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431 lines
18 KiB
C#
431 lines
18 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.Tasks;
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using Microsoft.EntityFrameworkCore;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Database;
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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.Online.API.Requests;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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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/WorkingBeatmaps.
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/// </summary>
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public partial class BeatmapManager : ArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>
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{
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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 event Action<BeatmapInfo> 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 event Action<BeatmapInfo> BeatmapRestored;
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/// <summary>
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/// Fired when a beatmap download begins.
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/// </summary>
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public event Action<DownloadBeatmapSetRequest> BeatmapDownloadBegan;
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/// <summary>
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/// Fired when a beatmap download is interrupted, due to user cancellation or other failures.
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/// </summary>
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public event Action<DownloadBeatmapSetRequest> BeatmapDownloadFailed;
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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 readonly WorkingBeatmap DefaultBeatmap;
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public override string[] HandledExtensions => new[] { ".osz" };
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protected override string[] HashableFileTypes => new[] { ".osu" };
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protected override string ImportFromStablePath => "Songs";
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private readonly RulesetStore rulesets;
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private readonly BeatmapStore beatmaps;
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private readonly APIAccess api;
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private readonly AudioManager audioManager;
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private readonly GameHost host;
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private readonly List<DownloadBeatmapSetRequest> currentDownloads = new List<DownloadBeatmapSetRequest>();
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public BeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, APIAccess api, AudioManager audioManager, GameHost host = null,
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WorkingBeatmap defaultBeatmap = null)
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: base(storage, contextFactory, new BeatmapStore(contextFactory), host)
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{
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this.rulesets = rulesets;
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this.api = api;
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this.audioManager = audioManager;
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this.host = host;
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DefaultBeatmap = defaultBeatmap;
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beatmaps = (BeatmapStore)ModelStore;
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beatmaps.BeatmapHidden += b => BeatmapHidden?.Invoke(b);
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beatmaps.BeatmapRestored += b => BeatmapRestored?.Invoke(b);
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}
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protected override void Populate(BeatmapSetInfo beatmapSet, ArchiveReader archive)
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{
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if (archive != null)
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beatmapSet.Beatmaps = createBeatmapDifficulties(archive);
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foreach (BeatmapInfo b in beatmapSet.Beatmaps)
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{
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// remove metadata from difficulties where it matches the set
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if (beatmapSet.Metadata.Equals(b.Metadata))
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b.Metadata = null;
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b.BeatmapSet = beatmapSet;
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}
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validateOnlineIds(beatmapSet.Beatmaps);
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foreach (BeatmapInfo b in beatmapSet.Beatmaps)
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fetchAndPopulateOnlineValues(b, beatmapSet.Beatmaps);
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// check if a set already exists with the same online id, delete if it does.
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if (beatmapSet.OnlineBeatmapSetID != null)
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{
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var existingOnlineId = beatmaps.ConsumableItems.FirstOrDefault(b => b.OnlineBeatmapSetID == beatmapSet.OnlineBeatmapSetID);
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if (existingOnlineId != null)
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{
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Delete(existingOnlineId);
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beatmaps.PurgeDeletable(s => s.ID == existingOnlineId.ID);
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Logger.Log($"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineBeatmapSetID}). It has been purged.", LoggingTarget.Database);
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}
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}
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}
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private void validateOnlineIds(List<BeatmapInfo> beatmaps)
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{
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var beatmapIds = beatmaps.Where(b => b.OnlineBeatmapID.HasValue).Select(b => b.OnlineBeatmapID).ToList();
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// ensure all IDs are unique in this set and none match existing IDs in the local beatmap store.
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if (beatmapIds.GroupBy(b => b).Any(g => g.Count() > 1) || QueryBeatmaps(b => beatmapIds.Contains(b.OnlineBeatmapID)).Any())
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// remove all online IDs if any problems were found.
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beatmaps.ForEach(b => b.OnlineBeatmapID = null);
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}
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/// <summary>
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/// Downloads a beatmap.
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/// This will post notifications tracking progress.
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/// </summary>
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/// <param name="beatmapSetInfo">The <see cref="BeatmapSetInfo"/> to be downloaded.</param>
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/// <param name="noVideo">Whether the beatmap should be downloaded without video. Defaults to false.</param>
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/// <returns>Downloading can happen</returns>
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public bool Download(BeatmapSetInfo beatmapSetInfo, bool noVideo = false)
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{
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var existing = GetExistingDownload(beatmapSetInfo);
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if (existing != null || api == null) return false;
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var downloadNotification = new DownloadNotification
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{
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Text = $"Downloading {beatmapSetInfo}",
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};
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var request = new DownloadBeatmapSetRequest(beatmapSetInfo, noVideo);
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request.DownloadProgressed += progress =>
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{
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downloadNotification.State = ProgressNotificationState.Active;
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downloadNotification.Progress = progress;
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};
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request.Success += filename =>
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{
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Task.Factory.StartNew(() =>
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{
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// This gets scheduled back to the update thread, but we want the import to run in the background.
