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osu-lazer/osu.Game/Stores/BeatmapImporter.cs
Dean Herbert 93c78253d6 Add synchronous fetch flow to BeatmapOnlineLookupQueue
The async flow doesn't work great with the realm import process. We
might be able to improve on this going forward, but for the time being
adding a synchronous path seems safest.

After all, we are already an an asynchronous (dedicated) thread pool at
this point.
2022-01-13 16:36:54 +09:00

339 lines
14 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.IO;
using System.Linq;
using System.Threading;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;
using osu.Game.IO.Archives;
using osu.Game.Models;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Skinning;
using Realms;
#nullable enable
namespace osu.Game.Stores
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
[ExcludeFromDynamicCompile]
public abstract class BeatmapImporter : RealmArchiveModelManager<BeatmapSetInfo>, IDisposable
{
public override IEnumerable<string> HandledExtensions => new[] { ".osz" };
protected override string[] HashableFileTypes => new[] { ".osu" };
// protected override bool CheckLocalAvailability(RealmBeatmapSet model, System.Linq.IQueryable<RealmBeatmapSet> items)
// => base.CheckLocalAvailability(model, items) || (model.OnlineID > -1));
private readonly BeatmapOnlineLookupQueue? onlineLookupQueue;
protected BeatmapImporter(RealmContextFactory contextFactory, Storage storage, BeatmapOnlineLookupQueue? onlineLookupQueue = null)
: base(storage, contextFactory)
{
this.onlineLookupQueue = onlineLookupQueue;
}
protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path).ToLowerInvariant() == ".osz";
protected override void Populate(BeatmapSetInfo beatmapSet, ArchiveReader? archive, Realm realm, CancellationToken cancellationToken = default)
{
if (archive != null)
beatmapSet.Beatmaps.AddRange(createBeatmapDifficulties(beatmapSet.Files, realm));
foreach (BeatmapInfo b in beatmapSet.Beatmaps)
{
b.BeatmapSet = beatmapSet;
// ensure we aren't trying to add a new ruleset to the database
// this can happen in tests, mostly
if (!b.Ruleset.IsManaged)
b.Ruleset = realm.Find<RulesetInfo>(b.Ruleset.ShortName);
}
validateOnlineIds(beatmapSet, realm);
bool hadOnlineIDs = beatmapSet.Beatmaps.Any(b => b.OnlineID > 0);
onlineLookupQueue?.Update(beatmapSet, cancellationToken);
// ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID.
if (hadOnlineIDs && !beatmapSet.Beatmaps.Any(b => b.OnlineID > 0))
{
if (beatmapSet.OnlineID > 0)
{
beatmapSet.OnlineID = -1;
LogForModel(beatmapSet, "Disassociating beatmap set ID due to loss of all beatmap IDs");
}
}
}
protected override void PreImport(BeatmapSetInfo beatmapSet, Realm realm)
{
// We are about to import a new beatmap. Before doing so, ensure that no other set shares the online IDs used by the new one.
// Note that this means if the previous beatmap is restored by the user, it will no longer be linked to its online IDs.
// If this is ever an issue, we can consider marking as pending delete but not resetting the IDs (but care will be required for
// beatmaps, which don't have their own `DeletePending` state).
if (beatmapSet.OnlineID > 0)
{
var existingSetWithSameOnlineID = realm.All<BeatmapSetInfo>().SingleOrDefault(b => b.OnlineID == beatmapSet.OnlineID);
if (existingSetWithSameOnlineID != null)
{
existingSetWithSameOnlineID.DeletePending = true;
existingSetWithSameOnlineID.OnlineID = -1;
foreach (var b in existingSetWithSameOnlineID.Beatmaps)
b.OnlineID = -1;
LogForModel(beatmapSet, $"Found existing beatmap set with same OnlineID ({beatmapSet.OnlineID}). It will be deleted.");
}
}
}
private void validateOnlineIds(BeatmapSetInfo beatmapSet, Realm realm)
{
var beatmapIds = beatmapSet.Beatmaps.Where(b => b.OnlineID > 0).Select(b => b.OnlineID).ToList();
// ensure all IDs are unique
if (beatmapIds.GroupBy(b => b).Any(g => g.Count() > 1))
{
LogForModel(beatmapSet, "Found non-unique IDs, resetting...");
resetIds();
return;
}
// find any existing beatmaps in the database that have matching online ids
List<BeatmapInfo> existingBeatmaps = new List<BeatmapInfo>();
foreach (int id in beatmapIds)
existingBeatmaps.AddRange(realm.All<BeatmapInfo>().Where(b => b.OnlineID == id));
if (existingBeatmaps.Any())
{
// reset the import ids (to force a re-fetch) *unless* they match the candidate CheckForExisting set.
