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447 lines
19 KiB
C#
447 lines
19 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Collections;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.IO;
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using osu.Game.IO.Archives;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects.Types;
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using Realms;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
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/// </summary>
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public class BeatmapImporter : RealmArchiveModelImporter<BeatmapSetInfo>
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{
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public override IEnumerable<string> HandledExtensions => new[] { ".osz", ".olz" };
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protected override string[] HashableFileTypes => new[] { ".osu" };
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public ProcessBeatmapDelegate? ProcessBeatmap { private get; set; }
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public BeatmapImporter(Storage storage, RealmAccess realm)
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: base(storage, realm)
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{
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}
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public override async Task<Live<BeatmapSetInfo>?> ImportAsUpdate(ProgressNotification notification, ImportTask importTask, BeatmapSetInfo original)
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{
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Guid originalId = original.ID;
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var imported = await Import(notification, new[] { importTask }).ConfigureAwait(false);
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if (!imported.Any())
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return null;
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Debug.Assert(imported.Count() == 1);
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var first = imported.First();
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// If there were no changes, ensure we don't accidentally nuke ourselves.
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if (first.ID == originalId)
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{
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first.PerformRead(s =>
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{
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// Re-run processing even in this case. We might have outdated metadata.
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ProcessBeatmap?.Invoke(s, MetadataLookupScope.OnlineFirst);
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});
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return first;
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}
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first.PerformWrite(updated =>
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{
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var realm = updated.Realm;
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Logger.Log($"Beatmap \"{updated}\" update completed successfully", LoggingTarget.Database);
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// Re-fetch as we are likely on a different thread.
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original = realm!.Find<BeatmapSetInfo>(originalId)!;
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// Generally the import process will do this for us if the OnlineIDs match,
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// but that isn't a guarantee (ie. if the .osu file doesn't have OnlineIDs populated).
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original.DeletePending = true;
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// Transfer local values which should be persisted across a beatmap update.
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updated.DateAdded = original.DateAdded;
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transferCollectionReferences(realm, original, updated);
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foreach (var beatmap in original.Beatmaps.ToArray())
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{
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var updatedBeatmap = updated.Beatmaps.FirstOrDefault(b => b.Hash == beatmap.Hash);
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if (updatedBeatmap != null)
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{
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// If the updated beatmap matches an existing one, transfer any user data across..
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if (beatmap.Scores.Any())
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{
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Logger.Log($"Transferring {beatmap.Scores.Count()} scores for unchanged difficulty \"{beatmap}\"", LoggingTarget.Database);
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foreach (var score in beatmap.Scores)
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score.BeatmapInfo = updatedBeatmap;
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}
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// ..then nuke the old beatmap completely.
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// this is done instead of a soft deletion to avoid a user potentially creating weird
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// interactions, like restoring the outdated beatmap then updating a second time
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// (causing user data to be wiped).
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original.Beatmaps.Remove(beatmap);
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realm.Remove(beatmap.Metadata);
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realm.Remove(beatmap);
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}
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else
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{
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// If the beatmap differs in the original, leave it in a soft-deleted state but reset online info.
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// This caters to the case where a user has made modifications they potentially want to restore,
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// but after restoring we want to ensure it can't be used to trigger an update of the beatmap.
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beatmap.ResetOnlineInfo();
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}
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}
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// If the original has no beatmaps left, delete the set as well.
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if (!original.Beatmaps.Any())
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realm.Remove(original);
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});
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return first;
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}
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private static void transferCollectionReferences(Realm realm, BeatmapSetInfo original, BeatmapSetInfo updated)
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{
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// First check if every beatmap in the original set is in any collections.
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// In this case, we will assume they also want any newly added difficulties added to the collection.
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foreach (var c in realm.All<BeatmapCollection>())
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{
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if (original.Beatmaps.Select(b => b.MD5Hash).All(c.BeatmapMD5Hashes.Contains))
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{
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foreach (var b in original.Beatmaps)
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c.BeatmapMD5Hashes.Remove(b.MD5Hash);
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foreach (var b in updated.Beatmaps)
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c.BeatmapMD5Hashes.Add(b.MD5Hash);
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}
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}
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// Handle collections using permissive difficulty name to track difficulties.
