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93b5aec23e
* `RealmRulesetSetting` was added in 2021.916.0. * `RealmKeyBinding` was added in 2021.703.0. Attempting to upgrade from older releases than the above would cause migrations up to schema versions 10 and 11 to fail.
442 lines
17 KiB
C#
442 lines
17 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.Linq;
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using System.Reflection;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Development;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Statistics;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Models;
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using osu.Game.Stores;
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using Realms;
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#nullable enable
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namespace osu.Game.Database
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{
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/// <summary>
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/// A factory which provides both the main (update thread bound) realm context and creates contexts for async usage.
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/// </summary>
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public class RealmContextFactory : IDisposable, IRealmFactory
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{
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private readonly Storage storage;
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/// <summary>
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/// The filename of this realm.
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/// </summary>
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public readonly string Filename;
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private readonly IDatabaseContextFactory? efContextFactory;
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/// <summary>
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/// Version history:
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/// 6 ~2021-10-18 First tracked version.
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/// 7 2021-10-18 Changed OnlineID fields to non-nullable to add indexing support.
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/// 8 2021-10-29 Rebind scroll adjust keys to not have control modifier.
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/// 9 2021-11-04 Converted BeatmapMetadata.Author from string to RealmUser.
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/// 10 2021-11-22 Use ShortName instead of RulesetID for ruleset settings.
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/// 11 2021-11-22 Use ShortName instead of RulesetID for ruleset key bindings.
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/// 12 2021-11-24 Add Status to RealmBeatmapSet.
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/// </summary>
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private const int schema_version = 12;
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/// <summary>
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/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking context creation during blocking periods.
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/// </summary>
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private readonly SemaphoreSlim contextCreationLock = new SemaphoreSlim(1);
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private static readonly GlobalStatistic<int> refreshes = GlobalStatistics.Get<int>(@"Realm", @"Dirty Refreshes");
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private static readonly GlobalStatistic<int> contexts_created = GlobalStatistics.Get<int>(@"Realm", @"Contexts (Created)");
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private readonly object contextLock = new object();
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private Realm? context;
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public Realm Context
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{
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get
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{
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if (!ThreadSafety.IsUpdateThread)
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throw new InvalidOperationException(@$"Use {nameof(CreateContext)} when performing realm operations from a non-update thread");
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lock (contextLock)
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{
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if (context == null)
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{
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context = CreateContext();
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Logger.Log(@$"Opened realm ""{context.Config.DatabasePath}"" at version {context.Config.SchemaVersion}");
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}
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// creating a context will ensure our schema is up-to-date and migrated.
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return context;
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}
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}
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}
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/// <summary>
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/// Construct a new instance of a realm context factory.
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/// </summary>
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/// <param name="storage">The game storage which will be used to create the realm backing file.</param>
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/// <param name="filename">The filename to use for the realm backing file. A ".realm" extension will be added automatically if not specified.</param>
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/// <param name="efContextFactory">An EF factory used only for migration purposes.</param>
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public RealmContextFactory(Storage storage, string filename, IDatabaseContextFactory? efContextFactory = null)
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{
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this.storage = storage;
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this.efContextFactory = efContextFactory;
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Filename = filename;
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const string realm_extension = @".realm";
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if (!Filename.EndsWith(realm_extension, StringComparison.Ordinal))
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Filename += realm_extension;
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// This method triggers the first `CreateContext` call, which will implicitly run realm migrations and bring the schema up-to-date.
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cleanupPendingDeletions();
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// Data migration is handled separately from schema migrations.
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// This is required as the user may be initialising realm for the first time ever, which would result in no schema migrations running.
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migrateDataFromEF();
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}
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private void cleanupPendingDeletions()
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{
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using (var realm = CreateContext())
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using (var transaction = realm.BeginWrite())
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{
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var pendingDeleteSets = realm.All<RealmBeatmapSet>().Where(s => s.DeletePending);
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foreach (var s in pendingDeleteSets)
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{
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foreach (var b in s.Beatmaps)
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realm.Remove(b);
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realm.Remove(s);
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}
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transaction.Commit();
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}
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// clean up files after dropping any pending deletions.
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// in the future we may want to only do this when the game is idle, rather than on every startup.
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new RealmFileStore(this, storage).Cleanup();
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}
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/// <summary>
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/// Compact this realm.
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/// </summary>
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/// <returns></returns>
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public bool Compact() => Realm.Compact(getConfiguration());
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/// <summary>
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/// Perform a blocking refresh on the main realm context.
