// 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.Diagnostics; using System.Linq; using System.Threading.Tasks; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Framework.Threading; using osu.Game.Database; using osu.Game.Online.API; using osu.Game.Rulesets.Objects; namespace osu.Game.Beatmaps { /// /// Handles all processing required to ensure a local beatmap is in a consistent state with any changes. /// public class BeatmapUpdater : IDisposable { private readonly IWorkingBeatmapCache workingBeatmapCache; private readonly BeatmapDifficultyCache difficultyCache; private readonly BeatmapUpdaterMetadataLookup metadataLookup; private const int update_queue_request_concurrency = 4; private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(update_queue_request_concurrency, nameof(BeatmapUpdaterMetadataLookup)); public BeatmapUpdater(IWorkingBeatmapCache workingBeatmapCache, BeatmapDifficultyCache difficultyCache, IAPIProvider api, Storage storage) { this.workingBeatmapCache = workingBeatmapCache; this.difficultyCache = difficultyCache; metadataLookup = new BeatmapUpdaterMetadataLookup(api, storage); } /// /// Queue a beatmap for background processing. /// /// The managed beatmap set to update. A transaction will be opened to apply changes. /// Whether metadata from an online source should be preferred. If true, the local cache will be skipped to ensure the freshest data state possible. public void Queue(Live beatmapSet, bool preferOnlineFetch = false) { Logger.Log($"Queueing change for local beatmap {beatmapSet}"); Task.Factory.StartNew(() => beatmapSet.PerformRead(b => Process(b, preferOnlineFetch)), default, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler); } /// /// Run all processing on a beatmap immediately. /// /// The managed beatmap set to update. A transaction will be opened to apply changes. /// Whether metadata from an online source should be preferred. If true, the local cache will be skipped to ensure the freshest data state possible. public void Process(BeatmapSetInfo beatmapSet, bool preferOnlineFetch = false) => beatmapSet.Realm.Write(r => { // Before we use below, we want to invalidate. workingBeatmapCache.Invalidate(beatmapSet); metadataLookup.Update(beatmapSet, preferOnlineFetch); foreach (var beatmap in beatmapSet.Beatmaps) { difficultyCache.Invalidate(beatmap); var working = workingBeatmapCache.GetWorkingBeatmap(beatmap); var ruleset = working.BeatmapInfo.Ruleset.CreateInstance(); Debug.Assert(ruleset != null); var calculator = ruleset.CreateDifficultyCalculator(working); beatmap.StarRating = calculator.Calculate().StarRating; beatmap.Length = calculateLength(working.Beatmap); beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength(); } // And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required. workingBeatmapCache.Invalidate(beatmapSet); }); 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; } #region Implementation of IDisposable public void Dispose() { if (metadataLookup.IsNotNull()) metadataLookup.Dispose(); if (updateScheduler.IsNotNull()) updateScheduler.Dispose(); } #endregion } }