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343 lines
14 KiB
C#
343 lines
14 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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Linq.Expressions;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.IO.Stores;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Database;
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using osu.Game.IO;
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using osu.Game.IO.Archives;
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using osu.Game.Online.API;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Skinning;
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using osu.Game.Users;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles general operations related to global beatmap management.
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/// </summary>
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[ExcludeFromDynamicCompile]
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public class BeatmapManager : IModelDownloader<BeatmapSetInfo>, IModelManager<BeatmapSetInfo>, IModelFileManager<BeatmapSetInfo, BeatmapSetFileInfo>, ICanAcceptFiles, IWorkingBeatmapCache, IDisposable
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{
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private readonly BeatmapModelManager beatmapModelManager;
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private readonly BeatmapModelDownloader beatmapModelDownloader;
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private readonly WorkingBeatmapCache workingBeatmapCache;
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private readonly BeatmapOnlineLookupQueue onlineBeatmapLookupQueue;
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public BeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore<byte[]> resources, GameHost host = null,
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WorkingBeatmap defaultBeatmap = null, bool performOnlineLookups = false)
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{
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beatmapModelManager = CreateBeatmapModelManager(storage, contextFactory, rulesets, api, host);
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beatmapModelDownloader = CreateBeatmapModelDownloader(beatmapModelManager, api, host);
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workingBeatmapCache = CreateWorkingBeatmapCache(audioManager, resources, new FileStore(contextFactory, storage).Store, defaultBeatmap, host);
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workingBeatmapCache.BeatmapManager = beatmapModelManager;
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beatmapModelManager.WorkingBeatmapCache = workingBeatmapCache;
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if (performOnlineLookups)
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{
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onlineBeatmapLookupQueue = new BeatmapOnlineLookupQueue(api, storage);
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beatmapModelManager.OnlineLookupQueue = onlineBeatmapLookupQueue;
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}
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}
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protected virtual BeatmapModelDownloader CreateBeatmapModelDownloader(IBeatmapModelManager modelManager, IAPIProvider api, GameHost host)
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{
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return new BeatmapModelDownloader(modelManager, api, host);
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}
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protected virtual WorkingBeatmapCache CreateWorkingBeatmapCache(AudioManager audioManager, IResourceStore<byte[]> resources, IResourceStore<byte[]> storage, WorkingBeatmap defaultBeatmap, GameHost host) =>
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new WorkingBeatmapCache(audioManager, resources, storage, defaultBeatmap, host);
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protected virtual BeatmapModelManager CreateBeatmapModelManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, GameHost host) =>
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new BeatmapModelManager(storage, contextFactory, rulesets, host);
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/// <summary>
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/// Create a new <see cref="WorkingBeatmap"/>.
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/// </summary>
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public WorkingBeatmap CreateNew(RulesetInfo ruleset, User user)
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{
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var metadata = new BeatmapMetadata
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{
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Author = user,
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};
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var set = new BeatmapSetInfo
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{
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Metadata = metadata,
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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Ruleset = ruleset,
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Metadata = metadata,
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WidescreenStoryboard = true,
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SamplesMatchPlaybackRate = true,
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}
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}
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};
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var imported = beatmapModelManager.Import(set).Result.Value;
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return GetWorkingBeatmap(imported.Beatmaps.First());
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}
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#region Delegation to BeatmapModelManager (methods which previously existed locally).
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/// <summary>
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/// Fired when a single difficulty has been hidden.
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/// </summary>
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public IBindable<WeakReference<BeatmapInfo>> BeatmapHidden => beatmapModelManager.BeatmapHidden;
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/// <summary>
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/// Fired when a single difficulty has been restored.
