// Copyright (c) 2007-2018 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.Linq.Expressions; using System.Threading.Tasks; using Microsoft.EntityFrameworkCore; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Extensions; using osu.Framework.Graphics.Textures; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Game.Beatmaps.Formats; using osu.Game.Database; using osu.Game.Graphics; using osu.Game.IO.Archives; 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 partial class BeatmapManager : ArchiveModelManager { /// /// Fired when a single difficulty has been hidden. /// public event Action BeatmapHidden; /// /// Fired when a single difficulty has been restored. /// public event Action BeatmapRestored; /// /// Fired when a beatmap download begins. /// public event Action BeatmapDownloadBegan; /// /// A default representation of a WorkingBeatmap to use when no beatmap is available. /// public WorkingBeatmap DefaultBeatmap { private get; set; } public override string[] HandledExtensions => new[] { ".osz" }; private readonly RulesetStore rulesets; private readonly BeatmapStore beatmaps; private readonly APIAccess api; private readonly AudioManager audioManager; private readonly List currentDownloads = new List(); /// /// Set a storage with access to an osu-stable install for import purposes. /// public Func GetStableStorage { private get; set; } public BeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, APIAccess api, AudioManager audioManager, IIpcHost importHost = null) : base(storage, contextFactory, new BeatmapStore(contextFactory), importHost) { beatmaps = (BeatmapStore)ModelStore; beatmaps.BeatmapHidden += b => BeatmapHidden?.Invoke(b); beatmaps.BeatmapRestored += b => BeatmapRestored?.Invoke(b); this.rulesets = rulesets; this.api = api; this.audioManager = audioManager; } protected override void Populate(BeatmapSetInfo model, ArchiveReader archive) { model.Beatmaps = createBeatmapDifficulties(archive); foreach (BeatmapInfo b in model.Beatmaps) { // remove metadata from difficulties where it matches the set if (model.Metadata.Equals(b.Metadata)) b.Metadata = null; // by setting the model here, we can update the noline set id below. b.BeatmapSet = model; fetchAndPopulateOnlineIDs(b); } // check if a set already exists with the same online id, delete if it does. if (model.OnlineBeatmapSetID != null) { var existingOnlineId = beatmaps.ConsumableItems.FirstOrDefault(b => b.OnlineBeatmapSetID == model.OnlineBeatmapSetID); if (existingOnlineId != null) { Delete(existingOnlineId); beatmaps.PurgeDeletable(s => s.ID == existingOnlineId.ID); Logger.Log($"Found existing beatmap set with same OnlineBeatmapSetID ({model.OnlineBeatmapSetID}). It has been purged.", LoggingTarget.Database); } } } protected override BeatmapSetInfo CheckForExisting(BeatmapSetInfo model) { // check if this beatmap has already been imported and exit early if so var existingHashMatch = beatmaps.ConsumableItems.FirstOrDefault(b => b.Hash == model.Hash); if (existingHashMatch != null) { Undelete(existingHashMatch); return existingHashMatch; } return null; } /// /// Downloads a beatmap. /// This will post notifications tracking progress. /// /// The to be downloaded. /// Whether the beatmap should be downloaded without video. Defaults to false. public void Download(BeatmapSetInfo beatmapSetInfo, bool noVideo = false) { var existing = GetExistingDownload(beatmapSetInfo); if (existing != null || api == null) return; if (!api.LocalUser.Value.IsSupporter) { PostNotification?.Invoke(new SimpleNotification { Icon = FontAwesome.fa_superpowers, Text = "You gotta be a supporter to download for now 'yo" }); return; } var downloadNotification = new ProgressNotification { CompletionText = $"Imported {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}!", Text = $"Downloading {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}", }; var request = new DownloadBeatmapSetRequest(beatmapSetInfo, noVideo); request.DownloadProgressed += progress => { downloadNotification.State = ProgressNotificationState.Active; downloadNotification.Progress = progress; }; request.Success += data => { downloadNotification.Text = $"Importing {beatmapSetInfo.Metadata.Artist} - {beatmapSetInfo.Metadata.Title}"; Task.Factory.StartNew(() => { // This gets scheduled back to the update thread, but we want the import to run in the background. using (var stream = new MemoryStream(data)) using (var archive = new ZipArchiveReader(stream, beatmapSetInfo.ToString())) Import(archive); downloadNotification.State = ProgressNotificationState.Completed; currentDownloads.Remove(request); }, TaskCreationOptions.LongRunning); }; request.Failure += error => { if (error is OperationCanceledException) return; downloadNotification.State = ProgressNotificationState.Cancelled; Logger.Error(error, "Beatmap download failed!"); 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.Factory.StartNew(() => request.Perform(api), TaskCreationOptions.LongRunning); BeatmapDownloadBegan?.Invoke(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 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); /// /// 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?.BeatmapSet == null || beatmapInfo == DefaultBeatmap?.BeatmapInfo) return DefaultBeatmap; if (beatmapInfo.Metadata == null) beatmapInfo.Metadata = beatmapInfo.BeatmapSet.Metadata; WorkingBeatmap working = new BeatmapManagerWorkingBeatmap(Files.Store, beatmapInfo, audioManager); 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(Expression> query) => beatmaps.ConsumableItems.AsNoTracking().FirstOrDefault(query); /// /// Returns a list of all usable s. /// /// A list of available . public List GetAllUsableBeatmapSets() => GetAllUsableBeatmapSetsEnumerable().ToList(); /// /// Returns a list of all usable s. /// /// A list of available . public IQueryable GetAllUsableBeatmapSetsEnumerable() => beatmaps.ConsumableItems.Where(s => !s.DeletePending && !s.Protected); /// /// Perform a lookup query on available s. /// /// The query. /// Results from the provided query. public IEnumerable QueryBeatmapSets(Expression> query) => beatmaps.ConsumableItems.AsNoTracking().Where(query); /// /// 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(Expression> query) => beatmaps.Beatmaps.AsNoTracking().FirstOrDefault(query); /// /// Perform a lookup query on available s. /// /// The query. /// Results from the provided query. public IEnumerable QueryBeatmaps(Expression> query) => beatmaps.Beatmaps.AsNoTracking().Where(query); /// /// Denotes whether an osu-stable installation is present to perform automated imports from. /// public bool StableInstallationAvailable => GetStableStorage?.Invoke() != null; /// /// This is a temporary method and will likely be replaced by a full-fledged (and more correctly placed) migration process in the future. /// public async Task ImportFromStable() { var stable = GetStableStorage?.Invoke(); if (stable == null) { Logger.Log("No osu!stable installation available!", LoggingTarget.Information, LogLevel.Error); return; } await Task.Factory.StartNew(() => Import(stable.GetDirectories("Songs")), TaskCreationOptions.LongRunning); } /// /// Create a SHA-2 hash from the provided archive based on contained beatmap (.osu) file content. /// private string computeBeatmapSetHash(ArchiveReader reader) { // 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); return hashable.ComputeSHA2Hash(); } protected override BeatmapSetInfo CreateModel(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 this beatmap archive."); Beatmap beatmap; using (var stream = new StreamReader(reader.GetStream(mapName))) beatmap = Decoder.GetDecoder(stream).Decode(stream); return new BeatmapSetInfo { OnlineBeatmapSetID = beatmap.BeatmapInfo.BeatmapSet?.OnlineBeatmapSetID, Beatmaps = new List(), Hash = computeBeatmapSetHash(reader), Metadata = beatmap.Metadata }; } /// /// Create all required s for the provided archive. /// private List createBeatmapDifficulties(ArchiveReader reader) { var beatmapInfos = new List(); foreach (var name in reader.Filenames.Where(f => f.EndsWith(".osu"))) { 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 = Decoder.GetDecoder(sr); IBeatmap beatmap = decoder.Decode(sr); beatmap.BeatmapInfo.Path = name; beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash(); beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash(); // check that no existing beatmap exists that is imported with the same online beatmap ID. if so, give it precedence. if (beatmap.BeatmapInfo.OnlineBeatmapID.HasValue && QueryBeatmap(b => b.OnlineBeatmapID.Value == beatmap.BeatmapInfo.OnlineBeatmapID.Value) != null) beatmap.BeatmapInfo.OnlineBeatmapID = null; RulesetInfo ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID); beatmap.BeatmapInfo.Ruleset = ruleset; if (ruleset != null) { // TODO: this should be done in a better place once we actually need to dynamically update it. var converted = new DummyConversionBeatmap(beatmap).GetPlayableBeatmap(ruleset); beatmap.BeatmapInfo.StarDifficulty = ruleset.CreateInstance().CreateDifficultyCalculator(converted).Calculate(); } else beatmap.BeatmapInfo.StarDifficulty = 0; beatmapInfos.Add(beatmap.BeatmapInfo); } } return beatmapInfos; } /// /// Query the API to populate mising OnlineBeatmapID / OnlineBeatmapSetID properties. /// /// The beatmap to populate. /// Whether to re-query if the provided beatmap already has populated values. /// True if population was successful. private bool fetchAndPopulateOnlineIDs(BeatmapInfo beatmap, bool force = false) { if (!force && beatmap.OnlineBeatmapID != null && beatmap.BeatmapSet.OnlineBeatmapSetID != null) return true; Logger.Log("Attempting online lookup for IDs...", LoggingTarget.Database); try { var req = new GetBeatmapRequest(beatmap); req.Perform(api); var res = req.Result; Logger.Log($"Successfully mapped to {res.OnlineBeatmapSetID} / {res.OnlineBeatmapID}.", LoggingTarget.Database); beatmap.BeatmapSet.OnlineBeatmapSetID = res.OnlineBeatmapSetID; beatmap.OnlineBeatmapID = res.OnlineBeatmapID; return true; } catch (Exception e) { Logger.Log($"Failed ({e})", LoggingTarget.Database); return false; } } /// /// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation. /// private class DummyConversionBeatmap : WorkingBeatmap { private readonly IBeatmap beatmap; public DummyConversionBeatmap(IBeatmap beatmap) : base(beatmap.BeatmapInfo) { this.beatmap = beatmap; } protected override IBeatmap GetBeatmap() => beatmap; protected override Texture GetBackground() => null; protected override Track GetTrack() => null; } } }