// 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.Linq.Expressions; using System.Text; using System.Threading; using System.Threading.Tasks; using Microsoft.EntityFrameworkCore; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Extensions; using osu.Framework.Graphics.Textures; using osu.Framework.Lists; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Game.Beatmaps.Formats; using osu.Game.Database; using osu.Game.IO; using osu.Game.IO.Archives; using osu.Game.Online.API; using osu.Game.Online.API.Requests; using osu.Game.Rulesets; using osu.Game.Rulesets.Objects; using Decoder = osu.Game.Beatmaps.Formats.Decoder; namespace osu.Game.Beatmaps { /// /// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps. /// public partial class BeatmapManager : DownloadableArchiveModelManager, IDisposable { /// /// Fired when a single difficulty has been hidden. /// public IBindable> BeatmapHidden => beatmapHidden; private readonly Bindable> beatmapHidden = new Bindable>(); /// /// Fired when a single difficulty has been restored. /// public IBindable> BeatmapRestored => beatmapRestored; private readonly Bindable> beatmapRestored = new Bindable>(); /// /// A default representation of a WorkingBeatmap to use when no beatmap is available. /// public readonly WorkingBeatmap DefaultBeatmap; public override string[] HandledExtensions => new[] { ".osz" }; protected override string[] HashableFileTypes => new[] { ".osu" }; protected override string ImportFromStablePath => "Songs"; private readonly RulesetStore rulesets; private readonly BeatmapStore beatmaps; private readonly AudioManager audioManager; private readonly GameHost host; private readonly BeatmapOnlineLookupQueue onlineLookupQueue; public BeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, AudioManager audioManager, GameHost host = null, WorkingBeatmap defaultBeatmap = null) : base(storage, contextFactory, api, new BeatmapStore(contextFactory), host) { this.rulesets = rulesets; this.audioManager = audioManager; this.host = host; DefaultBeatmap = defaultBeatmap; beatmaps = (BeatmapStore)ModelStore; beatmaps.BeatmapHidden += b => beatmapHidden.Value = new WeakReference(b); beatmaps.BeatmapRestored += b => beatmapRestored.Value = new WeakReference(b); onlineLookupQueue = new BeatmapOnlineLookupQueue(api, storage); } protected override ArchiveDownloadRequest CreateDownloadRequest(BeatmapSetInfo set, bool minimiseDownloadSize) => new DownloadBeatmapSetRequest(set, minimiseDownloadSize); protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path)?.ToLowerInvariant() == ".osz"; protected override async Task Populate(BeatmapSetInfo beatmapSet, ArchiveReader archive, CancellationToken cancellationToken = default) { if (archive != null) beatmapSet.Beatmaps = createBeatmapDifficulties(beatmapSet.Files); foreach (BeatmapInfo b in beatmapSet.Beatmaps) { // remove metadata from difficulties where it matches the set if (beatmapSet.Metadata.Equals(b.Metadata)) b.Metadata = null; b.BeatmapSet = beatmapSet; } validateOnlineIds(beatmapSet); bool hadOnlineBeatmapIDs = beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID > 0); await onlineLookupQueue.UpdateAsync(beatmapSet, cancellationToken); // ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID. if (hadOnlineBeatmapIDs && !beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID > 0)) { if (beatmapSet.OnlineBeatmapSetID != null) { beatmapSet.OnlineBeatmapSetID = null; LogForModel(beatmapSet, "Disassociating beatmap set ID due to loss of all beatmap IDs"); } } } protected override void PreImport(BeatmapSetInfo beatmapSet) { if (beatmapSet.Beatmaps.Any(b => b.BaseDifficulty == null)) throw new InvalidOperationException($"Cannot import {nameof(BeatmapInfo)} with null {nameof(BeatmapInfo.BaseDifficulty)}."); // check if a set already exists with the same online id, delete if it does. if (beatmapSet.OnlineBeatmapSetID != null) { var existingOnlineId = beatmaps.ConsumableItems.FirstOrDefault(b => b.OnlineBeatmapSetID == beatmapSet.OnlineBeatmapSetID); if (existingOnlineId != null) { Delete(existingOnlineId); beatmaps.PurgeDeletable(s => s.ID == existingOnlineId.ID); LogForModel(beatmapSet, $"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineBeatmapSetID}). It has been purged."); } } } private void validateOnlineIds(BeatmapSetInfo beatmapSet) { var beatmapIds = beatmapSet.Beatmaps.Where(b => b.OnlineBeatmapID.HasValue).Select(b => b.OnlineBeatmapID).ToList(); LogForModel(beatmapSet, $"Validating online IDs for {beatmapSet.Beatmaps.Count} beatmaps..."); // ensure all IDs are unique if (beatmapIds.GroupBy(b => b).Any(g => g.Count() > 1)) { LogForModel(beatmapSet, "Found non-unique IDs, resetting..."); resetIds(); return; } // find any existing beatmaps in the database that have matching online ids var existingBeatmaps = QueryBeatmaps(b => beatmapIds.Contains(b.OnlineBeatmapID)).ToList(); if (existingBeatmaps.Count > 0) { // reset the import ids (to force a re-fetch) *unless* they match the candidate CheckForExisting set. // we can ignore the case where the new ids are contained by the CheckForExisting set as it will either be used (import skipped) or deleted. var existing = CheckForExisting(beatmapSet); if (existing == null || existingBeatmaps.Any(b => !existing.Beatmaps.Contains(b))) { LogForModel(beatmapSet, "Found existing import with IDs already, resetting..."); resetIds(); } } void resetIds() => beatmapSet.Beatmaps.ForEach(b => b.OnlineBeatmapID = null); } protected override bool CheckLocalAvailability(BeatmapSetInfo model, IQueryable items) => base.CheckLocalAvailability(model, items) || (model.OnlineBeatmapSetID != null && items.Any(b => b.OnlineBeatmapSetID == model.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); /// /// Saves an file against a given . /// /// The to save the content against. The file referenced by will be replaced. /// The content to write. public void Save(BeatmapInfo info, IBeatmap beatmapContent) { var setInfo = QueryBeatmapSet(s => s.Beatmaps.Any(b => b.ID == info.ID)); using (var stream = new MemoryStream()) { using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true)) new LegacyBeatmapEncoder(beatmapContent).Encode(sw); stream.Seek(0, SeekOrigin.Begin); UpdateFile(setInfo, setInfo.Files.Single(f => string.Equals(f.Filename, info.Path, StringComparison.OrdinalIgnoreCase)), stream); } var working = workingCache.FirstOrDefault(w => w.BeatmapInfo?.ID == info.ID); if (working != null) workingCache.Remove(working); } private readonly WeakList workingCache = new WeakList(); /// /// Retrieve a instance for the provided /// /// The beatmap to lookup. /// The currently loaded . Allows for optimisation where elements are shared with the new beatmap. May be returned if beatmapInfo requested matches /// A instance correlating to the provided . public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap previous = null) { if (beatmapInfo?.ID > 0 && previous != null && previous.BeatmapInfo?.ID == beatmapInfo.ID) return previous; if (beatmapInfo?.BeatmapSet == null || beatmapInfo == DefaultBeatmap?.BeatmapInfo) return DefaultBeatmap; if (beatmapInfo.BeatmapSet.Files == null) { var info = beatmapInfo; beatmapInfo = QueryBeatmap(b => b.ID == info.ID); } lock (workingCache) { var working = workingCache.FirstOrDefault(w => w.BeatmapInfo?.ID == beatmapInfo.ID); if (working == null) { if (beatmapInfo.Metadata == null) beatmapInfo.Metadata = beatmapInfo.BeatmapSet.Metadata; workingCache.Add(working = new BeatmapManagerWorkingBeatmap(Files.Store, new LargeTextureStore(host?.CreateTextureLoaderStore(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); protected override bool CanUndelete(BeatmapSetInfo existing, BeatmapSetInfo import) { if (!base.CanUndelete(existing, import)) return false; var existingIds = existing.Beatmaps.Select(b => b.OnlineBeatmapID).OrderBy(i => i); var importIds = import.Beatmaps.Select(b => b.OnlineBeatmapID).OrderBy(i => i); // force re-import if we are not in a sane