1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-19 02:22:56 +08:00
osu-lazer/osu.Game/Database/RealmAccess.cs
2022-10-28 13:20:58 +09:00

1088 lines
48 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.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Linq.Expressions;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Development;
using osu.Framework.Extensions;
using osu.Framework.Input.Bindings;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Statistics;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Models;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Skinning;
using Realms;
using Realms.Exceptions;
namespace osu.Game.Database
{
/// <summary>
/// A factory which provides safe access to the realm storage backend.
/// </summary>
public class RealmAccess : IDisposable
{
private readonly Storage storage;
/// <summary>
/// The filename of this realm.
/// </summary>
public readonly string Filename;
private readonly SynchronizationContext? updateThreadSyncContext;
/// <summary>
/// Version history:
/// 6 ~2021-10-18 First tracked version.
/// 7 2021-10-18 Changed OnlineID fields to non-nullable to add indexing support.
/// 8 2021-10-29 Rebind scroll adjust keys to not have control modifier.
/// 9 2021-11-04 Converted BeatmapMetadata.Author from string to RealmUser.
/// 10 2021-11-22 Use ShortName instead of RulesetID for ruleset settings.
/// 11 2021-11-22 Use ShortName instead of RulesetID for ruleset key bindings.
/// 12 2021-11-24 Add Status to RealmBeatmapSet.
/// 13 2022-01-13 Final migration of beatmaps and scores to realm (multiple new storage fields).
/// 14 2022-03-01 Added BeatmapUserSettings to BeatmapInfo.
/// 15 2022-07-13 Added LastPlayed to BeatmapInfo.
/// 16 2022-07-15 Removed HasReplay from ScoreInfo.
/// 17 2022-07-16 Added CountryCode to RealmUser.
/// 18 2022-07-19 Added OnlineMD5Hash and LastOnlineUpdate to BeatmapInfo.
/// 19 2022-07-19 Added DateSubmitted and DateRanked to BeatmapSetInfo.
/// 20 2022-07-21 Added LastAppliedDifficultyVersion to RulesetInfo, changed default value of BeatmapInfo.StarRating to -1.
/// 21 2022-07-27 Migrate collections to realm (BeatmapCollection).
/// 22 2022-07-31 Added ModPreset.
/// 23 2022-08-01 Added LastLocalUpdate to BeatmapInfo.
/// 24 2022-08-22 Added MaximumStatistics to ScoreInfo.
/// 25 2022-09-18 Remove skins to add with new naming.
/// </summary>
private const int schema_version = 25;
/// <summary>
/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking realm retrieval during blocking periods.
/// </summary>
private readonly SemaphoreSlim realmRetrievalLock = new SemaphoreSlim(1);
/// <summary>
/// <c>true</c> when the current thread has already entered the <see cref="realmRetrievalLock"/>.
/// </summary>
private readonly ThreadLocal<bool> currentThreadHasRealmRetrievalLock = new ThreadLocal<bool>();
/// <summary>
/// Holds a map of functions registered via <see cref="RegisterCustomSubscription"/> and <see cref="RegisterForNotifications{T}"/> and a coinciding action which when triggered,
/// will unregister the subscription from realm.
///
/// Put another way, the key is an action which registers the subscription with realm. The returned <see cref="IDisposable"/> from the action is stored as the value and only
/// used internally.
///
/// Entries in this dictionary are only removed when a consumer signals that the subscription should be permanently ceased (via their own <see cref="IDisposable"/>).
/// </summary>
private readonly Dictionary<Func<Realm, IDisposable?>, IDisposable?> customSubscriptionsResetMap = new Dictionary<Func<Realm, IDisposable?>, IDisposable?>();
/// <summary>
/// Holds a map of functions registered via <see cref="RegisterForNotifications{T}"/> and a coinciding action which when triggered,
/// fires a change set event with an empty collection. This is used to inform subscribers when the main realm instance gets recycled, and ensure they don't use invalidated
/// managed realm objects from a previous firing.
/// </summary>
private readonly Dictionary<Func<Realm, IDisposable?>, Action> notificationsResetMap = new Dictionary<Func<Realm, IDisposable?>, Action>();
private static readonly GlobalStatistic<int> realm_instances_created = GlobalStatistics.Get<int>(@"Realm", @"Instances (Created)");
private static readonly GlobalStatistic<int> total_subscriptions = GlobalStatistics.Get<int>(@"Realm", @"Subscriptions");
private static readonly GlobalStatistic<int> total_reads_update = GlobalStatistics.Get<int>(@"Realm", @"Reads (Update)");
private static readonly GlobalStatistic<int> total_reads_async = GlobalStatistics.Get<int>(@"Realm", @"Reads (Async)");
private static readonly GlobalStatistic<int> total_writes_update = GlobalStatistics.Get<int>(@"Realm", @"Writes (Update)");
private static readonly GlobalStatistic<int> total_writes_async = GlobalStatistics.Get<int>(@"Realm", @"Writes (Async)");
private Realm? updateRealm;
/// <summary>
/// Tracks whether a realm was ever fetched from this instance.