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/// </summary>
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public IBindable<WeakReference<BeatmapInfo>> BeatmapRestored => beatmapModelManager.BeatmapRestored;
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/// <summary>
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/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
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/// </summary>
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/// <param name="info">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
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/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
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/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
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public virtual void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null) => beatmapModelManager.Save(info, beatmapContent, beatmapSkin);
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public List<BeatmapSetInfo> GetAllUsableBeatmapSets(IncludedDetails includes = IncludedDetails.All, bool includeProtected = false) => beatmapModelManager.GetAllUsableBeatmapSets(includes, includeProtected);
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated.
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/// </summary>
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/// <param name="includes">The level of detail to include in the returned objects.</param>
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/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public IEnumerable<BeatmapSetInfo> GetAllUsableBeatmapSetsEnumerable(IncludedDetails includes, bool includeProtected = false) => beatmapModelManager.GetAllUsableBeatmapSetsEnumerable(includes, includeProtected);
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <param name="includes">The level of detail to include in the returned objects.</param>
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/// <returns>Results from the provided query.</returns>
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public IEnumerable<BeatmapSetInfo> QueryBeatmapSets(Expression<Func<BeatmapSetInfo, bool>> query, IncludedDetails includes = IncludedDetails.All) => beatmapModelManager.QueryBeatmapSets(query, includes);
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <returns>The first result for the provided query, or null if no results were found.</returns>
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public BeatmapSetInfo QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query) => beatmapModelManager.QueryBeatmapSet(query);
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <returns>Results from the provided query.</returns>
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public IQueryable<BeatmapInfo> QueryBeatmaps(Expression<Func<BeatmapInfo, bool>> query) => beatmapModelManager.QueryBeatmaps(query);
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <returns>The first result for the provided query, or null if no results were found.</returns>
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public BeatmapInfo QueryBeatmap(Expression<Func<BeatmapInfo, bool>> query) => beatmapModelManager.QueryBeatmap(query);
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/// <summary>
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/// A default representation of a WorkingBeatmap to use when no beatmap is available.
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/// </summary>
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public WorkingBeatmap DefaultBeatmap => workingBeatmapCache.DefaultBeatmap;
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/// <summary>
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/// Fired when a notification should be presented to the user.
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/// </summary>
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public Action<Notification> PostNotification
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{
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set
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{
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beatmapModelManager.PostNotification = value;
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beatmapModelDownloader.PostNotification = value;
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}
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}
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/// <summary>
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/// Fired when the user requests to view the resulting import.
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/// </summary>
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public Action<IEnumerable<ILive<BeatmapSetInfo>>> PresentImport { set => beatmapModelManager.PostImport = value; }
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap difficulty to hide.</param>
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public void Hide(BeatmapInfo beatmapInfo) => beatmapModelManager.Hide(beatmapInfo);
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/// <summary>
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/// Restore a beatmap difficulty.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap difficulty to restore.</param>
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public void Restore(BeatmapInfo beatmapInfo) => beatmapModelManager.Restore(beatmapInfo);
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#endregion
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#region Implementation of IModelManager<BeatmapSetInfo>
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public bool IsAvailableLocally(BeatmapSetInfo model)
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{
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return beatmapModelManager.IsAvailableLocally(model);
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}
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public IBindable<WeakReference<BeatmapSetInfo>> ItemUpdated => beatmapModelManager.ItemUpdated;
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public IBindable<WeakReference<BeatmapSetInfo>> ItemRemoved => beatmapModelManager.ItemRemoved;
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public Task ImportFromStableAsync(StableStorage stableStorage)
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{
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return beatmapModelManager.ImportFromStableAsync(stableStorage);
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}
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public void Export(BeatmapSetInfo item)
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{
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beatmapModelManager.Export(item);
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}
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public void ExportModelTo(BeatmapSetInfo model, Stream outputStream)
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{
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beatmapModelManager.ExportModelTo(model, outputStream);
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}
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public void Update(BeatmapSetInfo item)
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{
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beatmapModelManager.Update(item);
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}
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public bool Delete(BeatmapSetInfo item)
