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osu-lazer/osu.Game/Database/RealmContextFactory.cs
Dan Balasescu 08f3bc3f44
Merge pull request #15120 from peppy/realm-importer
Implement realm beatmap importer
2021-10-20 16:44:16 +09:00

257 lines
8.3 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 System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Development;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Statistics;
using osu.Game.Models;
using Realms;
#nullable enable
namespace osu.Game.Database
{
/// <summary>
/// A factory which provides both the main (update thread bound) realm context and creates contexts for async usage.
/// </summary>
public class RealmContextFactory : IDisposable, IRealmFactory
{
private readonly Storage storage;
/// <summary>
/// The filename of this realm.
/// </summary>
public readonly string Filename;
/// <summary>
/// Version history:
/// 6 First tracked version (~20211018)
/// 7 Changed OnlineID fields to non-nullable to add indexing support (20211018)
/// </summary>
private const int schema_version = 7;
/// <summary>
/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking context creation during blocking periods.
/// </summary>
private readonly SemaphoreSlim contextCreationLock = new SemaphoreSlim(1);
private static readonly GlobalStatistic<int> refreshes = GlobalStatistics.Get<int>("Realm", "Dirty Refreshes");
private static readonly GlobalStatistic<int> contexts_created = GlobalStatistics.Get<int>("Realm", "Contexts (Created)");
private readonly object contextLock = new object();
private Realm? context;
public Realm Context
{
get
{
if (!ThreadSafety.IsUpdateThread)
throw new InvalidOperationException($"Use {nameof(CreateContext)} when performing realm operations from a non-update thread");
lock (contextLock)
{
if (context == null)
{
context = CreateContext();
Logger.Log($"Opened realm \"{context.Config.DatabasePath}\" at version {context.Config.SchemaVersion}");
}
// creating a context will ensure our schema is up-to-date and migrated.
return context;
}
}
}
public RealmContextFactory(Storage storage, string filename)
{
this.storage = storage;
Filename = filename;
const string realm_extension = ".realm";
if (!Filename.EndsWith(realm_extension, StringComparison.Ordinal))
Filename += realm_extension;
cleanupPendingDeletions();
}
private void cleanupPendingDeletions()
{
using (var realm = CreateContext())
using (var transaction = realm.BeginWrite())
{
var pendingDeleteSets = realm.All<RealmBeatmapSet>().Where(s => s.DeletePending);
foreach (var s in pendingDeleteSets)
{
foreach (var b in s.Beatmaps)
realm.Remove(b);
realm.Remove(s);
}
transaction.Commit();
}
}
/// <summary>
/// Compact this realm.
/// </summary>
/// <returns></returns>
public bool Compact() => Realm.Compact(getConfiguration());
/// <summary>
/// Perform a blocking refresh on the main realm context.
/// </summary>
public void Refresh()
{
lock (contextLock)
{
if (context?.Refresh() == true)
refreshes.Value++;
}
}
public Realm CreateContext()
{
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmContextFactory));
try
{
contextCreationLock.Wait();
contexts_created.Value++;
return Realm.GetInstance(getConfiguration());
}
finally
{
contextCreationLock.Release();
}
}
private RealmConfiguration getConfiguration()
{
return new RealmConfiguration(storage.GetFullPath(Filename, true))
{
SchemaVersion = schema_version,
MigrationCallback = onMigration,
};
}
private void onMigration(Migration migration, ulong lastSchemaVersion)
{
if (lastSchemaVersion < 7)
{
convertOnlineIDs<RealmBeatmap>();
convertOnlineIDs<RealmBeatmapSet>();
convertOnlineIDs<RealmRuleset>();
void convertOnlineIDs<T>() where T : RealmObject
{
var className = typeof(T).Name.Replace(@"Realm", string.Empty);
// version was not bumped when the beatmap/ruleset models were added
// therefore we must manually check for their presence to avoid throwing on the `DynamicApi` calls.
if (!migration.OldRealm.Schema.TryFindObjectSchema(className, out _))
return;
var oldItems = migration.OldRealm.DynamicApi.All(className);
var newItems = migration.NewRealm.DynamicApi.All(className);
int itemCount = newItems.Count();
for (int i = 0; i < itemCount; i++)
{
var oldItem = oldItems.ElementAt(i);
var newItem = newItems.ElementAt(i);
long? nullableOnlineID = oldItem?.OnlineID;
newItem.OnlineID = (int)(nullableOnlineID ?? -1);
}
}
}
}
/// <summary>
/// Flush any active contexts and block any further writes.
/// </summary>
/// <remarks>
/// This should be used in places we need to ensure no ongoing reads/writes are occurring with realm.
/// ie. to move the realm backing file to a new location.
/// </remarks>
/// <returns>An <see cref="IDisposable"/> which should be disposed to end the blocking section.</returns>
public IDisposable BlockAllOperations()
{
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmContextFactory));
if (!ThreadSafety.IsUpdateThread)
throw new InvalidOperationException($"{nameof(BlockAllOperations)} must be called from the update thread.");
Logger.Log(@"Blocking realm operations.", LoggingTarget.Database);
try
{
contextCreationLock.Wait();
lock (contextLock)
{
context?.Dispose();
context = null;
}
const int sleep_length = 200;
int timeout = 5000;
// see https://github.com/realm/realm-dotnet/discussions/2657
while (!Compact())
{
Thread.Sleep(sleep_length);
timeout -= sleep_length;
if (timeout < 0)
throw new TimeoutException("Took too long to acquire lock");
}
}
catch
{
contextCreationLock.Release();
throw;
}
return new InvokeOnDisposal<RealmContextFactory>(this, factory =>
{
factory.contextCreationLock.Release();
Logger.Log(@"Restoring realm operations.", LoggingTarget.Database);
});
}
private bool isDisposed;
public void Dispose()
{
lock (contextLock)
{
context?.Dispose();
}
if (!isDisposed)
{
// intentionally block context creation indefinitely. this ensures that nothing can start consuming a new context after disposal.
contextCreationLock.Wait();
contextCreationLock.Dispose();
isDisposed = true;
}
}
}
}