/// After a fetch occurs, blocking operations will be guaranteed to restore any subscriptions.
/// </summary>
private bool hasInitialisedOnce;
private bool isSendingNotificationResetEvents;
public Realm Realm => ensureUpdateRealm();
private const string realm_extension = @".realm";
private Realm ensureUpdateRealm()
{
if (isSendingNotificationResetEvents)
throw new InvalidOperationException("Cannot retrieve a realm context from a notification callback during a blocking operation.");
if (!ThreadSafety.IsUpdateThread)
throw new InvalidOperationException(@$"Use {nameof(getRealmInstance)} when performing realm operations from a non-update thread");
if (updateRealm == null)
{
updateRealm = getRealmInstance();
hasInitialisedOnce = true;
Logger.Log(@$"Opened realm ""{updateRealm.Config.DatabasePath}"" at version {updateRealm.Config.SchemaVersion}");
// Resubscribe any subscriptions
foreach (var action in customSubscriptionsResetMap.Keys.ToArray())
registerSubscription(action);
}
Debug.Assert(updateRealm != null);
return updateRealm;
}
internal static bool CurrentThreadSubscriptionsAllowed => current_thread_subscriptions_allowed.Value;
private static readonly ThreadLocal<bool> current_thread_subscriptions_allowed = new ThreadLocal<bool>();
/// <summary>
/// Construct a new instance.
/// </summary>
/// <param name="storage">The game storage which will be used to create the realm backing file.</param>
/// <param name="filename">The filename to use for the realm backing file. A ".realm" extension will be added automatically if not specified.</param>
/// <param name="updateThread">The game update thread, used to post realm operations into a thread-safe context.</param>
public RealmAccess(Storage storage, string filename, GameThread? updateThread = null)
{
this.storage = storage;
updateThreadSyncContext = updateThread?.SynchronizationContext ?? SynchronizationContext.Current;
Filename = filename;
if (!Filename.EndsWith(realm_extension, StringComparison.Ordinal))
Filename += realm_extension;
#if DEBUG
if (!DebugUtils.IsNUnitRunning)
applyFilenameSchemaSuffix(ref Filename);
#endif
string newerVersionFilename = $"{Filename.Replace(realm_extension, string.Empty)}_newer_version{realm_extension}";
// Attempt to recover a newer database version if available.
if (storage.Exists(newerVersionFilename))
{
Logger.Log(@"A newer realm database has been found, attempting recovery...", LoggingTarget.Database);
attemptRecoverFromFile(newerVersionFilename);
}
try
{
// This method triggers the first `getRealmInstance` call, which will implicitly run realm migrations and bring the schema up-to-date.
cleanupPendingDeletions();
}
catch (Exception e)
{
// See https://github.com/realm/realm-core/blob/master/src%2Frealm%2Fobject-store%2Fobject_store.cpp#L1016-L1022
// This is the best way we can detect a schema version downgrade.
if (e.Message.StartsWith(@"Provided schema version", StringComparison.Ordinal))
{
Logger.Error(e, "Your local database is too new to work with this version of osu!. Please close osu! and install the latest release to recover your data.");
// If a newer version database already exists, don't backup again. We can presume that the first backup is the one we care about.
if (!storage.Exists(newerVersionFilename))
createBackup(newerVersionFilename);
storage.Delete(Filename);
}
else
{
Logger.Error(e, "Realm startup failed with unrecoverable error; starting with a fresh database. A backup of your database has been made.");
createBackup($"{Filename.Replace(realm_extension, string.Empty)}_{DateTimeOffset.UtcNow.ToUnixTimeSeconds()}_corrupt{realm_extension}");
storage.Delete(Filename);
}
cleanupPendingDeletions();
}
}
/// <summary>
/// Some developers may be annoyed if a newer version migration (ie. caused by testing a pull request)
/// cause their test database to be unusable with previous versions.
/// To get around this, store development databases against their realm version.
/// Note that this means changes made on newer realm versions will disappear.
