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164 lines
6.3 KiB
C#
164 lines
6.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API.Requests.Responses;
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using Realms;
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namespace osu.Game.Online.Rooms
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{
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/// <summary>
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/// Represent a checksum-verifying beatmap availability tracker usable for online play screens.
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///
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/// This differs from a regular download tracking composite as this accounts for the
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/// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap.
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/// </summary>
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public sealed class OnlinePlayBeatmapAvailabilityTracker : CompositeDrawable
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{
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public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
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// Required to allow child components to update. Can potentially be replaced with a `CompositeComponent` class if or when we make one.
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protected override bool RequiresChildrenUpdate => true;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private BeatmapLookupCache beatmapLookupCache { get; set; } = null!;
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/// <summary>
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/// The availability state of the currently selected playlist item.
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/// </summary>
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public IBindable<BeatmapAvailability> Availability => availability;
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private readonly Bindable<BeatmapAvailability> availability = new Bindable<BeatmapAvailability>(BeatmapAvailability.NotDownloaded());
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private ScheduledDelegate progressUpdate;
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private BeatmapDownloadTracker downloadTracker;
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private IDisposable realmSubscription;
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private APIBeatmap selectedBeatmap;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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SelectedItem.BindValueChanged(item =>
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{
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// the underlying playlist is regularly cleared for maintenance purposes (things which probably need to be fixed eventually).
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// to avoid exposing a state change when there may actually be none, ignore all nulls for now.
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if (item.NewValue == null)
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return;
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downloadTracker?.RemoveAndDisposeImmediately();
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selectedBeatmap = null;
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beatmapLookupCache.GetBeatmapAsync(item.NewValue.Beatmap.OnlineID).ContinueWith(task => Schedule(() =>
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{
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var beatmap = task.GetResultSafely();
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if (SelectedItem.Value?.Beatmap.OnlineID == beatmap.OnlineID)
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{
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selectedBeatmap = beatmap;
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beginTracking();
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}
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}), TaskContinuationOptions.OnlyOnRanToCompletion);
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}, true);
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}
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private void beginTracking()
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{
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Debug.Assert(selectedBeatmap.BeatmapSet != null);
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downloadTracker = new BeatmapDownloadTracker(selectedBeatmap.BeatmapSet);
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AddInternal(downloadTracker);
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downloadTracker.State.BindValueChanged(_ => Scheduler.AddOnce(updateAvailability), true);
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downloadTracker.Progress.BindValueChanged(_ =>
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{
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if (downloadTracker.State.Value != DownloadState.Downloading)
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return;
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// incoming progress changes are going to be at a very high rate.
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// we don't want to flood the network with this, so rate limit how often we send progress updates.
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if (progressUpdate?.Completed != false)
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progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500);
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}, true);
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// handles changes to hash that didn't occur from the import process (ie. a user editing the beatmap in the editor, somehow).
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realmSubscription?.Dispose();
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realmSubscription = realm.RegisterForNotifications(r => filteredBeatmaps(), (items, changes, ___) =>
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{
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if (changes == null)
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return;
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Scheduler.AddOnce(updateAvailability);
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});
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}
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private void updateAvailability()
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{
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if (downloadTracker == null || selectedBeatmap == null)
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return;
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switch (downloadTracker.State.Value)
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{
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case DownloadState.NotDownloaded:
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availability.Value = BeatmapAvailability.NotDownloaded();
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break;
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case DownloadState.Downloading:
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availability.Value = BeatmapAvailability.Downloading((float)downloadTracker.Progress.Value);
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break;
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case DownloadState.Importing:
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availability.Value = BeatmapAvailability.Importing();
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break;
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case DownloadState.LocallyAvailable:
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bool available = filteredBeatmaps().Any();
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availability.Value = available ? BeatmapAvailability.LocallyAvailable() : BeatmapAvailability.NotDownloaded();
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// only display a message to the user if a download seems to have just completed.
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if (!available && downloadTracker.Progress.Value == 1)
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Logger.Log("The imported beatmap set does not match the online version.", LoggingTarget.Runtime, LogLevel.Important);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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private IQueryable<BeatmapInfo> filteredBeatmaps()
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{
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int onlineId = selectedBeatmap.OnlineID;
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string checksum = selectedBeatmap.MD5Hash;
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return realm.Realm
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.All<BeatmapInfo>()
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.Filter("OnlineID == $0 && MD5Hash == $1 && BeatmapSet.DeletePending == false", onlineId, checksum);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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realmSubscription?.Dispose();
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}
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}
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}
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