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233 lines
9.6 KiB
C#
233 lines
9.6 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.Text;
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using System.Threading;
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using Newtonsoft.Json;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.IO;
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using osu.Game.IO.Archives;
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using Realms;
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namespace osu.Game.Skinning
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{
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public class SkinImporter : RealmArchiveModelImporter<SkinInfo>
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{
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private const string skin_info_file = "skininfo.json";
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private readonly IStorageResourceProvider skinResources;
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private readonly ModelManager<SkinInfo> modelManager;
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public SkinImporter(Storage storage, RealmAccess realm, IStorageResourceProvider skinResources)
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: base(storage, realm)
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{
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this.skinResources = skinResources;
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modelManager = new ModelManager<SkinInfo>(storage, realm);
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}
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public override IEnumerable<string> HandledExtensions => new[] { ".osk" };
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protected override string[] HashableFileTypes => new[] { ".ini", ".json" };
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protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path).ToLowerInvariant() == @".osk";
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protected override SkinInfo CreateModel(ArchiveReader archive) => new SkinInfo { Name = archive.Name ?? @"No name" };
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private const string unknown_creator_string = @"Unknown";
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protected override void Populate(SkinInfo model, ArchiveReader? archive, Realm realm, CancellationToken cancellationToken = default)
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{
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var skinInfoFile = model.GetFile(skin_info_file);
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if (skinInfoFile != null)
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{
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try
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{
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using (var existingStream = Files.Storage.GetStream(skinInfoFile.File.GetStoragePath()))
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using (var reader = new StreamReader(existingStream))
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{
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var deserialisedSkinInfo = JsonConvert.DeserializeObject<SkinInfo>(reader.ReadToEnd());
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if (deserialisedSkinInfo != null)
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{
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// for now we only care about the instantiation info.
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// eventually we probably want to transfer everything across.
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model.InstantiationInfo = deserialisedSkinInfo.InstantiationInfo;
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}
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}
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}
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catch (Exception e)
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{
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LogForModel(model, $"Error during {skin_info_file} parsing, falling back to default", e);
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// Not sure if we should still run the import in the case of failure here, but let's do so for now.
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model.InstantiationInfo = string.Empty;
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}
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}
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// Always rewrite instantiation info (even after parsing in from the skin json) for sanity.
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model.InstantiationInfo = createInstance(model).GetType().GetInvariantInstantiationInfo();
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checkSkinIniMetadata(model, realm);
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}
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private void checkSkinIniMetadata(SkinInfo item, Realm realm)
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{
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var instance = createInstance(item);
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// This function can be run on fresh import or save. The logic here ensures a skin.ini file is in a good state for both operations.
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// `Skin` will parse the skin.ini and populate `Skin.Configuration` during construction above.
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string skinIniSourcedName = instance.Configuration.SkinInfo.Name;
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string skinIniSourcedCreator = instance.Configuration.SkinInfo.Creator;
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string archiveName = item.Name.Replace(@".osk", string.Empty, StringComparison.OrdinalIgnoreCase);
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bool isImport = !item.IsManaged;
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if (isImport)
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{
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item.Name = !string.IsNullOrEmpty(skinIniSourcedName) ? skinIniSourcedName : archiveName;
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item.Creator = !string.IsNullOrEmpty(skinIniSourcedCreator) ? skinIniSourcedCreator : unknown_creator_string;
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// For imports, we want to use the archive or folder name as part of the metadata, in addition to any existing skin.ini metadata.
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// In an ideal world, skin.ini would be the only source of metadata, but a lot of skin creators and users don't update it when making modifications.
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// In both of these cases, the expectation from the user is that the filename or folder name is displayed somewhere to identify the skin.
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if (archiveName != item.Name
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// lazer exports use this format
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// GetValidFilename accounts for skins with non-ASCII characters in the name that have been exported by lazer.
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&& archiveName != item.GetDisplayString().GetValidFilename())
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item.Name = @$"{item.Name} [{archiveName}]";
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}
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// By this point, the metadata in SkinInfo will be correct.
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// Regardless of whether this is an import or not, let's write the skin.ini if non-existing or non-matching.
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// This is (weirdly) done inside ComputeHash to avoid adding a new method to handle this case. After switching to realm it can be moved into another place.
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if (skinIniSourcedName != item.Name)
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updateSkinIniMetadata(item, realm);
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}
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private void updateSkinIniMetadata(SkinInfo item, Realm realm)
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{
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string nameLine = @$"Name: {item.Name}";
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string authorLine = @$"Author: {item.Creator}";
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string[] newLines =
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{
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@"// The following content was automatically added by osu! during import, based on filename / folder metadata.",
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@"[General]",
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nameLine,
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authorLine,
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};
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var existingFile = item.GetFile(@"skin.ini");
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if (existingFile == null)
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{
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// In the case a skin doesn't have a skin.ini yet, let's create one.
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writeNewSkinIni();
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}
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else
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{
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using (Stream stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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{
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using (var existingStream = Files.Storage.GetStream(existingFile.File.GetStoragePath()))
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using (var sr = new StreamReader(existingStream))
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{
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string? line;
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while ((line = sr.ReadLine()) != null)
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sw.WriteLine(line);
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}
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sw.WriteLine();
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foreach (string line in newLines)
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sw.WriteLine(line);
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}
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modelManager.ReplaceFile(existingFile, stream, realm);
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}
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}
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// The hash is already populated at this point in import.
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// As we have changed files, it needs to be recomputed.
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item.Hash = ComputeHash(item);
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void writeNewSkinIni()
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{
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using (Stream stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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{
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foreach (string line in newLines)
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sw.WriteLine(line);
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}
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modelManager.AddFile(item, stream, @"skin.ini", realm);
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}
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item.Hash = ComputeHash(item);
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}
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}
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private Skin createInstance(SkinInfo item) => item.CreateInstance(skinResources);
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/// <summary>
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/// Save a skin, serialising any changes to skin layouts to relevant JSON structures.
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/// </summary>
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/// <returns>Whether any change actually occurred.</returns>
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public bool Save(Skin skin)
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{
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bool hadChanges = false;
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skin.SkinInfo.PerformWrite(s =>
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{
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// Update for safety
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s.InstantiationInfo = skin.GetType().GetInvariantInstantiationInfo();
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// Serialise out the SkinInfo itself.
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string skinInfoJson = JsonConvert.SerializeObject(s, new JsonSerializerSettings { Formatting = Formatting.Indented });
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using (var streamContent = new MemoryStream(Encoding.UTF8.GetBytes(skinInfoJson)))
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{
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modelManager.AddFile(s, streamContent, skin_info_file, s.Realm);
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}
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// Then serialise each of the drawable component groups into respective files.
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foreach (var drawableInfo in skin.LayoutInfos)
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{
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string json = JsonConvert.SerializeObject(drawableInfo.Value, new JsonSerializerSettings { Formatting = Formatting.Indented });
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using (var streamContent = new MemoryStream(Encoding.UTF8.GetBytes(json)))
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{
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string filename = @$"{drawableInfo.Key}.json";
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var oldFile = s.GetFile(filename);
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if (oldFile != null)
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modelManager.ReplaceFile(oldFile, streamContent, s.Realm);
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else
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modelManager.AddFile(s, streamContent, filename, s.Realm);
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}
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}
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string newHash = ComputeHash(s);
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hadChanges = newHash != s.Hash;
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s.Hash = newHash;
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});
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return hadChanges;
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}
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}
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}
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