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osu-lazer/osu.Game/Online/Rooms/OnlinePlayBeatmapAvailablilityTracker.cs
2021-02-09 16:02:56 +09:00

108 lines
4.2 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
namespace osu.Game.Online.Rooms
{
/// <summary>
/// Represent a checksum-verifying beatmap availability tracker usable for online play screens.
///
/// This differs from a regular download tracking composite as this accounts for the
/// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap.
/// </summary>
public class OnlinePlayBeatmapAvailablilityTracker : DownloadTrackingComposite<BeatmapSetInfo, BeatmapManager>
{
public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
/// <summary>
/// The availability state of the currently selected playlist item.
/// </summary>
public IBindable<BeatmapAvailability> Availability => availability;
private readonly Bindable<BeatmapAvailability> availability = new Bindable<BeatmapAvailability>(BeatmapAvailability.LocallyAvailable());
private ScheduledDelegate progressUpdate;
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItem.BindValueChanged(item =>
{
// the underlying playlist is regularly cleared for maintenance purposes (things which probably need to be fixed eventually).
// to avoid exposing a state change when there may actually be none, ignore all nulls for now.
if (item.NewValue == null)
return;
Model.Value = item.NewValue.Beatmap.Value.BeatmapSet;
}, true);
Progress.BindValueChanged(_ =>
{
// incoming progress changes are going to be at a very high rate.
// we don't want to flood the network with this, so rate limit how often we send progress updates.
if (progressUpdate?.Completed != false)
progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500);
});
State.BindValueChanged(_ => updateAvailability(), true);
}
protected override bool VerifyDatabasedModel(BeatmapSetInfo databasedSet)
{
int? beatmapId = SelectedItem.Value.Beatmap.Value.OnlineBeatmapID;
string checksum = SelectedItem.Value.Beatmap.Value.MD5Hash;
var matchingBeatmap = databasedSet.Beatmaps.FirstOrDefault(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
if (matchingBeatmap == null)
{
Logger.Log("The imported beatmap set does not match the online version.", LoggingTarget.Runtime, LogLevel.Important);
return false;
}
return true;
}
protected override bool IsModelAvailableLocally()
{
int? beatmapId = SelectedItem.Value.Beatmap.Value.OnlineBeatmapID;
string checksum = SelectedItem.Value.Beatmap.Value.MD5Hash;
var beatmap = Manager.QueryBeatmap(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
return beatmap?.BeatmapSet.DeletePending == false;
}
private void updateAvailability()
{
switch (State.Value)
{
case DownloadState.NotDownloaded:
availability.Value = BeatmapAvailability.NotDownloaded();
break;
case DownloadState.Downloading:
availability.Value = BeatmapAvailability.Downloading((float)Progress.Value);
break;
case DownloadState.Importing:
availability.Value = BeatmapAvailability.Importing();
break;
case DownloadState.LocallyAvailable:
availability.Value = BeatmapAvailability.LocallyAvailable();
break;
default:
throw new ArgumentOutOfRangeException(nameof(State));
}
}
}
}