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{
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return beatmapModelManager.Delete(item);
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}
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public void Delete(List<BeatmapSetInfo> items, bool silent = false)
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{
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beatmapModelManager.Delete(items, silent);
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}
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public void Undelete(List<BeatmapSetInfo> items, bool silent = false)
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{
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beatmapModelManager.Undelete(items, silent);
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}
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public void Undelete(BeatmapSetInfo item)
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{
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beatmapModelManager.Undelete(item);
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}
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#endregion
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#region Implementation of IModelDownloader<BeatmapSetInfo>
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public IBindable<WeakReference<ArchiveDownloadRequest<BeatmapSetInfo>>> DownloadBegan => beatmapModelDownloader.DownloadBegan;
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public IBindable<WeakReference<ArchiveDownloadRequest<BeatmapSetInfo>>> DownloadFailed => beatmapModelDownloader.DownloadFailed;
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public bool Download(BeatmapSetInfo model, bool minimiseDownloadSize = false)
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{
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return beatmapModelDownloader.Download(model, minimiseDownloadSize);
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}
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public ArchiveDownloadRequest<BeatmapSetInfo> GetExistingDownload(BeatmapSetInfo model)
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{
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return beatmapModelDownloader.GetExistingDownload(model);
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}
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#endregion
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#region Implementation of ICanAcceptFiles
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public Task Import(params string[] paths)
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{
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return beatmapModelManager.Import(paths);
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}
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public Task Import(params ImportTask[] tasks)
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{
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return beatmapModelManager.Import(tasks);
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}
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public Task<IEnumerable<ILive<BeatmapSetInfo>>> Import(ProgressNotification notification, params ImportTask[] tasks)
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{
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return beatmapModelManager.Import(notification, tasks);
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}
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public Task<ILive<BeatmapSetInfo>> Import(ImportTask task, bool lowPriority = false, CancellationToken cancellationToken = default)
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{
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return beatmapModelManager.Import(task, lowPriority, cancellationToken);
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}
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public Task<ILive<BeatmapSetInfo>> Import(ArchiveReader archive, bool lowPriority = false, CancellationToken cancellationToken = default)
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{
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return beatmapModelManager.Import(archive, lowPriority, cancellationToken);
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}
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public Task<ILive<BeatmapSetInfo>> Import(BeatmapSetInfo item, ArchiveReader archive = null, bool lowPriority = false, CancellationToken cancellationToken = default)
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{
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return beatmapModelManager.Import(item, archive, lowPriority, cancellationToken);
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}
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public IEnumerable<string> HandledExtensions => beatmapModelManager.HandledExtensions;
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#endregion
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#region Implementation of IWorkingBeatmapCache
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public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo importedBeatmap) => workingBeatmapCache.GetWorkingBeatmap(importedBeatmap);
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void IWorkingBeatmapCache.Invalidate(BeatmapSetInfo beatmapSetInfo) => workingBeatmapCache.Invalidate(beatmapSetInfo);
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void IWorkingBeatmapCache.Invalidate(BeatmapInfo beatmapInfo) => workingBeatmapCache.Invalidate(beatmapInfo);
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#endregion
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#region Implementation of IModelFileManager<in BeatmapSetInfo,in BeatmapSetFileInfo>
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public void ReplaceFile(BeatmapSetInfo model, BeatmapSetFileInfo file, Stream contents, string filename = null)
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{
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beatmapModelManager.ReplaceFile(model, file, contents, filename);
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}
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public void DeleteFile(BeatmapSetInfo model, BeatmapSetFileInfo file)
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{
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beatmapModelManager.DeleteFile(model, file);
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}
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public void AddFile(BeatmapSetInfo model, Stream contents, string filename)
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{
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beatmapModelManager.AddFile(model, contents, filename);
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}
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#endregion
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#region Implementation of IDisposable
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public void Dispose()
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{
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onlineBeatmapLookupQueue?.Dispose();
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}
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#endregion
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}
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}
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