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foreach (var originalBeatmap in original.Beatmaps)
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{
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updated.Beatmaps
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.FirstOrDefault(b => b.DifficultyName == originalBeatmap.DifficultyName)?
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.TransferCollectionReferences(realm, originalBeatmap.MD5Hash);
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}
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}
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protected override bool ShouldDeleteArchive(string path) => HandledExtensions.Contains(Path.GetExtension(path).ToLowerInvariant());
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protected override void Populate(BeatmapSetInfo beatmapSet, ArchiveReader? archive, Realm realm, CancellationToken cancellationToken = default)
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{
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if (archive != null)
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beatmapSet.Beatmaps.AddRange(createBeatmapDifficulties(beatmapSet, realm));
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beatmapSet.DateAdded = getDateAdded(archive);
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foreach (BeatmapInfo b in beatmapSet.Beatmaps)
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{
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b.BeatmapSet = beatmapSet;
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// ensure we aren't trying to add a new ruleset to the database
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// this can happen in tests, mostly
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if (!b.Ruleset.IsManaged)
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b.Ruleset = realm.Find<RulesetInfo>(b.Ruleset.ShortName) ?? throw new ArgumentNullException(nameof(b.Ruleset));
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}
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validateOnlineIds(beatmapSet, realm);
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bool hadOnlineIDs = beatmapSet.Beatmaps.Any(b => b.OnlineID > 0);
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// TODO: this may no longer be valid as we aren't doing an online population at this point.
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// ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID.
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if (hadOnlineIDs && !beatmapSet.Beatmaps.Any(b => b.OnlineID > 0))
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{
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if (beatmapSet.OnlineID > 0)
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{
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beatmapSet.OnlineID = -1;
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LogForModel(beatmapSet, "Disassociating beatmap set ID due to loss of all beatmap IDs");
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}
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}
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}
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protected override void PreImport(BeatmapSetInfo beatmapSet, Realm realm)
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{
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// 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.
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// Note that this means if the previous beatmap is restored by the user, it will no longer be linked to its online IDs.
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// If this is ever an issue, we can consider marking as pending delete but not resetting the IDs (but care will be required for
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// beatmaps, which don't have their own `DeletePending` state).
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if (beatmapSet.OnlineID > 0)
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{
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// OnlineID should really be unique, but to avoid catastrophic failure let's iterate just to be sure.
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foreach (var existingSetWithSameOnlineID in realm.All<BeatmapSetInfo>().Where(b => b.OnlineID == beatmapSet.OnlineID))
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{
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existingSetWithSameOnlineID.DeletePending = true;
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existingSetWithSameOnlineID.OnlineID = -1;
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foreach (var b in existingSetWithSameOnlineID.Beatmaps)
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b.ResetOnlineInfo();
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LogForModel(beatmapSet, $"Found existing beatmap set with same OnlineID ({beatmapSet.OnlineID}). It will be disassociated and marked for deletion.");
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}
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}
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}
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protected override void PostImport(BeatmapSetInfo model, Realm realm, ImportParameters parameters)
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{
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base.PostImport(model, realm, parameters);
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// Scores are stored separately from beatmaps, and persist even when a beatmap is modified or deleted.
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// Let's reattach any matching scores that exist in the database, based on hash.
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foreach (BeatmapInfo beatmap in model.Beatmaps)
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{
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beatmap.UpdateLocalScores(realm);
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}
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ProcessBeatmap?.Invoke(model, parameters.Batch ? MetadataLookupScope.LocalCacheFirst : MetadataLookupScope.OnlineFirst);
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}
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private void validateOnlineIds(BeatmapSetInfo beatmapSet, Realm realm)
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{
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var beatmapIds = beatmapSet.Beatmaps.Where(b => b.OnlineID > 0).Select(b => b.OnlineID).ToList();
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// ensure all IDs are unique
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if (beatmapIds.GroupBy(b => b).Any(g => g.Count() > 1))
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{
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LogForModel(beatmapSet, "Found non-unique IDs, resetting...");
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resetIds();
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return;
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}
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// find any existing beatmaps in the database that have matching online ids
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List<BeatmapInfo> existingBeatmaps = new List<BeatmapInfo>();
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foreach (int id in beatmapIds)
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existingBeatmaps.AddRange(realm.All<BeatmapInfo>().Where(b => b.OnlineID == id));
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if (existingBeatmaps.Any())
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{
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// reset the import ids (to force a re-fetch) *unless* they match the candidate CheckForExisting set.