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/// </summary>
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public void Refresh()
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{
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lock (contextLock)
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{
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if (context?.Refresh() == true)
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refreshes.Value++;
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}
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}
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public Realm CreateContext()
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{
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if (isDisposed)
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throw new ObjectDisposedException(nameof(RealmContextFactory));
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try
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{
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contextCreationLock.Wait();
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contexts_created.Value++;
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return Realm.GetInstance(getConfiguration());
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}
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finally
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{
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contextCreationLock.Release();
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}
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}
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private RealmConfiguration getConfiguration()
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{
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return new RealmConfiguration(storage.GetFullPath(Filename, true))
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{
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SchemaVersion = schema_version,
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MigrationCallback = onMigration,
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};
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}
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private void migrateDataFromEF()
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{
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if (efContextFactory == null)
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return;
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using (var db = efContextFactory.GetForWrite())
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{
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// migrate ruleset settings. can be removed 20220315.
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var existingSettings = db.Context.DatabasedSetting;
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// previous entries in EF are removed post migration.
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if (!existingSettings.Any())
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return;
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using (var realm = CreateContext())
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using (var transaction = realm.BeginWrite())
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{
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// only migrate data if the realm database is empty.
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if (!realm.All<RealmRulesetSetting>().Any())
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{
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foreach (var dkb in existingSettings)
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{
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if (dkb.RulesetID == null)
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continue;
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string? shortName = getRulesetShortNameFromLegacyID(dkb.RulesetID.Value);
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if (string.IsNullOrEmpty(shortName))
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continue;
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realm.Add(new RealmRulesetSetting
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{
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Key = dkb.Key,
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Value = dkb.StringValue,
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RulesetName = shortName,
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Variant = dkb.Variant ?? 0,
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});
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}
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}
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db.Context.RemoveRange(existingSettings);
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transaction.Commit();
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}
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}
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}
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private void onMigration(Migration migration, ulong lastSchemaVersion)
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{
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for (ulong i = lastSchemaVersion + 1; i <= schema_version; i++)
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applyMigrationsForVersion(migration, i);
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}
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private void applyMigrationsForVersion(Migration migration, ulong targetVersion)
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{
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switch (targetVersion)
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{
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case 7:
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convertOnlineIDs<RealmBeatmap>();
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convertOnlineIDs<RealmBeatmapSet>();
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convertOnlineIDs<RealmRuleset>();
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void convertOnlineIDs<T>() where T : RealmObject
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{
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string className = getMappedOrOriginalName(typeof(T));
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// version was not bumped when the beatmap/ruleset models were added
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// therefore we must manually check for their presence to avoid throwing on the `DynamicApi` calls.
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if (!migration.OldRealm.Schema.TryFindObjectSchema(className, out _))
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return;
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var oldItems = migration.OldRealm.DynamicApi.All(className);
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var newItems = migration.NewRealm.DynamicApi.All(className);
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int itemCount = newItems.Count();
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for (int i = 0; i < itemCount; i++)
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{
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dynamic? oldItem = oldItems.ElementAt(i);
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dynamic? newItem = newItems.ElementAt(i);
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long? nullableOnlineID = oldItem?.OnlineID;
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newItem.OnlineID = (int)(nullableOnlineID ?? -1);
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}
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}
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break;
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case 8:
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// Ctrl -/+ now adjusts UI scale so let's clear any bindings which overlap these combinations.
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// New defaults will be populated by the key store afterwards.
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var keyBindings = migration.NewRealm.All<RealmKeyBinding>();
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var increaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.IncreaseScrollSpeed);
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if (increaseSpeedBinding != null && increaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Plus }))
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migration.NewRealm.Remove(increaseSpeedBinding);
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var decreaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.DecreaseScrollSpeed);
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if (decreaseSpeedBinding != null && decreaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Minus }))
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migration.NewRealm.Remove(decreaseSpeedBinding);
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break;
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case 9:
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// Pretty pointless to do this as beatmaps aren't really loaded via realm yet, but oh well.
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string metadataClassName = getMappedOrOriginalName(typeof(RealmBeatmapMetadata));
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// May be coming from a version before `RealmBeatmapMetadata` existed.
