mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 18:47:27 +08:00
d7a960212f
Split out legacy model export logic into `LegacyModelExporter` classes
478 lines
20 KiB
C#
478 lines
20 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.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.Track;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Graphics.Textures;
|
|
using osu.Framework.Logging;
|
|
using osu.Framework.Platform;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps.Formats;
|
|
using osu.Game.Database;
|
|
using osu.Game.Extensions;
|
|
using osu.Game.IO;
|
|
using osu.Game.IO.Archives;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Skinning;
|
|
using Decoder = osu.Game.Beatmaps.Formats.Decoder;
|
|
|
|
namespace osu.Game.Beatmaps
|
|
{
|
|
/// <summary>
|
|
/// Handles ef-core storage of beatmaps.
|
|
/// </summary>
|
|
[ExcludeFromDynamicCompile]
|
|
public class BeatmapModelManager : ArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>
|
|
{
|
|
/// <summary>
|
|
/// Fired when a single difficulty has been hidden.
|
|
/// </summary>
|
|
public event Action<BeatmapInfo> BeatmapHidden;
|
|
|
|
/// <summary>
|
|
/// Fired when a single difficulty has been restored.
|
|
/// </summary>
|
|
public event Action<BeatmapInfo> BeatmapRestored;
|
|
|
|
/// <summary>
|
|
/// An online lookup queue component which handles populating online beatmap metadata.
|
|
/// </summary>
|
|
public BeatmapOnlineLookupQueue OnlineLookupQueue { private get; set; }
|
|
|
|
/// <summary>
|
|
/// The game working beatmap cache, used to invalidate entries on changes.
|
|
/// </summary>
|
|
public IWorkingBeatmapCache WorkingBeatmapCache { private get; set; }
|
|
|
|
public override IEnumerable<string> HandledExtensions => new[] { ".osz" };
|
|
|
|
protected override string[] HashableFileTypes => new[] { ".osu" };
|
|
|
|
private readonly BeatmapStore beatmaps;
|
|
private readonly RulesetStore rulesets;
|
|
|
|
public BeatmapModelManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, GameHost host = null)
|
|
: base(storage, contextFactory, new BeatmapStore(contextFactory), host)
|
|
{
|
|
this.rulesets = rulesets;
|
|
|
|
beatmaps = (BeatmapStore)ModelStore;
|
|
beatmaps.BeatmapHidden += b => BeatmapHidden?.Invoke(b);
|
|
beatmaps.BeatmapRestored += b => BeatmapRestored?.Invoke(b);
|
|
beatmaps.ItemRemoved += b => WorkingBeatmapCache?.Invalidate(b);
|
|
beatmaps.ItemUpdated += obj => WorkingBeatmapCache?.Invalidate(obj);
|
|
}
|
|
|
|
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.AddRange(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 hadOnlineIDs = beatmapSet.Beatmaps.Any(b => b.OnlineID > 0);
|
|
|
|
if (OnlineLookupQueue != null)
|
|
await OnlineLookupQueue.UpdateAsync(beatmapSet, cancellationToken).ConfigureAwait(false);
|
|
|
|
// ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID.
|
|
if (hadOnlineIDs && !beatmapSet.Beatmaps.Any(b => b.OnlineID > 0))
|
|
{
|
|
if (beatmapSet.OnlineID != null)
|
|
{
|
|
beatmapSet.OnlineID = 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.OnlineID != null)
|
|
{
|
|
var existingSetWithSameOnlineID = beatmaps.ConsumableItems.FirstOrDefault(b => b.OnlineID == beatmapSet.OnlineID);
|
|
|
|
if (existingSetWithSameOnlineID != null)
|
|
{
|
|
Delete(existingSetWithSameOnlineID);
|
|
|
|
// in order to avoid a unique key constraint, immediately remove the online ID from the previous set.
|
|
existingSetWithSameOnlineID.OnlineID = null;
|
|
foreach (var b in existingSetWithSameOnlineID.Beatmaps)
|
|
b.OnlineID = null;
|
|
|
|
LogForModel(beatmapSet, $"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineID}). It has been deleted.");
|
|
}
|
|
}
|
|
}
|
|
|
|
private void validateOnlineIds(BeatmapSetInfo beatmapSet)
|
|
{
|
|
var beatmapIds = beatmapSet.Beatmaps.Where(b => b.OnlineID.HasValue).Select(b => b.OnlineID).ToList();
|
|
|
|
// 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.OnlineID)).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.OnlineID = null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete a beatmap difficulty.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The beatmap difficulty to hide.</param>
|
|
public void Hide(BeatmapInfo beatmapInfo) => beatmaps.Hide(beatmapInfo);
|
|
|
|
/// <summary>
|
|
/// Restore a beatmap difficulty.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The beatmap difficulty to restore.</param>
|
|
public void Restore(BeatmapInfo beatmapInfo) => beatmaps.Restore(beatmapInfo);
|
|
|
|
/// <summary>
|
|
/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
|
|
/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
|
|
/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
|
|
public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin beatmapSkin = null)
|
|
{
|
|
var setInfo = beatmapInfo.BeatmapSet;
|
|
|
|
// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
|
|
// This should hopefully be temporary, assuming said clone is eventually removed.