state. return existing.OnlineBeatmapSetID == import.OnlineBeatmapSetID && existingIds.SequenceEqual(importIds); } /// /// Returns a list of all usable s. /// /// A list of available . public List GetAllUsableBeatmapSets(IncludedDetails includes = IncludedDetails.All) => GetAllUsableBeatmapSetsEnumerable(includes).ToList(); /// /// Returns a list of all usable s. Note that files are not populated. /// /// The level of detail to include in the returned objects. /// A list of available . public IEnumerable GetAllUsableBeatmapSetsEnumerable(IncludedDetails includes) { IQueryable queryable; switch (includes) { case IncludedDetails.Minimal: queryable = beatmaps.BeatmapSetsOverview; break; case IncludedDetails.AllButFiles: queryable = beatmaps.BeatmapSetsWithoutFiles; break; default: queryable = beatmaps.ConsumableItems; break; } // AsEnumerable used here to avoid applying the WHERE in sql. When done so, ef core 2.x uses an incorrect ORDER BY // clause which causes queries to take 5-10x longer. // TODO: remove if upgrading to EF core 3.x. return queryable.AsEnumerable().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 IQueryable QueryBeatmaps(Expression> query) => beatmaps.Beatmaps.AsNoTracking().Where(query); protected override string HumanisedModelName => "beatmap"; 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)) { Logger.Log($"No beatmap files found in the beatmap archive ({reader.Name}).", LoggingTarget.Database); return null; } Beatmap beatmap; using (var stream = new LineBufferedReader(reader.GetStream(mapName))) beatmap = Decoder.GetDecoder(stream).Decode(stream); return new BeatmapSetInfo { OnlineBeatmapSetID = beatmap.BeatmapInfo.BeatmapSet?.OnlineBeatmapSetID, Beatmaps = new List(), Metadata = beatmap.Metadata, DateAdded = DateTimeOffset.UtcNow }; } /// /// Create all required s for the provided archive. /// private List createBeatmapDifficulties(List files) { var beatmapInfos = new List(); foreach (var file in files.Where(f => f.Filename.EndsWith(".osu"))) { using (var raw = Files.Store.GetStream(file.FileInfo.StoragePath)) using (var ms = new MemoryStream()) // we need a memory stream so we can seek using (var sr = new LineBufferedReader(ms)) { raw.CopyTo(ms); ms.Position = 0; var decoder = Decoder.GetDecoder(sr); IBeatmap beatmap = decoder.Decode(sr); string hash = ms.ComputeSHA2Hash(); if (beatmapInfos.Any(b => b.Hash == hash)) continue; beatmap.BeatmapInfo.Path = file.Filename; beatmap.BeatmapInfo.Hash = hash; beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash(); var ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID); beatmap.BeatmapInfo.Ruleset = ruleset; // TODO: this should be done in a better place once we actually need to dynamically update it. beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance().CreateDifficultyCalculator(new DummyConversionBeatmap(beatmap)).Calculate().StarRating ?? 0; beatmap.BeatmapInfo.Length = calculateLength(beatmap); beatmap.BeatmapInfo.BPM = beatmap.ControlPointInfo.BPMMode; beatmapInfos.Add(beatmap.BeatmapInfo); } } return beatmapInfos; } private double calculateLength(IBeatmap b) { if (!b.HitObjects.Any()) return 0; var lastObject = b.HitObjects.Last(); //TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list). double endTime = lastObject.GetEndTime(); double startTime = b.HitObjects.First().StartTime; return endTime - startTime; } public void Dispose() { onlineLookupQueue?.Dispose(); } /// /// 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, null) { this.beatmap = beatmap; } protected override IBeatmap GetBeatmap() => beatmap; protected override Texture GetBackground() => null; protected override Track GetTrack() => null; } } /// /// The level of detail to include in database results. /// public enum IncludedDetails { /// /// Only include beatmap difficulties and set level metadata. /// Minimal, /// /// Include all difficulties, rulesets, difficulty metadata but no files. /// AllButFiles, /// /// Include everything. /// All } }