/// </summary>
private void applyFilenameSchemaSuffix(ref string filename)
{
string originalFilename = filename;
filename = getVersionedFilename(schema_version);
// First check if the current realm version already exists...
if (storage.Exists(filename))
return;
// Check for a previous version we can use as a base database to migrate from...
for (int i = schema_version - 1; i >= 0; i--)
{
string previousFilename = getVersionedFilename(i);
if (storage.Exists(previousFilename))
{
copyPreviousVersion(previousFilename, filename);
return;
}
}
// Finally, check for a non-versioned file exists (aka before this method was added)...
if (storage.Exists(originalFilename))
copyPreviousVersion(originalFilename, filename);
void copyPreviousVersion(string previousFilename, string newFilename)
{
using (var previous = storage.GetStream(previousFilename))
using (var current = storage.CreateFileSafely(newFilename))
{
Logger.Log(@$"Copying previous realm database {previousFilename} to {newFilename} for migration to schema version {schema_version}");
previous.CopyTo(current);
}
}
string getVersionedFilename(int version) => originalFilename.Replace(realm_extension, $"_{version}{realm_extension}");
}
private void attemptRecoverFromFile(string recoveryFilename)
{
Logger.Log($@"Performing recovery from {recoveryFilename}", LoggingTarget.Database);
// First check the user hasn't started to use the database that is in place..
try
{
using (var realm = Realm.GetInstance(getConfiguration()))
{
if (realm.All<ScoreInfo>().Any())
{
Logger.Log(@"Recovery aborted as the existing database has scores set already.", LoggingTarget.Database);
Logger.Log($@"To perform recovery, delete {OsuGameBase.CLIENT_DATABASE_FILENAME} while osu! is not running.", LoggingTarget.Database);
return;
}
}
}
catch
{
// Even if reading the in place database fails, still attempt to recover.
}
// Then check that the database we are about to attempt recovery can actually be recovered on this version..
try
{
using (Realm.GetInstance(getConfiguration(recoveryFilename)))
{
// Don't need to do anything, just check that opening the realm works correctly.
}
}
catch
{
Logger.Log(@"Recovery aborted as the newer version could not be loaded by this osu! version.", LoggingTarget.Database);
return;
}
// For extra safety, also store the temporarily-used database which we are about to replace.
createBackup($"{Filename.Replace(realm_extension, string.Empty)}_{DateTimeOffset.UtcNow.ToUnixTimeSeconds()}_newer_version_before_recovery{realm_extension}");
storage.Delete(Filename);
using (var inputStream = storage.GetStream(recoveryFilename))
using (var outputStream = storage.CreateFileSafely(Filename))
inputStream.CopyTo(outputStream);
storage.Delete(recoveryFilename);
Logger.Log(@"Recovery complete!", LoggingTarget.Database);
}
private void cleanupPendingDeletions()
{
using (var realm = getRealmInstance())
using (var transaction = realm.BeginWrite())
{
var pendingDeleteScores = realm.All<ScoreInfo>().Where(s => s.DeletePending);
foreach (var score in pendingDeleteScores)
realm.Remove(score);
var pendingDeleteSets = realm.All<BeatmapSetInfo>().Where(s => s.DeletePending);
foreach (var beatmapSet in pendingDeleteSets)
{
foreach (var beatmap in beatmapSet.Beatmaps)
{
// Cascade delete related scores, else they will have a null beatmap against the model's spec.
foreach (var score in beatmap.Scores)
realm.Remove(score);
realm.Remove(beatmap.Metadata);
realm.Remove(beatmap);
}
realm.Remove(beatmapSet);
}
var pendingDeleteSkins = realm.All<SkinInfo>().Where(s => s.DeletePending);
foreach (var s in pendingDeleteSkins)
realm.Remove(s);
var pendingDeletePresets = realm.All<ModPreset>().Where(s => s.DeletePending);
foreach (var s in pendingDeletePresets)
realm.Remove(s);
transaction.Commit();
}
// clean up files after dropping any pending deletions.
// in the future we may want to only do this when the game is idle, rather than on every startup.
new RealmFileStore(this, storage).Cleanup();
}
/// <summary>
/// Compact this realm.
/// </summary>
/// <returns></returns>
public bool Compact()
{
try
{
return Realm.Compact(getConfiguration());
}
// Catch can be removed along with entity framework. Is specifically to allow a failure message to arrive to the user (see similar catches in EFToRealmMigrator).
catch (AggregateException ae) when (RuntimeInfo.OS == RuntimeInfo.Platform.macOS && ae.Flatten().InnerException is TypeInitializationException)
{
return true;
}
}
/// <summary>
/// Run work on realm with a return value.