|
|
|
|
// Warning: The directionality here is important. Changes have to be copied *from* beatmapContent (which comes from editor and is being saved)
|
|
// *to* the beatmapInfo (which is a database model and needs to receive values without the taiko slider velocity multiplier for correct operation).
|
|
// CopyTo() will undo such adjustments, while CopyFrom() will not.
|
|
beatmapContent.Difficulty.CopyTo(beatmapInfo.BaseDifficulty);
|
|
|
|
// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
|
|
beatmapContent.BeatmapInfo = beatmapInfo;
|
|
|
|
using (var stream = new MemoryStream())
|
|
{
|
|
using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
|
|
new LegacyBeatmapEncoder(beatmapContent, beatmapSkin).Encode(sw);
|
|
|
|
stream.Seek(0, SeekOrigin.Begin);
|
|
|
|
using (ContextFactory.GetForWrite())
|
|
{
|
|
beatmapInfo = setInfo.Beatmaps.Single(b => b.Equals(beatmapInfo));
|
|
|
|
var metadata = beatmapInfo.Metadata ?? setInfo.Metadata;
|
|
|
|
// grab the original file (or create a new one if not found).
|
|
var fileInfo = setInfo.Files.SingleOrDefault(f => string.Equals(f.Filename, beatmapInfo.Path, StringComparison.OrdinalIgnoreCase)) ?? new BeatmapSetFileInfo();
|
|
|
|
// metadata may have changed; update the path with the standard format.
|
|
beatmapInfo.Path = $"{metadata.Artist} - {metadata.Title} ({metadata.Author}) [{beatmapInfo.DifficultyName}].osu".GetValidArchiveContentFilename();
|
|
|
|
beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
|
|
|
|
// update existing or populate new file's filename.
|
|
fileInfo.Filename = beatmapInfo.Path;
|
|
|
|
stream.Seek(0, SeekOrigin.Begin);
|
|
ReplaceFile(setInfo, fileInfo, stream);
|
|
}
|
|
}
|
|
|
|
WorkingBeatmapCache?.Invalidate(beatmapInfo);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
|
|
/// </summary>
|
|
/// <param name="query">The query.</param>
|
|
/// <returns>The first result for the provided query, or null if no results were found.</returns>
|
|
public BeatmapSetInfo QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query) => beatmaps.ConsumableItems.AsNoTracking().FirstOrDefault(query);
|
|
|
|
protected override bool CanSkipImport(BeatmapSetInfo existing, BeatmapSetInfo import)
|
|
{
|
|
if (!base.CanSkipImport(existing, import))
|
|
return false;
|
|
|
|
return existing.Beatmaps.Any(b => b.OnlineID != null);
|
|
}
|
|
|
|
protected override bool CanReuseExisting(BeatmapSetInfo existing, BeatmapSetInfo import)
|
|
{
|
|
if (!base.CanReuseExisting(existing, import))
|
|
return false;
|
|
|
|
var existingIds = existing.Beatmaps.Select(b => b.OnlineID).OrderBy(i => i);
|
|
var importIds = import.Beatmaps.Select(b => b.OnlineID).OrderBy(i => i);
|
|
|
|
// force re-import if we are not in a sane state.
|
|
return existing.OnlineID == import.OnlineID && existingIds.SequenceEqual(importIds);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
|
|
/// </summary>
|
|
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
|
|
public List<BeatmapSetInfo> GetAllUsableBeatmapSets(IncludedDetails includes = IncludedDetails.All, bool includeProtected = false) =>
|
|
GetAllUsableBeatmapSetsEnumerable(includes, includeProtected).ToList();
|
|
|
|
/// <summary>
|
|
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated.