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if (!migration.OldRealm.Schema.TryFindObjectSchema(metadataClassName, out _))
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return;
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var oldMetadata = migration.OldRealm.DynamicApi.All(metadataClassName);
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var newMetadata = migration.NewRealm.All<RealmBeatmapMetadata>();
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int metadataCount = newMetadata.Count();
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for (int i = 0; i < metadataCount; i++)
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{
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dynamic? oldItem = oldMetadata.ElementAt(i);
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var newItem = newMetadata.ElementAt(i);
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string username = oldItem.Author;
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newItem.Author = new RealmUser
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{
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Username = username
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};
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}
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break;
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case 10:
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string rulesetSettingClassName = getMappedOrOriginalName(typeof(RealmRulesetSetting));
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if (!migration.OldRealm.Schema.TryFindObjectSchema(rulesetSettingClassName, out _))
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return;
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var oldSettings = migration.OldRealm.DynamicApi.All(rulesetSettingClassName);
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var newSettings = migration.NewRealm.All<RealmRulesetSetting>().ToList();
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for (int i = 0; i < newSettings.Count; i++)
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{
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dynamic? oldItem = oldSettings.ElementAt(i);
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var newItem = newSettings.ElementAt(i);
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long rulesetId = oldItem.RulesetID;
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string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId);
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if (string.IsNullOrEmpty(rulesetName))
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migration.NewRealm.Remove(newItem);
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else
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newItem.RulesetName = rulesetName;
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}
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break;
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case 11:
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string keyBindingClassName = getMappedOrOriginalName(typeof(RealmKeyBinding));
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if (!migration.OldRealm.Schema.TryFindObjectSchema(keyBindingClassName, out _))
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return;
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var oldKeyBindings = migration.OldRealm.DynamicApi.All(keyBindingClassName);
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var newKeyBindings = migration.NewRealm.All<RealmKeyBinding>().ToList();
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for (int i = 0; i < newKeyBindings.Count; i++)
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{
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dynamic? oldItem = oldKeyBindings.ElementAt(i);
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var newItem = newKeyBindings.ElementAt(i);
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if (oldItem.RulesetID == null)
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continue;
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long rulesetId = oldItem.RulesetID;
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string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId);
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if (string.IsNullOrEmpty(rulesetName))
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migration.NewRealm.Remove(newItem);
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else
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newItem.RulesetName = rulesetName;
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}
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break;
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}
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}
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private string? getRulesetShortNameFromLegacyID(long rulesetId) =>
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efContextFactory?.Get().RulesetInfo.FirstOrDefault(r => r.ID == rulesetId)?.ShortName;
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/// <summary>
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/// Flush any active contexts and block any further writes.
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/// </summary>
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/// <remarks>
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/// This should be used in places we need to ensure no ongoing reads/writes are occurring with realm.
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/// ie. to move the realm backing file to a new location.
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/// </remarks>
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/// <returns>An <see cref="IDisposable"/> which should be disposed to end the blocking section.</returns>
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public IDisposable BlockAllOperations()
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{
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if (isDisposed)
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throw new ObjectDisposedException(nameof(RealmContextFactory));
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if (!ThreadSafety.IsUpdateThread)
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throw new InvalidOperationException(@$"{nameof(BlockAllOperations)} must be called from the update thread.");
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Logger.Log(@"Blocking realm operations.", LoggingTarget.Database);
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try
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{
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contextCreationLock.Wait();
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lock (contextLock)
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{
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context?.Dispose();
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context = null;
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}
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const int sleep_length = 200;
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int timeout = 5000;
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// see https://github.com/realm/realm-dotnet/discussions/2657
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while (!Compact())
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{
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Thread.Sleep(sleep_length);
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timeout -= sleep_length;
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if (timeout < 0)
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throw new TimeoutException(@"Took too long to acquire lock");
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}
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}
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catch
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{
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contextCreationLock.Release();
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throw;
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}
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return new InvokeOnDisposal<RealmContextFactory>(this, factory =>
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{
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factory.contextCreationLock.Release();
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Logger.Log(@"Restoring realm operations.", LoggingTarget.Database);
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});
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}
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// https://github.com/realm/realm-dotnet/blob/32f4ebcc88b3e80a3b254412665340cd9f3bd6b5/Realm/Realm/Extensions/ReflectionExtensions.cs#L46
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private static string getMappedOrOriginalName(MemberInfo member) => member.GetCustomAttribute<MapToAttribute>()?.Mapping ?? member.Name;
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private bool isDisposed;
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public void Dispose()
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{
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lock (contextLock)
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{
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context?.Dispose();
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}
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if (!isDisposed)
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{
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// intentionally block context creation indefinitely. this ensures that nothing can start consuming a new context after disposal.
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contextCreationLock.Wait();
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contextCreationLock.Dispose();
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isDisposed = true;
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}
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}
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}
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}
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