// we can ignore the case where the new ids are contained by the CheckForExisting set as it will either be used (import skipped) or deleted.
var existing = CheckForExisting(beatmapSet, realm);
if (existing == null || existingBeatmaps.Any(b => !existing.Beatmaps.Contains(b)))
{
LogForModel(beatmapSet, "Found existing import with online IDs already, resetting...");
resetIds();
}
}
void resetIds() => beatmapSet.Beatmaps.ForEach(b => b.OnlineID = -1);
}
protected override bool CanSkipImport(BeatmapSetInfo existing, BeatmapSetInfo import)
{
if (!base.CanSkipImport(existing, import))
return false;
return existing.Beatmaps.Any(b => b.OnlineID > 0);
}
protected override bool CanReuseExisting(BeatmapSetInfo existing, BeatmapSetInfo import)
{
if (!base.CanReuseExisting(existing, import))
return false;
var existingIds = existing.Beatmaps.Select(b => b.OnlineID).OrderBy(i => i);
var importIds = import.Beatmaps.Select(b => b.OnlineID).OrderBy(i => i);
// force re-import if we are not in a sane state.
return existing.OnlineID == import.OnlineID && existingIds.SequenceEqual(importIds);
}
public override bool IsAvailableLocally(BeatmapSetInfo model)
{
using (var context = ContextFactory.CreateContext())
return context.All<BeatmapInfo>().Any(b => b.OnlineID == model.OnlineID);
}
public override string HumanisedModelName => "beatmap";
protected override BeatmapSetInfo? CreateModel(ArchiveReader reader)
{
// let's make sure there are actually .osu files to import.
string? mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu", StringComparison.OrdinalIgnoreCase));
if (string.IsNullOrEmpty(mapName))
{
Logger.Log($"No beatmap files found in the beatmap archive ({reader.Name}).", LoggingTarget.Database);
return null;
}
Beatmap beatmap;
using (var stream = new LineBufferedReader(reader.GetStream(mapName)))
beatmap = Decoder.GetDecoder<Beatmap>(stream).Decode(stream);
return new BeatmapSetInfo
{
OnlineID = beatmap.BeatmapInfo.BeatmapSet?.OnlineID ?? -1,
// Metadata = beatmap.Metadata,
DateAdded = DateTimeOffset.UtcNow
};
}
/// <summary>
/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
/// </summary>
private List<BeatmapInfo> createBeatmapDifficulties(IList<RealmNamedFileUsage> files, Realm realm)
{
var beatmaps = new List<BeatmapInfo>();
foreach (var file in files.Where(f => f.Filename.EndsWith(".osu", StringComparison.OrdinalIgnoreCase)))
{
using (var memoryStream = new MemoryStream(Files.Store.Get(file.File.GetStoragePath()))) // we need a memory stream so we can seek
{
IBeatmap decoded;
using (var lineReader = new LineBufferedReader(memoryStream, true))
decoded = Decoder.GetDecoder<Beatmap>(lineReader).Decode(lineReader);
string hash = memoryStream.ComputeSHA2Hash();
if (beatmaps.Any(b => b.Hash == hash))
{
Logger.Log($"Skipping import of {file.Filename} due to duplicate file content.", LoggingTarget.Database);
continue;
}
var decodedInfo = decoded.BeatmapInfo;
var decodedDifficulty = decodedInfo.BaseDifficulty;
var ruleset = realm.All<RulesetInfo>().FirstOrDefault(r => r.OnlineID == decodedInfo.RulesetID);
if (ruleset?.Available != true)
{