|
|
/// </summary>
|
|
/// <param name="includes">The level of detail to include in the returned objects.</param>
|
|
/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
|
|
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
|
|
public IEnumerable<BeatmapSetInfo> GetAllUsableBeatmapSetsEnumerable(IncludedDetails includes, bool includeProtected = false)
|
|
{
|
|
IQueryable<BeatmapSetInfo> queryable;
|
|
|
|
switch (includes)
|
|
{
|
|
case IncludedDetails.Minimal:
|
|
queryable = beatmaps.BeatmapSetsOverview;
|
|
break;
|
|
|
|
case IncludedDetails.AllButRuleset:
|
|
queryable = beatmaps.BeatmapSetsWithoutRuleset;
|
|
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 && (includeProtected || !s.Protected));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
|
|
/// </summary>
|
|
/// <param name="query">The query.</param>
|
|
/// <param name="includes">The level of detail to include in the returned objects.</param>
|
|
/// <returns>Results from the provided query.</returns>
|
|
public IEnumerable<BeatmapSetInfo> QueryBeatmapSets(Expression<Func<BeatmapSetInfo, bool>> query, IncludedDetails includes = IncludedDetails.All)
|
|
{
|
|
IQueryable<BeatmapSetInfo> queryable;
|
|
|
|
switch (includes)
|
|
{
|
|
case IncludedDetails.Minimal:
|
|
queryable = beatmaps.BeatmapSetsOverview;
|
|
break;
|
|
|
|
case IncludedDetails.AllButRuleset:
|
|
queryable = beatmaps.BeatmapSetsWithoutRuleset;
|
|
break;
|
|
|
|
case IncludedDetails.AllButFiles:
|
|
queryable = beatmaps.BeatmapSetsWithoutFiles;
|
|
break;
|
|
|
|
default:
|
|
queryable = beatmaps.ConsumableItems;
|
|
break;
|
|
}
|
|
|
|
return queryable.AsNoTracking().Where(query);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
|
|
/// </summary>
|
|
/// <param name="query">The query.</param>
|
|
/// <returns>The first result for the provided query, or null if no results were found.</returns>
|
|
public BeatmapInfo QueryBeatmap(Expression<Func<BeatmapInfo, bool>> query) => beatmaps.Beatmaps.AsNoTracking().FirstOrDefault(query);
|
|
|
|
/// <summary>
|
|
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
|
|
/// </summary>
|
|
/// <param name="query">The query.</param>
|
|
/// <returns>Results from the provided query.</returns>
|
|
public IQueryable<BeatmapInfo> QueryBeatmaps(Expression<Func<BeatmapInfo, bool>> query) => beatmaps.Beatmaps.AsNoTracking().Where(query);
|
|
|
|
public override string HumanisedModelName => "beatmap";
|
|
|
|
protected override bool CheckLocalAvailability(BeatmapSetInfo model, IQueryable<BeatmapSetInfo> items)
|
|
=> base.CheckLocalAvailability(model, items)
|
|
|| (model.OnlineID != null && items.Any(b => b.OnlineID == model.OnlineID));
|
|
|
|
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", StringComparison.OrdinalIgnoreCase));
|
|
|
|
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<Beatmap>(stream).Decode(stream);
|
|
|
|
return new BeatmapSetInfo
|
|
{
|
|
OnlineID = beatmap.BeatmapInfo.BeatmapSet?.OnlineID,
|
|
Metadata = beatmap.Metadata,
|
|
DateAdded = DateTimeOffset.UtcNow
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
|
|
/// </summary>
|
|
private List<BeatmapInfo> createBeatmapDifficulties(List<BeatmapSetFileInfo> files)
|
|
{
|
|
var beatmapInfos = new List<BeatmapInfo>();
|
|
|
|
foreach (var file in files.Where(f => f.Filename.EndsWith(".osu", StringComparison.OrdinalIgnoreCase)))
|
|
{
|
|
using (var raw = Files.Store.GetStream(file.FileInfo.GetStoragePath()))
|
|
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<Beatmap>(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.StarRating = ruleset?.CreateInstance().CreateDifficultyCalculator(new DummyConversionBeatmap(beatmap)).Calculate().StarRating ?? 0;
|
|
beatmap.BeatmapInfo.Length = calculateLength(beatmap);
|
|
beatmap.BeatmapInfo.BPM = 60000 / beatmap.GetMostCommonBeatLength();
|
|
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
|
|
/// </summary>
|
|
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 GetBeatmapTrack() => null;
|
|
protected internal override ISkin GetSkin() => null;
|
|
public override Stream GetStream(string storagePath) => null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The level of detail to include in database results.
|
|
/// </summary>
|
|
public enum IncludedDetails
|
|
{
|
|
/// <summary>
|
|
/// Only include beatmap difficulties and set level metadata.
|
|
/// </summary>
|
|
Minimal,
|
|
|
|
/// <summary>
|
|
/// Include all difficulties, rulesets, difficulty metadata but no files.
|
|
/// </summary>
|
|
AllButFiles,
|
|
|
|
/// <summary>
|
|
/// Include everything except ruleset. Used for cases where we aren't sure the ruleset is present but still want to consume the beatmap.
|
|
/// </summary>
|
|
AllButRuleset,
|
|
|
|
/// <summary>
|
|
/// Include everything.
|
|
/// </summary>
|
|
All
|
|
}
|
|
}
|