// 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; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Game.Database; using osu.Game.Models; using osu.Game.Rulesets; #nullable enable namespace osu.Game.Stores { public class RealmRulesetStore : IDisposable { private readonly RealmContextFactory realmFactory; private const string ruleset_library_prefix = @"osu.Game.Rulesets"; private readonly Dictionary loadedAssemblies = new Dictionary(); /// /// All available rulesets. /// public IEnumerable AvailableRulesets => availableRulesets; private readonly List availableRulesets = new List(); public RealmRulesetStore(RealmContextFactory realmFactory, Storage? storage = null) { this.realmFactory = realmFactory; // 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(); // This null check prevents Android from attempting to load the rulesets from disk, // as the underlying path "AppContext.BaseDirectory", despite being non-nullable, it returns null on android. // See https://github.com/xamarin/xamarin-android/issues/3489. if (RuntimeInfo.StartupDirectory != null) loadFromDisk(); // the event handler contains code for resolving dependency on the game assembly for rulesets located outside the base game directory. // It needs to be attached to the assembly lookup event before the actual call to loadUserRulesets() else rulesets located out of the base game directory will fail // to load as unable to locate the game core assembly. AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly; var rulesetStorage = storage?.GetStorageForDirectory(@"rulesets"); if (rulesetStorage != null) loadUserRulesets(rulesetStorage); addMissingRulesets(); } /// /// Retrieve a ruleset using a known ID. /// /// The ruleset's internal ID. /// A ruleset, if available, else null. public IRulesetInfo? GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.OnlineID == id); /// /// Retrieve a ruleset using a known short name. /// /// The ruleset's short name. /// A ruleset, if available, else null. public IRulesetInfo? GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName); 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 attempts resolving the ruleset dependencies on game core and framework assemblies by returning assemblies with the same assembly name // already loaded in the AppDomain. var domainAssembly = AppDomain.CurrentDomain.GetAssemblies() // Given name is always going to be equally-or-more qualified than the assembly name. .Where(a => { string? name = a.GetName().Name; if (name == null) return false; return args.Name.Contains(name, StringComparison.Ordinal); }) // Pick the greatest assembly version. .OrderByDescending(a => a.GetName().Version) .FirstOrDefault(); if (domainAssembly != null) return domainAssembly; return loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName); } private void addMissingRulesets() { using (var context = realmFactory.CreateContext()) { context.Write(realm => { var rulesets = realm.All(); List instances = loadedAssemblies.Values .Select(r => Activator.CreateInstance(r) as Ruleset) .Where(r => r != null) .Select(r => r.AsNonNull()) .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 (realm.All().FirstOrDefault(rr => rr.OnlineID == r.RulesetInfo.OnlineID) == null) realm.Add(new RealmRuleset(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID)); } // add any other rulesets which have assemblies present but are not yet in the database. foreach (var r in instances.Where(r => !(r is ILegacyRuleset))) { if (rulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null) { var existingSameShortName = rulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName); if (existingSameShortName != null) { // even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName. // this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one. // in such cases, update the instantiation info of the existing entry to point to the new one. existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo; } else realm.Add(new RealmRuleset(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID)); } } List detachedRulesets = new List(); // perform a consistency check and detach final rulesets from realm for cross-thread runtime usage. foreach (var r in rulesets) { try { var resolvedType = Type.GetType(r.InstantiationInfo) ?? throw new RulesetLoadException(@"Type could not be resolved"); var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo ?? throw new RulesetLoadException(@"Instantiation failure"); r.Name = instanceInfo.Name; r.ShortName = instanceInfo.ShortName; r.InstantiationInfo = instanceInfo.InstantiationInfo; r.Available = true; detachedRulesets.Add(r.Clone()); } catch (Exception ex) { r.Available = false; Logger.Log($"Could not load ruleset {r}: {ex.Message}"); } } availableRulesets.AddRange(detachedRulesets); }); } } private void loadFromAppDomain() { foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies()) { string? rulesetName = ruleset.GetName().Name; if (rulesetName == null) continue; if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || rulesetName.Contains(@"Tests")) continue; addRuleset(ruleset); } } private void loadUserRulesets(Storage rulesetStorage) { var rulesets = rulesetStorage.GetFiles(@".", @$"{ruleset_library_prefix}.*.dll"); foreach (string? ruleset in rulesets.Where(f => !f.Contains(@"Tests"))) loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset)); } private void loadFromDisk() { try { string[] files = Directory.GetFiles(RuntimeInfo.StartupDirectory, @$"{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 {RuntimeInfo.StartupDirectory}"); } } private void loadRulesetFromFile(string file) { string? filename = Path.GetFileNameWithoutExtension(file); if (loadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == 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; // the same assembly may be loaded twice in the same AppDomain (currently a thing in certain Rider versions https://youtrack.jetbrains.com/issue/RIDER-48799). // as a failsafe, also compare by FullName. if (loadedAssemblies.Any(a => a.Key.FullName == assembly.FullName)) 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; } } }