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165 lines
6.9 KiB
C#
165 lines
6.9 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using Microsoft.EntityFrameworkCore;
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using osu.Game.Database;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles the storage and retrieval of Beatmaps/BeatmapSets to the database backing
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/// </summary>
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public class BeatmapStore : DatabaseBackedStore
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{
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public event Action<BeatmapSetInfo> BeatmapSetAdded;
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public event Action<BeatmapSetInfo> BeatmapSetRemoved;
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public event Action<BeatmapInfo> BeatmapHidden;
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public event Action<BeatmapInfo> BeatmapRestored;
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public BeatmapStore(Func<OsuDbContext> factory)
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: base(factory)
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{
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}
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/// <summary>
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/// Add a <see cref="BeatmapSetInfo"/> to the database.
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/// </summary>
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/// <param name="beatmapSet">The beatmap to add.</param>
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public void Add(BeatmapSetInfo beatmapSet)
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{
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var context = GetContext();
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foreach (var beatmap in beatmapSet.Beatmaps.Where(b => b.Metadata != null))
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{
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// If we detect a new metadata object it'll be attached to the current context so it can be reused
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// to prevent duplicate entries when persisting. To accomplish this we look in the cache (.Local)
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// of the corresponding table (.Set<BeatmapMetadata>()) for matching entries to our criteria.
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var contextMetadata = context.Set<BeatmapMetadata>().Local.SingleOrDefault(e => e.Equals(beatmap.Metadata));
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if (contextMetadata != null)
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beatmap.Metadata = contextMetadata;
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else
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context.BeatmapMetadata.Attach(beatmap.Metadata);
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}
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context.BeatmapSetInfo.Attach(beatmapSet);
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context.SaveChanges();
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BeatmapSetAdded?.Invoke(beatmapSet);
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}
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/// <summary>
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/// Delete a <see cref="BeatmapSetInfo"/> from the database.
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/// </summary>
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/// <param name="beatmapSet">The beatmap to delete.</param>
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/// <returns>Whether the beatmap's <see cref="BeatmapSetInfo.DeletePending"/> was changed.</returns>
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public bool Delete(BeatmapSetInfo beatmapSet)
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{
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var context = GetContext();
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Refresh(ref beatmapSet, BeatmapSets);
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if (beatmapSet.DeletePending) return false;
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beatmapSet.DeletePending = true;
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context.SaveChanges();
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BeatmapSetRemoved?.Invoke(beatmapSet);
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return true;
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}
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/// <summary>
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/// Restore a previously deleted <see cref="BeatmapSetInfo"/>.
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/// </summary>
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/// <param name="beatmapSet">The beatmap to restore.</param>
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/// <returns>Whether the beatmap's <see cref="BeatmapSetInfo.DeletePending"/> was changed.</returns>
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public bool Undelete(BeatmapSetInfo beatmapSet)
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{
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var context = GetContext();
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Refresh(ref beatmapSet, BeatmapSets);
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if (!beatmapSet.DeletePending) return false;
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beatmapSet.DeletePending = false;
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context.SaveChanges();
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BeatmapSetAdded?.Invoke(beatmapSet);
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return true;
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}
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/// <summary>
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/// Hide a <see cref="BeatmapInfo"/> in the database.
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/// </summary>
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/// <param name="beatmap">The beatmap to hide.</param>
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/// <returns>Whether the beatmap's <see cref="BeatmapInfo.Hidden"/> was changed.</returns>
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public bool Hide(BeatmapInfo beatmap)
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{
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var context = GetContext();
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Refresh(ref beatmap, Beatmaps);
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if (beatmap.Hidden) return false;
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beatmap.Hidden = true;
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context.SaveChanges();
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BeatmapHidden?.Invoke(beatmap);
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return true;
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}
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/// <summary>
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/// Restore a previously hidden <see cref="BeatmapInfo"/>.
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/// </summary>
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/// <param name="beatmap">The beatmap to restore.</param>
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/// <returns>Whether the beatmap's <see cref="BeatmapInfo.Hidden"/> was changed.</returns>
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public bool Restore(BeatmapInfo beatmap)
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{
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var context = GetContext();
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Refresh(ref beatmap, Beatmaps);
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if (!beatmap.Hidden) return false;
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beatmap.Hidden = false;
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context.SaveChanges();
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BeatmapRestored?.Invoke(beatmap);
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return true;
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}
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public override void Cleanup()
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{
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var context = GetContext();
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var purgeable = context.BeatmapSetInfo.Where(s => s.DeletePending && !s.Protected)
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.Include(s => s.Beatmaps).ThenInclude(b => b.Metadata)
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.Include(s => s.Beatmaps).ThenInclude(b => b.BaseDifficulty)
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.Include(s => s.Metadata);
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// metadata is M-N so we can't rely on cascades
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context.BeatmapMetadata.RemoveRange(purgeable.Select(s => s.Metadata));
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context.BeatmapMetadata.RemoveRange(purgeable.SelectMany(s => s.Beatmaps.Select(b => b.Metadata).Where(m => m != null)));
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// todo: we can probably make cascades work here with a FK in BeatmapDifficulty. just make to make it work correctly.
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context.BeatmapDifficulty.RemoveRange(purgeable.SelectMany(s => s.Beatmaps.Select(b => b.BaseDifficulty)));
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// cascades down to beatmaps.
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context.BeatmapSetInfo.RemoveRange(purgeable);
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context.SaveChanges();
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}
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public IQueryable<BeatmapSetInfo> BeatmapSets => GetContext().BeatmapSetInfo
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.Include(s => s.Metadata)
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.Include(s => s.Beatmaps).ThenInclude(s => s.Ruleset)
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.Include(s => s.Beatmaps).ThenInclude(b => b.BaseDifficulty)
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.Include(s => s.Beatmaps).ThenInclude(b => b.Metadata)
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.Include(s => s.Files).ThenInclude(f => f.FileInfo);
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public IQueryable<BeatmapInfo> Beatmaps => GetContext().BeatmapInfo
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.Include(b => b.BeatmapSet).ThenInclude(s => s.Metadata)
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.Include(b => b.BeatmapSet).ThenInclude(s => s.Files).ThenInclude(f => f.FileInfo)
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.Include(b => b.Metadata)
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.Include(b => b.Ruleset)
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.Include(b => b.BaseDifficulty);
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}
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}
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