/// </summary>
/// <param name="action">The work to run.</param>
/// <typeparam name="T">The return type.</typeparam>
public T Run<T>(Func<Realm, T> action)
{
if (ThreadSafety.IsUpdateThread)
{
total_reads_update.Value++;
return action(Realm);
}
total_reads_async.Value++;
using (var realm = getRealmInstance())
return action(realm);
}
/// <summary>
/// Run work on realm.
/// </summary>
/// <param name="action">The work to run.</param>
public void Run(Action<Realm> action)
{
if (ThreadSafety.IsUpdateThread)
{
total_reads_update.Value++;
action(Realm);
}
else
{
total_reads_async.Value++;
using (var realm = getRealmInstance())
action(realm);
}
}
/// <summary>
/// Write changes to realm.
/// </summary>
/// <param name="action">The work to run.</param>
public T Write<T>(Func<Realm, T> action)
{
if (ThreadSafety.IsUpdateThread)
{
total_writes_update.Value++;
return Realm.Write(action);
}
else
{
total_writes_async.Value++;
using (var realm = getRealmInstance())
return realm.Write(action);
}
}
/// <summary>
/// Write changes to realm.
/// </summary>
/// <param name="action">The work to run.</param>
public void Write(Action<Realm> action)
{
if (ThreadSafety.IsUpdateThread)
{
total_writes_update.Value++;
Realm.Write(action);
}
else
{
total_writes_async.Value++;
using (var realm = getRealmInstance())
realm.Write(action);
}
}
private readonly CountdownEvent pendingAsyncWrites = new CountdownEvent(0);
/// <summary>
/// Write changes to realm asynchronously, guaranteeing order of execution.
/// </summary>
/// <param name="action">The work to run.</param>
public Task WriteAsync(Action<Realm> action)
{
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmAccess));
// Required to ensure the write is tracked and accounted for before disposal.
// Can potentially be avoided if we have a need to do so in the future.
if (!ThreadSafety.IsUpdateThread)
throw new InvalidOperationException(@$"{nameof(WriteAsync)} must be called from the update thread.");
// CountdownEvent will fail if already at zero.
if (!pendingAsyncWrites.TryAddCount())
pendingAsyncWrites.Reset(1);
// Regardless of calling Realm.GetInstance or Realm.GetInstanceAsync, there is a blocking overhead on retrieval.
// Adding a forced Task.Run resolves this.
var writeTask = Task.Run(async () =>
{
total_writes_async.Value++;
// Not attempting to use Realm.GetInstanceAsync as there's seemingly no benefit to us (for now) and it adds complexity due to locking
// concerns in getRealmInstance(). On a quick check, it looks to be more suited to cases where realm is connecting to an online sync
// server, which we don't use. May want to report upstream or revisit in the future.
using (var realm = getRealmInstance())
// ReSharper disable once AccessToDisposedClosure (WriteAsync should be marked as [InstantHandle]).
await realm.WriteAsync(() => action(realm));
pendingAsyncWrites.Signal();
});
return writeTask;
}
/// <summary>
/// Subscribe to a realm collection and begin watching for asynchronous changes.
/// </summary>
/// <remarks>
/// This adds osu! specific thread and managed state safety checks on top of <see cref="IRealmCollection{T}.SubscribeForNotifications"/>.
///
/// In addition to the documented realm behaviour, we have the additional requirement of handling subscriptions over potential realm instance recycle.
/// When this happens, callback events will be automatically fired:
/// - On recycle start, a callback with an empty collection and <c>null</c> <see cref="ChangeSet"/> will be invoked.
/// - On recycle end, a standard initial realm callback will arrive, with <c>null</c> <see cref="ChangeSet"/> and an up-to-date collection.
/// </remarks>
/// <param name="query">The <see cref="IQueryable{T}"/> to observe for changes.</param>
/// <typeparam name="T">Type of the elements in the list.</typeparam>
/// <param name="callback">The callback to be invoked with the updated <see cref="IRealmCollection{T}"/>.</param>
/// <returns>
/// A subscription token. It must be kept alive for as long as you want to receive change notifications.
/// To stop receiving notifications, call <see cref="IDisposable.Dispose"/>.
/// </returns>
/// <seealso cref="IRealmCollection{T}.SubscribeForNotifications"/>
public IDisposable RegisterForNotifications<T>(Func<Realm, IQueryable<T>> query, NotificationCallbackDelegate<T> callback)
where T : RealmObjectBase
{
Func<Realm, IDisposable?> action = realm => query(realm).QueryAsyncWithNotifications(callback);
lock (notificationsResetMap)
{
// Store an action which is used when blocking to ensure consumers don't use results of a stale changeset firing.
notificationsResetMap.Add(action, () => callback(new EmptyRealmSet<T>(), null, null));
}
return RegisterCustomSubscription(action);
}
/// <summary>
/// Subscribe to the property of a realm object to watch for changes.
