mirror of
https://github.com/ppy/osu.git
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a4de0f93fa
Also fixes skin hash repopulation being completely broken.
115 lines
5.0 KiB
C#
115 lines
5.0 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.Diagnostics;
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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.Text;
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using osu.Framework.Extensions;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Skinning;
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using osu.Game.Stores;
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#nullable enable
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namespace osu.Game.Beatmaps
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{
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[ExcludeFromDynamicCompile]
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public class BeatmapModelManager : BeatmapImporter
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{
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/// <summary>
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/// The game working beatmap cache, used to invalidate entries on changes.
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/// </summary>
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public IWorkingBeatmapCache? WorkingBeatmapCache { private get; set; }
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public override IEnumerable<string> HandledExtensions => new[] { ".osz" };
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protected override string[] HashableFileTypes => new[] { ".osu" };
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public BeatmapModelManager(RealmContextFactory contextFactory, Storage storage, BeatmapOnlineLookupQueue? onlineLookupQueue = null)
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: base(contextFactory, storage, onlineLookupQueue)
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{
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}
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protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path)?.ToLowerInvariant() == ".osz";
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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="beatmapInfo">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 beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
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{
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var setInfo = beatmapInfo.BeatmapSet;
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Debug.Assert(setInfo != null);
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// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
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// This should hopefully be temporary, assuming said clone is eventually removed.
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// Warning: The directionality here is important. Changes have to be copied *from* beatmapContent (which comes from editor and is being saved)
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// *to* the beatmapInfo (which is a database model and needs to receive values without the taiko slider velocity multiplier for correct operation).
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// CopyTo() will undo such adjustments, while CopyFrom() will not.
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beatmapContent.Difficulty.CopyTo(beatmapInfo.BaseDifficulty);
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// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
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beatmapContent.BeatmapInfo = beatmapInfo;
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using (var 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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new LegacyBeatmapEncoder(beatmapContent, beatmapSkin).Encode(sw);
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stream.Seek(0, SeekOrigin.Begin);
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// AddFile generally handles updating/replacing files, but this is a case where the filename may have also changed so let's delete for simplicity.
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var existingFileInfo = setInfo.Files.SingleOrDefault(f => string.Equals(f.Filename, beatmapInfo.Path, StringComparison.OrdinalIgnoreCase));
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if (existingFileInfo != null)
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DeleteFile(setInfo, existingFileInfo);
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beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
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beatmapInfo.Hash = stream.ComputeSHA2Hash();
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AddFile(setInfo, stream, getFilename(beatmapInfo));
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Update(setInfo);
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}
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WorkingBeatmapCache?.Invalidate(beatmapInfo);
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}
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private static string getFilename(BeatmapInfo beatmapInfo)
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{
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var metadata = beatmapInfo.Metadata;
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return $"{metadata.Artist} - {metadata.Title} ({metadata.Author}) [{beatmapInfo.DifficultyName}].osu".GetValidArchiveContentFilename();
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}
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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)
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{
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using (var context = ContextFactory.CreateContext())
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return context.All<BeatmapInfo>().FirstOrDefault(query)?.Detach();
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}
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public void Update(BeatmapSetInfo item)
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{
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using (var realm = ContextFactory.CreateContext())
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{
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var existing = realm.Find<BeatmapSetInfo>(item.ID);
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realm.Write(r => item.CopyChangesToRealm(existing));
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}
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}
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}
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}
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