// 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.Linq; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Platform; using osu.Game.Beatmaps; using osu.Game.Database; namespace osu.Game.Rulesets { public class RealmRulesetStore : RulesetStore { public override IEnumerable AvailableRulesets => availableRulesets; private readonly List availableRulesets = new List(); public RealmRulesetStore(RealmAccess realm, Storage? storage = null) : base(storage) { prepareDetachedRulesets(realm); } private void prepareDetachedRulesets(RealmAccess realmAccess) { realmAccess.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 RulesetInfo(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 RulesetInfo(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.OrderBy(r => r.OnlineID)) { try { var resolvedType = Type.GetType(r.InstantiationInfo); if (resolvedType == null) { // ruleset DLL was probably deleted. r.Available = false; continue; } var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo ?? throw new RulesetLoadException(@"Instantiation failure"); // If a ruleset isn't up-to-date with the API, it could cause a crash at an arbitrary point of execution. // To eagerly handle cases of missing implementations, enumerate all types here and mark as non-available on throw. resolvedType.Assembly.GetTypes(); r.Name = instanceInfo.Name; r.ShortName = instanceInfo.ShortName; r.InstantiationInfo = instanceInfo.InstantiationInfo; r.Available = true; testRulesetCompatibility(r); detachedRulesets.Add(r.Clone()); } catch (Exception ex) { r.Available = false; LogFailedLoad(r.Name, ex); } } availableRulesets.AddRange(detachedRulesets.OrderBy(r => r)); }); } private void testRulesetCompatibility(RulesetInfo rulesetInfo) { // do various operations to ensure that we are in a good state. // if we can avoid loading the ruleset at this point (rather than erroring later in runtime) then that is preferred. var instance = rulesetInfo.CreateInstance(); instance.CreateAllMods(); instance.CreateIcon(); instance.CreateResourceStore(); var beatmap = new Beatmap(); var converter = instance.CreateBeatmapConverter(beatmap); instance.CreateBeatmapProcessor(converter.Convert()); } } }