/// </summary>
/// <remarks>
/// On subscribing, unless the <paramref name="modelAccessor"/> does not match an object, an initial invocation of <paramref name="onChanged"/> will occur immediately.
/// Further invocations will occur when the value changes, but may also fire on a realm recycle with no actual value change.
/// </remarks>
/// <param name="modelAccessor">A function to retrieve the relevant model from realm.</param>
/// <param name="propertyLookup">A function to traverse to the relevant property from the model.</param>
/// <param name="onChanged">A function to be invoked when a change of value occurs.</param>
/// <typeparam name="TModel">The type of the model.</typeparam>
/// <typeparam name="TProperty">The type of the property to be watched.</typeparam>
/// <returns>
/// A subscription token. It must be kept alive for as long as you want to receive change notifications.
/// To stop receiving notifications, call <see cref="IDisposable.Dispose"/>.
/// </returns>
public IDisposable SubscribeToPropertyChanged<TModel, TProperty>(Func<Realm, TModel?> modelAccessor, Expression<Func<TModel, TProperty>> propertyLookup, Action<TProperty> onChanged)
where TModel : RealmObjectBase
{
return RegisterCustomSubscription(_ =>
{
string propertyName = getMemberName(propertyLookup);
var model = Run(modelAccessor);
var propLookupCompiled = propertyLookup.Compile();
if (model == null)
return null;
model.PropertyChanged += onPropertyChanged;
// Update initial value immediately.
onChanged(propLookupCompiled(model));
return new InvokeOnDisposal(() => model.PropertyChanged -= onPropertyChanged);
void onPropertyChanged(object sender, PropertyChangedEventArgs args)
{
if (args.PropertyName == propertyName)
onChanged(propLookupCompiled(model));
}
});
static string getMemberName(Expression<Func<TModel, TProperty>> expression)
{
if (!(expression is LambdaExpression lambda))
throw new ArgumentException("Outermost expression must be a lambda expression", nameof(expression));
if (!(lambda.Body is MemberExpression memberExpression))
throw new ArgumentException("Lambda body must be a member access expression", nameof(expression));
// TODO: nested access can be supported, with more iteration here
// (need to iteratively soft-cast `memberExpression.Expression` into `MemberExpression`s until `lambda.Parameters[0]` is hit)
if (memberExpression.Expression != lambda.Parameters[0])
throw new ArgumentException("Nested access expressions are not supported", nameof(expression));
return memberExpression.Member.Name;
}
}
/// <summary>
/// Run work on realm that will be run every time the update thread realm instance gets recycled.
/// </summary>
/// <param name="action">The work to run. Return value should be an <see cref="IDisposable"/> from QueryAsyncWithNotifications, or an <see cref="InvokeOnDisposal"/> to clean up any bindings.</param>
/// <returns>An <see cref="IDisposable"/> which should be disposed to unsubscribe any inner subscription.</returns>
public IDisposable RegisterCustomSubscription(Func<Realm, IDisposable?> action)
{
if (updateThreadSyncContext == null)
throw new InvalidOperationException("Attempted to register a realm subscription before update thread registration.");
total_subscriptions.Value++;
if (ThreadSafety.IsUpdateThread)
updateThreadSyncContext.Send(_ => registerSubscription(action), null);
else
updateThreadSyncContext.Post(_ => registerSubscription(action), null);
// This token is returned to the consumer.
// When disposed, it will cause the registration to be permanently ceased (unsubscribed with realm and unregistered by this class).
return new InvokeOnDisposal(() =>
{
if (ThreadSafety.IsUpdateThread)
updateThreadSyncContext.Send(_ => unsubscribe(), null);
else
updateThreadSyncContext.Post(_ => unsubscribe(), null);
void unsubscribe()
{
if (customSubscriptionsResetMap.TryGetValue(action, out var unsubscriptionAction))
{
unsubscriptionAction?.Dispose();
customSubscriptionsResetMap.Remove(action);
lock (notificationsResetMap)
{
notificationsResetMap.Remove(action);
}
total_subscriptions.Value--;
}
}
});
}
private void registerSubscription(Func<Realm, IDisposable?> action)
{
Debug.Assert(ThreadSafety.IsUpdateThread);
// Retrieve realm instance outside of flag update to ensure that the instance is retrieved,
// as attempting to access it inside the subscription if it's not constructed would lead to
// cyclic invocations of the subscription callback.
var realm = Realm;
Debug.Assert(!customSubscriptionsResetMap.TryGetValue(action, out var found) || found == null);
current_thread_subscriptions_allowed.Value = true;
customSubscriptionsResetMap[action] = action(realm);
current_thread_subscriptions_allowed.Value = false;
}
private Realm getRealmInstance()
{
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmAccess));
bool tookSemaphoreLock = false;
try
{
// Ensure that the thread that currently has the `realmRetrievalLock` can retrieve nested contexts and not deadlock on itself.
if (!currentThreadHasRealmRetrievalLock.Value)
{
realmRetrievalLock.Wait();
currentThreadHasRealmRetrievalLock.Value = true;
tookSemaphoreLock = true;
}
else
{
// the semaphore is used to handle blocking of all realm retrieval during certain periods.
