// 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 Ionic.Zip; using Microsoft.EntityFrameworkCore; using osu.Framework.Extensions; 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.Graphics; 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 partial 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; /// /// 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; } private readonly IDatabaseContextFactory contextFactory; 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, IDatabaseContextFactory contextFactory, RulesetStore rulesets, APIAccess api, IIpcHost importHost = null) { this.contextFactory = contextFactory; beatmaps = new BeatmapStore(contextFactory); beatmaps.BeatmapSetAdded += s => BeatmapSetAdded?.Invoke(s); beatmaps.BeatmapSetRemoved += s => BeatmapSetRemoved?.Invoke(s); beatmaps.BeatmapHidden += b => BeatmapHidden?.Invoke(b); beatmaps.BeatmapRestored += b => BeatmapRestored?.Invoke(b); files = new FileStore(contextFactory, 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 notifications tracking progress. /// /// One or more beatmap locations on disk. public List Import(params string[] paths) { var notification = new ProgressNotification { Text = "Beatmap import is initialising...", CompletionText = "Import successful!", Progress = 0, State = ProgressNotificationState.Active, }; PostNotification?.Invoke(notification); List imported = new List(); int i = 0; foreach (string path in paths) { if (notification.State == ProgressNotificationState.Cancelled) // user requested abort return imported; try { notification.Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}"; using (ArchiveReader reader = getReaderFrom(path)) imported.Add(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 ({Path.GetFileName(path)})"); } } notification.State = ProgressNotificationState.Completed; return imported; } /// /// Import a beatmap from an . /// /// The beatmap to be imported. public BeatmapSetInfo Import(ArchiveReader archive) { using (contextFactory.GetForWrite()) // used to share a context for full import. keep in mind this will block all writes. { // create a new set info (don't yet add to database) var beatmapSet = createBeatmapSetInfo(archive); // check if this beatmap has already been imported and exit early if so var existingHashMatch = beatmaps.BeatmapSets.FirstOrDefault(b => b.Hash == beatmapSet.Hash); if (existingHashMatch != null) { Undelete(existingHashMatch); return existingHashMatch; } // check if a set already exists with the same online id if (beatmapSet.OnlineBeatmapSetID != null) { var existingOnlineId = beatmaps.BeatmapSets.FirstOrDefault(b => b.OnlineBeatmapSetID == beatmapSet.OnlineBeatmapSetID); if (existingOnlineId != null) { Delete(existingOnlineId); beatmaps.Cleanup(s => s.ID == existingOnlineId.ID); } } beatmapSet.Files = createFileInfos(archive, files); beatmapSet.Beatmaps = createBeatmapDifficulties(archive); // remove metadata from difficulties where it matches the set foreach (BeatmapInfo b in beatmapSet.Beatmaps) if (beatmapSet.Metadata.Equals(b.Metadata)) b.Metadata = null; // import to beatmap store Import(beatmapSet); return beatmapSet; } } /// /// Import a beatmap from a . /// /// The beatmap to be imported. public void Import(BeatmapSetInfo beatmapSet) => beatmaps.Add(beatmapSet); /// /// 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 OszArchiveReader(stream)) Import(archive); downloadNotification.State = ProgressNotificationState.Completed; currentDownloads.Remove(request); }, TaskCreationOptions.LongRunning); }; request.Failure += error => { if (error is OperationCanceledException) return; downloadNotification.State = ProgressNotificationState.Completed; 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); /// /// Update a BeatmapSetInfo with all changes. TODO: This only supports very basic updates currently. /// /// The beatmap set to update. public void Update(BeatmapSetInfo beatmap) => beatmaps.Update(beatmap); /// /// Delete a beatmap from the manager. /// Is a no-op for already deleted beatmaps. /// /// The beatmap set to delete. public void Delete(BeatmapSetInfo beatmapSet) { using (var usage = contextFactory.GetForWrite()) { var context = usage.Context; 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); if (beatmaps.Delete(beatmapSet)) { if (!beatmapSet.Protected) files.Dereference(beatmapSet.Files.Select(f => f.FileInfo).ToArray()); } context.ChangeTracker.AutoDetectChangesEnabled = true; } } /// /// Restore all beatmaps that were previously deleted. /// This will post notifications tracking progress. /// public void UndeleteAll() { var deleteMaps = QueryBeatmapSets(bs => bs.DeletePending).ToList(); if (!deleteMaps.Any()) return; var notification = new ProgressNotification { CompletionText = "Restored all deleted beatmaps!", Progress = 0, State = ProgressNotificationState.Active, }; PostNotification?.Invoke(notification); int i = 0; foreach (var bs in deleteMaps) { if (notification.State == ProgressNotificationState.Cancelled) // user requested abort return; notification.Text = $"Restoring ({i} of {deleteMaps.Count})"; notification.Progress = (float)++i / deleteMaps.Count; Undelete(bs); } notification.State = ProgressNotificationState.Completed; } /// /// Restore a beatmap that was previously deleted. Is a no-op if the beatmap is not in a deleted state, or has its protected flag set. /// /// The beatmap to restore public void Undelete(BeatmapSetInfo beatmapSet) { if (beatmapSet.Protected) return; using (var usage = contextFactory.GetForWrite()) { usage.Context.ChangeTracker.AutoDetectChangesEnabled = false; if (!beatmaps.Undelete(beatmapSet)) return; if (!beatmapSet.Protected) files.Reference(beatmapSet.Files.Select(f => f.FileInfo).ToArray()); usage.Context.ChangeTracker.AutoDetectChangesEnabled = true; } } /// /// 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); 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.BeatmapSets.AsNoTracking().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); /// /// Returns a list of all usable s. /// /// A list of available . public List GetAllUsableBeatmapSets() => beatmaps.BeatmapSets.Where(s => !s.DeletePending).ToList(); /// /// Perform a lookup query on available s. /// /// The query. /// Results from the provided query. public IEnumerable QueryBeatmapSets(Expression> query) => beatmaps.BeatmapSets.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); } /// /// Delete all beatmaps. /// This will post notifications tracking progress. /// public void DeleteAll() { var maps = GetAllUsableBeatmapSets(); if (maps.Count == 0) return; var notification = new ProgressNotification { Progress = 0, CompletionText = "Deleted all beatmaps!", 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; } /// /// 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)) // ReSharper disable once InconsistentlySynchronizedField return new OszArchiveReader(files.Storage.GetStream(path)); return new LegacyFilesystemReader(path); } /// /// 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(); } /// /// Create a from a provided archive. /// private BeatmapSetInfo createBeatmapSetInfo(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."); BeatmapMetadata metadata; using (var stream = new StreamReader(reader.GetStream(mapName))) metadata = Decoder.GetDecoder(stream).DecodeBeatmap(stream).Metadata; return new BeatmapSetInfo { OnlineBeatmapSetID = metadata.OnlineBeatmapSetID, Beatmaps = new List(), Hash = computeBeatmapSetHash(reader), Metadata = metadata }; } /// /// Create all required s for the provided archive, adding them to the global file store. /// private List createFileInfos(ArchiveReader reader, FileStore files) { 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) }); return fileInfos; } /// /// 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); Beatmap beatmap = decoder.DecodeBeatmap(sr); beatmap.BeatmapInfo.Path = name; beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash(); beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash(); 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; beatmapInfos.Add(beatmap.BeatmapInfo); } } return beatmapInfos; } } }