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osu-lazer/osu.Game/Online/Rooms/OnlinePlayBeatmapAvailabilityTracker.cs
2023-07-06 13:37:43 +09:00

176 lines
6.9 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.
#nullable disable
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.API.Requests.Responses;
using Realms;
namespace osu.Game.Online.Rooms
{
/// <summary>
/// Represent a checksum-verifying beatmap availability tracker usable for online play screens.
///
/// This differs from a regular download tracking composite as this accounts for the
/// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap.
/// </summary>
public partial class OnlinePlayBeatmapAvailabilityTracker : CompositeComponent
{
public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
[Resolved]
private RealmAccess realm { get; set; } = null!;
[Resolved]
private BeatmapLookupCache beatmapLookupCache { get; set; } = null!;
/// <summary>
/// The availability state of the currently selected playlist item.
/// </summary>
public virtual IBindable<BeatmapAvailability> Availability => availability;
private readonly Bindable<BeatmapAvailability> availability = new Bindable<BeatmapAvailability>(BeatmapAvailability.NotDownloaded());
private ScheduledDelegate progressUpdate;
private BeatmapDownloadTracker downloadTracker;
private IDisposable realmSubscription;
private APIBeatmap selectedBeatmap;
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItem.BindValueChanged(item =>
{
// the underlying playlist is regularly cleared for maintenance purposes (things which probably need to be fixed eventually).
// to avoid exposing a state change when there may actually be none, ignore all nulls for now.
if (item.NewValue == null)
return;
// Initially set to unknown until we have attained a good state.
// This has the wanted side effect of forcing a state change when the current playlist
// item changes at the server but our local availability doesn't necessarily change
// (ie. we have both the previous and next item LocallyAvailable).
//
// Note that even without this, the server will trigger a state change and things will work.
// This is just for safety.
availability.Value = BeatmapAvailability.Unknown();
downloadTracker?.RemoveAndDisposeImmediately();
selectedBeatmap = null;
beatmapLookupCache.GetBeatmapAsync(item.NewValue.Beatmap.OnlineID).ContinueWith(task => Schedule(() =>
{
var beatmap = task.GetResultSafely();
if (beatmap != null && SelectedItem.Value?.Beatmap.OnlineID == beatmap.OnlineID)
{
selectedBeatmap = beatmap;
beginTracking();
}
}), TaskContinuationOptions.OnlyOnRanToCompletion);
}, true);
}
private void beginTracking()
{
Debug.Assert(selectedBeatmap.BeatmapSet != null);
downloadTracker = new BeatmapDownloadTracker(selectedBeatmap.BeatmapSet);
AddInternal(downloadTracker);
downloadTracker.State.BindValueChanged(_ => Scheduler.AddOnce(updateAvailability), true);
downloadTracker.Progress.BindValueChanged(_ =>
{
if (downloadTracker.State.Value != DownloadState.Downloading)
return;
// incoming progress changes are going to be at a very high rate.
// we don't want to flood the network with this, so rate limit how often we send progress updates.
if (progressUpdate?.Completed != false)
progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500);
}, true);
// handles changes to hash that didn't occur from the import process (ie. a user editing the beatmap in the editor, somehow).
realmSubscription?.Dispose();
realmSubscription = realm.RegisterForNotifications(_ => filteredBeatmaps(), (_, changes) =>
{
if (changes == null)
return;
Scheduler.AddOnce(updateAvailability);
});
}
private void updateAvailability()
{
if (downloadTracker == null || selectedBeatmap == null)
return;
switch (downloadTracker.State.Value)
{
case DownloadState.Unknown:
availability.Value = BeatmapAvailability.Unknown();
break;
case DownloadState.NotDownloaded:
availability.Value = BeatmapAvailability.NotDownloaded();
break;
case DownloadState.Downloading:
availability.Value = BeatmapAvailability.Downloading((float)downloadTracker.Progress.Value);
break;
case DownloadState.Importing:
availability.Value = BeatmapAvailability.Importing();
break;
case DownloadState.LocallyAvailable:
bool available = filteredBeatmaps().Any();
availability.Value = available ? BeatmapAvailability.LocallyAvailable() : BeatmapAvailability.NotDownloaded();
// only display a message to the user if a download seems to have just completed.
if (!available && downloadTracker.Progress.Value == 1)
Logger.Log("The imported beatmap set does not match the online version.", LoggingTarget.Runtime, LogLevel.Important);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private IQueryable<BeatmapInfo> filteredBeatmaps()
{
int onlineId = selectedBeatmap.OnlineID;
string checksum = selectedBeatmap.MD5Hash;
return realm.Realm
.All<BeatmapInfo>()
.Filter("OnlineID == $0 && MD5Hash == $1 && BeatmapSet.DeletePending == false", onlineId, checksum);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
realmSubscription?.Dispose();
}
}
}