// once the semaphore has been taken by this code section, it is safe to retrieve further realm instances on the same thread.
// this can happen if a realm subscription is active and triggers a callback which has user code that calls `Run`.
}
realm_instances_created.Value++;
return Realm.GetInstance(getConfiguration());
}
// Catch can be removed along with entity framework. Is specifically to allow a failure message to arrive to the user (see similar catches in EFToRealmMigrator).
catch (AggregateException ae) when (RuntimeInfo.OS == RuntimeInfo.Platform.macOS && ae.Flatten().InnerException is TypeInitializationException)
{
return Realm.GetInstance();
}
finally
{
if (tookSemaphoreLock)
{
realmRetrievalLock.Release();
currentThreadHasRealmRetrievalLock.Value = false;
}
}
}
private RealmConfiguration getConfiguration(string? filename = null)
{
// This is currently the only usage of temporary files at the osu! side.
// If we use the temporary folder in more situations in the future, this should be moved to a higher level (helper method or OsuGameBase).
string tempPathLocation = Path.Combine(Path.GetTempPath(), @"lazer");
if (!Directory.Exists(tempPathLocation))
Directory.CreateDirectory(tempPathLocation);
return new RealmConfiguration(storage.GetFullPath(filename ?? Filename, true))
{
SchemaVersion = schema_version,
MigrationCallback = onMigration,
FallbackPipePath = tempPathLocation,
};
}
private void onMigration(Migration migration, ulong lastSchemaVersion)
{
for (ulong i = lastSchemaVersion + 1; i <= schema_version; i++)
applyMigrationsForVersion(migration, i);
}
private void applyMigrationsForVersion(Migration migration, ulong targetVersion)
{
switch (targetVersion)
{
case 7:
convertOnlineIDs<BeatmapInfo>();
convertOnlineIDs<BeatmapSetInfo>();
convertOnlineIDs<RulesetInfo>();
void convertOnlineIDs<T>() where T : RealmObject
{
string className = getMappedOrOriginalName(typeof(T));
// version was not bumped when the beatmap/ruleset models were added
// therefore we must manually check for their presence to avoid throwing on the `DynamicApi` calls.
if (!migration.OldRealm.Schema.TryFindObjectSchema(className, out _))
return;
var oldItems = migration.OldRealm.DynamicApi.All(className);
var newItems = migration.NewRealm.DynamicApi.All(className);
int itemCount = newItems.Count();
for (int i = 0; i < itemCount; i++)
{
dynamic? oldItem = oldItems.ElementAt(i);
dynamic? newItem = newItems.ElementAt(i);
long? nullableOnlineID = oldItem?.OnlineID;
newItem.OnlineID = (int)(nullableOnlineID ?? -1);
}
}
break;
case 8:
// Ctrl -/+ now adjusts UI scale so let's clear any bindings which overlap these combinations.
// New defaults will be populated by the key store afterwards.
var keyBindings = migration.NewRealm.All<RealmKeyBinding>();
var increaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.IncreaseScrollSpeed);
if (increaseSpeedBinding != null && increaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Plus }))
migration.NewRealm.Remove(increaseSpeedBinding);
var decreaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.DecreaseScrollSpeed);
if (decreaseSpeedBinding != null && decreaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Minus }))
migration.NewRealm.Remove(decreaseSpeedBinding);
break;
case 9:
// Pretty pointless to do this as beatmaps aren't really loaded via realm yet, but oh well.
string metadataClassName = getMappedOrOriginalName(typeof(BeatmapMetadata));
// May be coming from a version before `RealmBeatmapMetadata` existed.