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// 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.
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var existing = CheckForExisting(beatmapSet, realm);
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if (existing == null || existingBeatmaps.Any(b => !existing.Beatmaps.Contains(b)))
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{
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LogForModel(beatmapSet, "Found existing import with online IDs already, resetting...");
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resetIds();
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}
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}
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void resetIds() => beatmapSet.Beatmaps.ForEach(b => b.ResetOnlineInfo());
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}
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protected override bool CanSkipImport(BeatmapSetInfo existing, BeatmapSetInfo import)
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{
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if (!base.CanSkipImport(existing, import))
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return false;
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return existing.Beatmaps.Any(b => b.OnlineID > 0);
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}
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protected override bool CanReuseExisting(BeatmapSetInfo existing, BeatmapSetInfo import)
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{
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if (!base.CanReuseExisting(existing, import))
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return false;
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var existingIds = existing.Beatmaps.Select(b => b.OnlineID).Order();
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var importIds = import.Beatmaps.Select(b => b.OnlineID).Order();
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// force re-import if we are not in a sane state.
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return existing.OnlineID == import.OnlineID && existingIds.SequenceEqual(importIds);
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}
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protected override void UndeleteForReuse(BeatmapSetInfo existing)
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{
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base.UndeleteForReuse(existing);
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existing.DateAdded = DateTimeOffset.UtcNow;
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}
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public override string HumanisedModelName => "beatmap";
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protected override BeatmapSetInfo? CreateModel(ArchiveReader reader, ImportParameters parameters)
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{
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// let's make sure there are actually .osu files to import.
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string? mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu", StringComparison.OrdinalIgnoreCase));
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if (string.IsNullOrEmpty(mapName))
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{
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Logger.Log($"No beatmap files found in the beatmap archive ({reader.Name}).", LoggingTarget.Database);
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return null;
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}
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Beatmap beatmap;
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using (var stream = new LineBufferedReader(reader.GetStream(mapName)))
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{
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if (stream.PeekLine() == null)
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{
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Logger.Log($"No content found in first .osu file of beatmap archive ({reader.Name} / {mapName})", LoggingTarget.Database);
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return null;
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}
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beatmap = Decoder.GetDecoder<Beatmap>(stream).Decode(stream);
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}
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return new BeatmapSetInfo
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{
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OnlineID = beatmap.BeatmapInfo.BeatmapSet?.OnlineID ?? -1,
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};
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}
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/// <summary>
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/// Determine the date a given beatmapset has been added to the game.
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/// For legacy imports, we can use the oldest file write time for any `.osu` file in the directory.
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/// For any other import types, use "now".
