b); } notification.State = ProgressNotificationState.Completed; } } }