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263 lines
12 KiB
C#
263 lines
12 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.Reflection;
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using osu.Framework;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Database;
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using osu.Game.Models;
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using osu.Game.Rulesets;
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#nullable enable
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namespace osu.Game.Stores
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{
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public class RealmRulesetStore : IDisposable
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{
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private readonly RealmContextFactory realmFactory;
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private const string ruleset_library_prefix = @"osu.Game.Rulesets";
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private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
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/// <summary>
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/// All available rulesets.
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/// </summary>
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public IEnumerable<IRulesetInfo> AvailableRulesets => availableRulesets;
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private readonly List<IRulesetInfo> availableRulesets = new List<IRulesetInfo>();
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public RealmRulesetStore(RealmContextFactory realmFactory, Storage? storage = null)
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{
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this.realmFactory = realmFactory;
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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loadFromAppDomain();
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// This null check prevents Android from attempting to load the rulesets from disk,
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// as the underlying path "AppContext.BaseDirectory", despite being non-nullable, it returns null on android.
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// See https://github.com/xamarin/xamarin-android/issues/3489.
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if (RuntimeInfo.StartupDirectory != null)
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loadFromDisk();
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// the event handler contains code for resolving dependency on the game assembly for rulesets located outside the base game directory.
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// It needs to be attached to the assembly lookup event before the actual call to loadUserRulesets() else rulesets located out of the base game directory will fail
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// to load as unable to locate the game core assembly.
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AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
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var rulesetStorage = storage?.GetStorageForDirectory(@"rulesets");
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if (rulesetStorage != null)
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loadUserRulesets(rulesetStorage);
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addMissingRulesets();
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}
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/// <summary>
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/// Retrieve a ruleset using a known ID.
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/// </summary>
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/// <param name="id">The ruleset's internal ID.</param>
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/// <returns>A ruleset, if available, else null.</returns>
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public IRulesetInfo? GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.OnlineID == id);
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/// <summary>
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/// Retrieve a ruleset using a known short name.
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/// </summary>
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/// <param name="shortName">The ruleset's short name.</param>
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/// <returns>A ruleset, if available, else null.</returns>
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public IRulesetInfo? GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
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private Assembly? resolveRulesetDependencyAssembly(object? sender, ResolveEventArgs args)
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{
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var asm = new AssemblyName(args.Name);
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// the requesting assembly may be located out of the executable's base directory, thus requiring manual resolving of its dependencies.
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// this attempts resolving the ruleset dependencies on game core and framework assemblies by returning assemblies with the same assembly name
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// already loaded in the AppDomain.
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var domainAssembly = AppDomain.CurrentDomain.GetAssemblies()
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// Given name is always going to be equally-or-more qualified than the assembly name.
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.Where(a =>
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{
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string? name = a.GetName().Name;
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if (name == null)
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return false;
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return args.Name.Contains(name, StringComparison.Ordinal);
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})
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// Pick the greatest assembly version.
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.OrderByDescending(a => a.GetName().Version)
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.FirstOrDefault();
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if (domainAssembly != null)
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return domainAssembly;
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return loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
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}
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private void addMissingRulesets()
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{
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using (var context = realmFactory.CreateContext())
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{
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context.Write(realm =>
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{
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var rulesets = realm.All<RealmRuleset>();
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List<Ruleset> instances = loadedAssemblies.Values
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.Select(r => Activator.CreateInstance(r) as Ruleset)
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.Where(r => r != null)
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.Select(r => r.AsNonNull())
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.ToList();
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// add all legacy rulesets first to ensure they have exclusive choice of primary key.
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foreach (var r in instances.Where(r => r is ILegacyRuleset))
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{
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if (realm.All<RealmRuleset>().FirstOrDefault(rr => rr.OnlineID == r.RulesetInfo.OnlineID) == null)
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realm.Add(new RealmRuleset(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
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}
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// add any other rulesets which have assemblies present but are not yet in the database.
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foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
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{
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if (rulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
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{
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var existingSameShortName = rulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
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if (existingSameShortName != null)
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{
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// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
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// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
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// in such cases, update the instantiation info of the existing entry to point to the new one.
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existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
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}
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else
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realm.Add(new RealmRuleset(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
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}
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}
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List<RealmRuleset> detachedRulesets = new List<RealmRuleset>();
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// perform a consistency check and detach final rulesets from realm for cross-thread runtime usage.
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foreach (var r in rulesets)
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{
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try
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{
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var resolvedType = Type.GetType(r.InstantiationInfo)
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?? throw new RulesetLoadException(@"Type could not be resolved");
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var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo
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?? throw new RulesetLoadException(@"Instantiation failure");
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r.Name = instanceInfo.Name;
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r.ShortName = instanceInfo.ShortName;
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r.InstantiationInfo = instanceInfo.InstantiationInfo;
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r.Available = true;
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detachedRulesets.Add(r.Clone());
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}
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catch (Exception ex)
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{
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r.Available = false;
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Logger.Log($"Could not load ruleset {r}: {ex.Message}");
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}
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}
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availableRulesets.AddRange(detachedRulesets);
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});
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}
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}
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private void loadFromAppDomain()
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{
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foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies())
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{
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string? rulesetName = ruleset.GetName().Name;
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if (rulesetName == null)
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continue;
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if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || rulesetName.Contains(@"Tests"))
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continue;
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addRuleset(ruleset);
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}
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}
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private void loadUserRulesets(Storage rulesetStorage)
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{
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var rulesets = rulesetStorage.GetFiles(@".", @$"{ruleset_library_prefix}.*.dll");
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foreach (string? ruleset in rulesets.Where(f => !f.Contains(@"Tests")))
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loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset));
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}
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private void loadFromDisk()
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{
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try
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{
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string[] files = Directory.GetFiles(RuntimeInfo.StartupDirectory, @$"{ruleset_library_prefix}.*.dll");
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foreach (string file in files.Where(f => !Path.GetFileName(f).Contains("Tests")))
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loadRulesetFromFile(file);
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Could not load rulesets from directory {RuntimeInfo.StartupDirectory}");
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}
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}
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private void loadRulesetFromFile(string file)
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{
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string? filename = Path.GetFileNameWithoutExtension(file);
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if (loadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
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return;
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try
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{
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addRuleset(Assembly.LoadFrom(file));
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Failed to load ruleset {filename}");
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}
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}
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private void addRuleset(Assembly assembly)
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{
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if (loadedAssemblies.ContainsKey(assembly))
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return;
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// the same assembly may be loaded twice in the same AppDomain (currently a thing in certain Rider versions https://youtrack.jetbrains.com/issue/RIDER-48799).
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// as a failsafe, also compare by FullName.
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if (loadedAssemblies.Any(a => a.Key.FullName == assembly.FullName))
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return;
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try
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{
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loadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Failed to add ruleset {assembly}");
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly;
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}
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}
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}
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