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/// </summary>
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private DateTimeOffset getDateAdded(ArchiveReader? reader)
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{
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DateTimeOffset dateAdded = DateTimeOffset.UtcNow;
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if (reader is DirectoryArchiveReader legacyReader)
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{
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var beatmaps = reader.Filenames.Where(f => f.EndsWith(".osu", StringComparison.OrdinalIgnoreCase));
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dateAdded = File.GetLastWriteTimeUtc(legacyReader.GetFullPath(beatmaps.First()));
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foreach (string beatmapName in beatmaps)
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{
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var currentDateAdded = File.GetLastWriteTimeUtc(legacyReader.GetFullPath(beatmapName));
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if (currentDateAdded < dateAdded)
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dateAdded = currentDateAdded;
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}
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}
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return dateAdded;
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}
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/// <summary>
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/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
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/// </summary>
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private List<BeatmapInfo> createBeatmapDifficulties(BeatmapSetInfo beatmapSet, Realm realm)
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{
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var beatmaps = new List<BeatmapInfo>();
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foreach (var file in beatmapSet.Files.Where(f => f.Filename.EndsWith(".osu", StringComparison.OrdinalIgnoreCase)))
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{
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using (var memoryStream = new MemoryStream(Files.Store.Get(file.File.GetStoragePath()))) // we need a memory stream so we can seek
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{
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IBeatmap decoded;
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using (var lineReader = new LineBufferedReader(memoryStream, true))
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{
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if (lineReader.PeekLine() == null)
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{
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LogForModel(beatmapSet, $"No content found in beatmap file {file.Filename}.");
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continue;
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}
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decoded = Decoder.GetDecoder<Beatmap>(lineReader).Decode(lineReader);
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}
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string hash = memoryStream.ComputeSHA2Hash();
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if (beatmaps.Any(b => b.Hash == hash))
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{
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LogForModel(beatmapSet, $"Skipping import of {file.Filename} due to duplicate file content.");
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continue;
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}
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var decodedInfo = decoded.BeatmapInfo;
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var decodedDifficulty = decodedInfo.Difficulty;
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var ruleset = realm.All<RulesetInfo>().FirstOrDefault(r => r.OnlineID == decodedInfo.Ruleset.OnlineID);
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if (ruleset?.Available != true)
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{
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LogForModel(beatmapSet, $"Skipping import of {file.Filename} due to missing local ruleset {decodedInfo.Ruleset.OnlineID}.");
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continue;
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}
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var difficulty = new BeatmapDifficulty
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{
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DrainRate = decodedDifficulty.DrainRate,
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CircleSize = decodedDifficulty.CircleSize,
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OverallDifficulty = decodedDifficulty.OverallDifficulty,
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ApproachRate = decodedDifficulty.ApproachRate,
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SliderMultiplier = decodedDifficulty.SliderMultiplier,
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SliderTickRate = decodedDifficulty.SliderTickRate
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};
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var metadata = new BeatmapMetadata
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{
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Title = decoded.Metadata.Title,
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TitleUnicode = decoded.Metadata.TitleUnicode,
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Artist = decoded.Metadata.Artist,
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ArtistUnicode = decoded.Metadata.ArtistUnicode,
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Author =
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{
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OnlineID = decoded.Metadata.Author.OnlineID,
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Username = decoded.Metadata.Author.Username
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},
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Source = decoded.Metadata.Source,
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Tags = decoded.Metadata.Tags,
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PreviewTime = decoded.Metadata.PreviewTime,
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AudioFile = decoded.Metadata.AudioFile,
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BackgroundFile = decoded.Metadata.BackgroundFile,
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};
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var beatmap = new BeatmapInfo(ruleset, difficulty, metadata)
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{
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Hash = hash,
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DifficultyName = decodedInfo.DifficultyName,
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OnlineID = decodedInfo.OnlineID,
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AudioLeadIn = decodedInfo.AudioLeadIn,
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StackLeniency = decodedInfo.StackLeniency,
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SpecialStyle = decodedInfo.SpecialStyle,
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LetterboxInBreaks = decodedInfo.LetterboxInBreaks,
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WidescreenStoryboard = decodedInfo.WidescreenStoryboard,
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EpilepsyWarning = decodedInfo.EpilepsyWarning,
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SamplesMatchPlaybackRate = decodedInfo.SamplesMatchPlaybackRate,
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DistanceSpacing = decodedInfo.DistanceSpacing,
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BeatDivisor = decodedInfo.BeatDivisor,
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GridSize = decodedInfo.GridSize,
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TimelineZoom = decodedInfo.TimelineZoom,
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MD5Hash = memoryStream.ComputeMD5Hash(),
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EndTimeObjectCount = decoded.HitObjects.Count(h => h is IHasDuration),
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TotalObjectCount = decoded.HitObjects.Count
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};
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beatmaps.Add(beatmap);
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}
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}
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if (!beatmaps.Any())
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throw new ArgumentException("No valid beatmap files found in the beatmap archive.");
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return beatmaps;
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}
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}
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}
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