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Import(downloadNotification, filename);
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currentDownloads.Remove(request);
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}, TaskCreationOptions.LongRunning);
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};
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request.Failure += error =>
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{
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BeatmapDownloadFailed?.Invoke(request);
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if (error is OperationCanceledException) return;
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downloadNotification.State = ProgressNotificationState.Cancelled;
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Logger.Error(error, "Beatmap download failed!");
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currentDownloads.Remove(request);
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};
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downloadNotification.CancelRequested += () =>
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{
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request.Cancel();
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currentDownloads.Remove(request);
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downloadNotification.State = ProgressNotificationState.Cancelled;
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return true;
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};
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currentDownloads.Add(request);
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PostNotification?.Invoke(downloadNotification);
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// don't run in the main api queue as this is a long-running task.
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Task.Factory.StartNew(() =>
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{
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try
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{
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request.Perform(api);
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}
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catch (Exception e)
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{
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// no need to handle here as exceptions will filter down to request.Failure above.
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}
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}, TaskCreationOptions.LongRunning);
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BeatmapDownloadBegan?.Invoke(request);
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return true;
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}
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/// <summary>
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/// Get an existing download request if it exists.
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/// </summary>
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/// <param name="beatmap">The <see cref="BeatmapSetInfo"/> whose download request is wanted.</param>
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/// <returns>The <see cref="DownloadBeatmapSetRequest"/> object if it exists, or null.</returns>
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public DownloadBeatmapSetRequest GetExistingDownload(BeatmapSetInfo beatmap) => currentDownloads.Find(d => d.BeatmapSet.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID);
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to hide.</param>
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public void Hide(BeatmapInfo beatmap) => beatmaps.Hide(beatmap);
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/// <summary>
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/// Restore a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to restore.</param>
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public void Restore(BeatmapInfo beatmap) => beatmaps.Restore(beatmap);
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/// <summary>
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/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to lookup.</param>
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/// <param name="previous">The currently loaded <see cref="WorkingBeatmap"/>. Allows for optimisation where elements are shared with the new beatmap. May be returned if beatmapInfo requested matches</param>
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/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
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public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap previous = null)
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{
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if (beatmapInfo?.ID > 0 && previous != null && previous.BeatmapInfo?.ID == beatmapInfo.ID)
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return previous;
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if (beatmapInfo?.BeatmapSet == null || beatmapInfo == DefaultBeatmap?.BeatmapInfo)
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return DefaultBeatmap;
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if (beatmapInfo.Metadata == null)
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beatmapInfo.Metadata = beatmapInfo.BeatmapSet.Metadata;
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WorkingBeatmap working = new BeatmapManagerWorkingBeatmap(Files.Store, new LargeTextureStore(host?.CreateTextureLoaderStore(Files.Store)), beatmapInfo, audioManager);
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previous?.TransferTo(working);
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return working;
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}
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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) => beatmaps.ConsumableItems.AsNoTracking().FirstOrDefault(query);
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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() => GetAllUsableBeatmapSetsEnumerable().ToList();
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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 IQueryable<BeatmapSetInfo> GetAllUsableBeatmapSetsEnumerable() => beatmaps.ConsumableItems.Where(s => !s.DeletePending && !s.Protected);
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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>Results from the provided query.</returns>
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public IEnumerable<BeatmapSetInfo> QueryBeatmapSets(Expression<Func<BeatmapSetInfo, bool>> query) => beatmaps.ConsumableItems.AsNoTracking().Where(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) => beatmaps.Beatmaps.AsNoTracking().FirstOrDefault(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) => beatmaps.Beatmaps.AsNoTracking().Where(query);
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protected override BeatmapSetInfo CreateModel(ArchiveReader reader)
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{
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// let's make sure there are actually .osu files to import.