Logger.Log($"Skipping import of {file.Filename} due to missing local ruleset {decodedInfo.RulesetID}.", LoggingTarget.Database);
continue;
}
var difficulty = new BeatmapDifficulty
{
DrainRate = decodedDifficulty.DrainRate,
CircleSize = decodedDifficulty.CircleSize,
OverallDifficulty = decodedDifficulty.OverallDifficulty,
ApproachRate = decodedDifficulty.ApproachRate,
SliderMultiplier = decodedDifficulty.SliderMultiplier,
SliderTickRate = decodedDifficulty.SliderTickRate,
};
var metadata = new BeatmapMetadata
{
Title = decoded.Metadata.Title,
TitleUnicode = decoded.Metadata.TitleUnicode,
Artist = decoded.Metadata.Artist,
ArtistUnicode = decoded.Metadata.ArtistUnicode,
Author =
{
OnlineID = decoded.Metadata.Author.OnlineID,
Username = decoded.Metadata.Author.Username
},
Source = decoded.Metadata.Source,
Tags = decoded.Metadata.Tags,
PreviewTime = decoded.Metadata.PreviewTime,
AudioFile = decoded.Metadata.AudioFile,
BackgroundFile = decoded.Metadata.BackgroundFile,
};
var beatmap = new BeatmapInfo(ruleset, difficulty, metadata)
{
Hash = hash,
DifficultyName = decodedInfo.DifficultyName,
OnlineID = decodedInfo.OnlineID,
AudioLeadIn = decodedInfo.AudioLeadIn,
StackLeniency = decodedInfo.StackLeniency,
SpecialStyle = decodedInfo.SpecialStyle,
LetterboxInBreaks = decodedInfo.LetterboxInBreaks,
WidescreenStoryboard = decodedInfo.WidescreenStoryboard,
EpilepsyWarning = decodedInfo.EpilepsyWarning,
SamplesMatchPlaybackRate = decodedInfo.SamplesMatchPlaybackRate,
DistanceSpacing = decodedInfo.DistanceSpacing,
BeatDivisor = decodedInfo.BeatDivisor,
GridSize = decodedInfo.GridSize,
TimelineZoom = decodedInfo.TimelineZoom,
MD5Hash = memoryStream.ComputeMD5Hash(),
};
updateBeatmapStatistics(beatmap, decoded);
beatmaps.Add(beatmap);
}
}
return beatmaps;
}
private void updateBeatmapStatistics(BeatmapInfo beatmap, IBeatmap decoded)
{
var rulesetInstance = ((IRulesetInfo)beatmap.Ruleset).CreateInstance();
decoded.BeatmapInfo.Ruleset = rulesetInstance.RulesetInfo;
// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap.StarRating = rulesetInstance.CreateDifficultyCalculator(new DummyConversionBeatmap(decoded)).Calculate().StarRating;
beatmap.Length = calculateLength(decoded);
beatmap.BPM = 60000 / decoded.GetMostCommonBeatLength();
}
private double calculateLength(IBeatmap b)
{
if (!b.HitObjects.Any())
return 0;
var lastObject = b.HitObjects.Last();
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
double endTime = lastObject.GetEndTime();
double startTime = b.HitObjects.First().StartTime;
return endTime - startTime;
}
public void Dispose()
{
onlineLookupQueue?.Dispose();
}
/// <summary>
/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
/// </summary>
private class DummyConversionBeatmap : WorkingBeatmap
{
private readonly IBeatmap beatmap;
public DummyConversionBeatmap(IBeatmap beatmap)
: base(beatmap.BeatmapInfo, null)
{
this.beatmap = beatmap;
}
protected override IBeatmap GetBeatmap() => beatmap;
protected override Texture? GetBackground() => null;
protected override Track? GetBeatmapTrack() => null;
protected internal override ISkin? GetSkin() => null;
public override Stream? GetStream(string storagePath) => null;
}
}
}