if (!migration.OldRealm.Schema.TryFindObjectSchema(metadataClassName, out _))
return;
var oldMetadata = migration.OldRealm.DynamicApi.All(metadataClassName);
var newMetadata = migration.NewRealm.All<BeatmapMetadata>();
int metadataCount = newMetadata.Count();
for (int i = 0; i < metadataCount; i++)
{
dynamic? oldItem = oldMetadata.ElementAt(i);
var newItem = newMetadata.ElementAt(i);
string username = oldItem.Author;
newItem.Author = new RealmUser
{
Username = username
};
}
break;
case 10:
string rulesetSettingClassName = getMappedOrOriginalName(typeof(RealmRulesetSetting));
if (!migration.OldRealm.Schema.TryFindObjectSchema(rulesetSettingClassName, out _))
return;
var oldSettings = migration.OldRealm.DynamicApi.All(rulesetSettingClassName);
var newSettings = migration.NewRealm.All<RealmRulesetSetting>().ToList();
for (int i = 0; i < newSettings.Count; i++)
{
dynamic? oldItem = oldSettings.ElementAt(i);
var newItem = newSettings.ElementAt(i);
long rulesetId = oldItem.RulesetID;
string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId);
if (string.IsNullOrEmpty(rulesetName))
migration.NewRealm.Remove(newItem);
else
newItem.RulesetName = rulesetName;
}
break;
case 11:
string keyBindingClassName = getMappedOrOriginalName(typeof(RealmKeyBinding));
if (!migration.OldRealm.Schema.TryFindObjectSchema(keyBindingClassName, out _))
return;
var oldKeyBindings = migration.OldRealm.DynamicApi.All(keyBindingClassName);
var newKeyBindings = migration.NewRealm.All<RealmKeyBinding>().ToList();
for (int i = 0; i < newKeyBindings.Count; i++)
{
dynamic? oldItem = oldKeyBindings.ElementAt(i);
var newItem = newKeyBindings.ElementAt(i);
if (oldItem.RulesetID == null)
continue;
long rulesetId = oldItem.RulesetID;
string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId);
if (string.IsNullOrEmpty(rulesetName))
migration.NewRealm.Remove(newItem);
else
newItem.RulesetName = rulesetName;
}
break;
case 14:
foreach (var beatmap in migration.NewRealm.All<BeatmapInfo>())
beatmap.UserSettings = new BeatmapUserSettings();
break;
case 20:
// As we now have versioned difficulty calculations, let's reset
// all star ratings and have `BackgroundBeatmapProcessor` recalculate them.
foreach (var beatmap in migration.NewRealm.All<BeatmapInfo>())
beatmap.StarRating = -1;
break;
case 21:
// Migrate collections from external file to inside realm.
// We use the "legacy" importer because that is how things were actually being saved out until now.
var legacyCollectionImporter = new LegacyCollectionImporter(this);
if (legacyCollectionImporter.GetAvailableCount(storage).GetResultSafely() > 0)
{
legacyCollectionImporter.ImportFromStorage(storage).ContinueWith(_ => storage.Move("collection.db", "collection.db.migrated"));
}
break;
case 25:
// Remove the default skins so they can be added back by SkinManager with updated naming.
migration.NewRealm.RemoveRange(migration.NewRealm.All<SkinInfo>().Where(s => s.Protected));
break;
}
}
private string? getRulesetShortNameFromLegacyID(long rulesetId)
{
try
{
return new APIBeatmap.APIRuleset { OnlineID = (int)rulesetId }.ShortName;
}
catch
{
return null;
}
}
/// <summary>
/// Create a full realm backup.
/// </summary>
/// <param name="backupFilename">The filename for the backup.</param>
public void CreateBackup(string backupFilename)
{
if (realmRetrievalLock.CurrentCount != 0)
throw new InvalidOperationException($"Call {nameof(BlockAllOperations)} before creating a backup.");
createBackup(backupFilename);
}
private void createBackup(string backupFilename)
{
Logger.Log($"Creating full realm database backup at {backupFilename}", LoggingTarget.Database);
int attempts = 10;
while (attempts-- > 0)
{
try
{
using (var source = storage.GetStream(Filename, mode: FileMode.Open))
{
// source may not exist.
if (source == null)
return;
using (var destination = storage.GetStream(backupFilename, FileAccess.Write, FileMode.CreateNew))
source.CopyTo(destination);
}
return;
}
catch (IOException)
{
// file may be locked during use.
Thread.Sleep(500);
}
}
}
/// <summary>
/// Flush any active realm instances and block any further writes.
/// </summary>
/// <remarks>
/// This should be used in places we need to ensure no ongoing reads/writes are occurring with realm.
/// ie. to move the realm backing file to a new location.