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string mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu"));
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if (string.IsNullOrEmpty(mapName))
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{
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Logger.Log($"No beatmap files found in the beatmap archive ({reader.Name}).", LoggingTarget.Database);
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return null;
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}
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Beatmap beatmap;
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using (var stream = new StreamReader(reader.GetStream(mapName)))
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beatmap = Decoder.GetDecoder<Beatmap>(stream).Decode(stream);
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return new BeatmapSetInfo
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{
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OnlineBeatmapSetID = beatmap.BeatmapInfo.BeatmapSet?.OnlineBeatmapSetID,
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Beatmaps = new List<BeatmapInfo>(),
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Metadata = beatmap.Metadata,
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};
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}
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/// <summary>
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/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
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/// </summary>
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private List<BeatmapInfo> createBeatmapDifficulties(ArchiveReader reader)
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{
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var beatmapInfos = new List<BeatmapInfo>();
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foreach (var name in reader.Filenames.Where(f => f.EndsWith(".osu")))
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{
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using (var raw = reader.GetStream(name))
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using (var ms = new MemoryStream()) //we need a memory stream so we can seek and shit
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using (var sr = new StreamReader(ms))
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{
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raw.CopyTo(ms);
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ms.Position = 0;
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var decoder = Decoder.GetDecoder<Beatmap>(sr);
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IBeatmap beatmap = decoder.Decode(sr);
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beatmap.BeatmapInfo.Path = name;
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beatmap.BeatmapInfo.Hash = ms.ComputeSHA2Hash();
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beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash();
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var ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
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beatmap.BeatmapInfo.Ruleset = ruleset;
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// TODO: this should be done in a better place once we actually need to dynamically update it.
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beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance().CreateDifficultyCalculator(new DummyConversionBeatmap(beatmap)).Calculate().StarRating ?? 0;
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beatmapInfos.Add(beatmap.BeatmapInfo);
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}
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}
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return beatmapInfos;
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}
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/// <summary>
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/// Query the API to populate missing values like OnlineBeatmapID / OnlineBeatmapSetID or (Rank-)Status.
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/// </summary>
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/// <param name="beatmap">The beatmap to populate.</param>
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/// <param name="otherBeatmaps">The other beatmaps contained within this set.</param>
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/// <param name="force">Whether to re-query if the provided beatmap already has populated values.</param>
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/// <returns>True if population was successful.</returns>
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private bool fetchAndPopulateOnlineValues(BeatmapInfo beatmap, IEnumerable<BeatmapInfo> otherBeatmaps, bool force = false)
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{
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if (api?.State != APIState.Online)
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return false;
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if (!force && beatmap.OnlineBeatmapID != null && beatmap.BeatmapSet.OnlineBeatmapSetID != null
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&& beatmap.Status != BeatmapSetOnlineStatus.None && beatmap.BeatmapSet.Status != BeatmapSetOnlineStatus.None)
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return true;
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Logger.Log("Attempting online lookup for the missing values...", LoggingTarget.Database);
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try
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{
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var req = new GetBeatmapRequest(beatmap);
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req.Perform(api);
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var res = req.Result;
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Logger.Log($"Successfully mapped to {res.OnlineBeatmapSetID} / {res.OnlineBeatmapID}.", LoggingTarget.Database);
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beatmap.Status = res.Status;
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beatmap.BeatmapSet.Status = res.BeatmapSet.Status;
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if (otherBeatmaps.Any(b => b.OnlineBeatmapID == res.OnlineBeatmapID))
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{
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Logger.Log("Another beatmap in the same set already mapped to this ID. We'll skip adding it this time.", LoggingTarget.Database);
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return false;
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}
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beatmap.BeatmapSet.OnlineBeatmapSetID = res.OnlineBeatmapSetID;
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beatmap.OnlineBeatmapID = res.OnlineBeatmapID;
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return true;
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}
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catch (Exception e)
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{
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Logger.Log($"Failed ({e})", LoggingTarget.Database);
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return false;
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}
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}
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/// <summary>
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/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
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/// </summary>
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private class DummyConversionBeatmap : WorkingBeatmap
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{
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private readonly IBeatmap beatmap;
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public DummyConversionBeatmap(IBeatmap beatmap)
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: base(beatmap.BeatmapInfo)
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{
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this.beatmap = beatmap;
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}
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protected override IBeatmap GetBeatmap() => beatmap;
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protected override Texture GetBackground() => null;
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protected override Track GetTrack() => null;
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}
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private class DownloadNotification : ProgressNotification
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{
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public override bool IsImportant => false;
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protected override Notification CreateCompletionNotification() => new SilencedProgressCompletionNotification
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{
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Activated = CompletionClickAction,
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Text = CompletionText
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};
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private class SilencedProgressCompletionNotification : ProgressCompletionNotification
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{
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public override bool IsImportant => false;
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}
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}
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}
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}
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