/// </remarks>
/// <param name="reason">The reason for blocking. Used for logging purposes.</param>
/// <returns>An <see cref="IDisposable"/> which should be disposed to end the blocking section.</returns>
public IDisposable BlockAllOperations(string reason)
{
Logger.Log($@"Attempting to block all realm operations for {reason}.", LoggingTarget.Database);
if (!ThreadSafety.IsUpdateThread)
throw new InvalidOperationException(@$"{nameof(BlockAllOperations)} must be called from the update thread.");
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmAccess));
SynchronizationContext? syncContext = null;
try
{
realmRetrievalLock.Wait();
if (hasInitialisedOnce)
{
syncContext = SynchronizationContext.Current;
// Before disposing the update context, clean up all subscriptions.
// Note that in the case of realm notification subscriptions, this is not really required (they will be cleaned up by disposal).
// In the case of custom subscriptions, we want them to fire before the update realm is disposed in case they do any follow-up work.
foreach (var action in customSubscriptionsResetMap.ToArray())
{
action.Value?.Dispose();
customSubscriptionsResetMap[action.Key] = null;
}
updateRealm?.Dispose();
updateRealm = null;
}
Logger.Log(@"Lock acquired for blocking operations", LoggingTarget.Database);
const int sleep_length = 200;
int timeSpent = 0;
try
{
// see https://github.com/realm/realm-dotnet/discussions/2657
while (!Compact())
{
Thread.Sleep(sleep_length);
timeSpent += sleep_length;
if (timeSpent > 5000)
throw new TimeoutException($@"Realm compact failed after {timeSpent / sleep_length} attempts over {timeSpent / 1000} seconds");
}
}
catch (RealmException e)
{
// Compact may fail if the realm is in a bad state.
// We still want to continue with the blocking operation, though.
Logger.Log($"Realm compact failed with error {e}", LoggingTarget.Database);
}
Logger.Log(@"Realm usage isolated via compact", LoggingTarget.Database);
// In order to ensure events arrive in the correct order, these *must* be fired post disposal of the update realm,
// and must be posted to the synchronization context.
// This is because realm may fire event callbacks between the `unregisterAllSubscriptions` and `updateRealm.Dispose`
// calls above.
syncContext?.Send(_ =>
{
// Flag ensures that we don't get in a deadlocked scenario due to a callback attempting to access `RealmAccess.Realm` or `RealmAccess.Run`
// and hitting `realmRetrievalLock` a second time. Generally such usages should not exist, and as such we throw when an attempt is made
// to use in this fashion.
isSendingNotificationResetEvents = true;
try
{
lock (notificationsResetMap)
{
foreach (var action in notificationsResetMap.Values)
action();
}
}
finally
{
isSendingNotificationResetEvents = false;
}
}, null);
}
catch
{
restoreOperation();
throw;
}
return new InvokeOnDisposal(restoreOperation);
void restoreOperation()
{
// Release of lock needs to happen here rather than on the update thread, as there may be another
// operation already blocking the update thread waiting for the blocking operation to complete.
Logger.Log(@"Restoring realm operations.", LoggingTarget.Database);
realmRetrievalLock.Release();
if (syncContext == null) return;
ManualResetEventSlim updateRealmReestablished = new ManualResetEventSlim();
// Post back to the update thread to revive any subscriptions.
// In the case we are on the update thread, let's also require this to run synchronously.
// This requirement is mostly due to test coverage, but shouldn't cause any harm.
if (ThreadSafety.IsUpdateThread)
{
syncContext.Send(_ =>
{
ensureUpdateRealm();
updateRealmReestablished.Set();
}, null);
}
else
{
syncContext.Post(_ =>
{
ensureUpdateRealm();
updateRealmReestablished.Set();
}, null);
}
// Wait for the post to complete to ensure a second `Migrate` operation doesn't start in the mean time.
// This is important to ensure `ensureUpdateRealm` is run before another blocking migration operation starts.
if (!updateRealmReestablished.Wait(10000))
throw new TimeoutException(@"Reestablishing update realm after block took too long");
}
}
// https://github.com/realm/realm-dotnet/blob/32f4ebcc88b3e80a3b254412665340cd9f3bd6b5/Realm/Realm/Extensions/ReflectionExtensions.cs#L46
private static string getMappedOrOriginalName(MemberInfo member) => member.GetCustomAttribute<MapToAttribute>()?.Mapping ?? member.Name;
private bool isDisposed;
public void Dispose()
{
if (!pendingAsyncWrites.Wait(10000))
Logger.Log("Realm took too long waiting on pending async writes", level: LogLevel.Error);
updateRealm?.Dispose();
if (!isDisposed)
{
// intentionally block realm retrieval indefinitely. this ensures that nothing can start consuming a new instance after disposal.
realmRetrievalLock.Wait();
realmRetrievalLock.Dispose();
isDisposed = true;
}
}
}
}