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osu-lazer/osu.Game/Beatmaps/BeatmapManager.cs

550 lines
24 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.Diagnostics;
using System.IO;
using System.Linq;
using System.Linq.Expressions;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps.Formats;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO.Archives;
using osu.Game.Models;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Skinning;
using osu.Game.Utils;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles general operations related to global beatmap management.
/// </summary>
[ExcludeFromDynamicCompile]
public class BeatmapManager : ModelManager<BeatmapSetInfo>, IModelImporter<BeatmapSetInfo>, IWorkingBeatmapCache
{
public ITrackStore BeatmapTrackStore { get; }
private readonly BeatmapImporter beatmapImporter;
private readonly WorkingBeatmapCache workingBeatmapCache;
public Action<(BeatmapSetInfo beatmapSet, bool isBatch)>? ProcessBeatmap { private get; set; }
public BeatmapManager(Storage storage, RealmAccess realm, IAPIProvider? api, AudioManager audioManager, IResourceStore<byte[]> gameResources, GameHost? host = null,
WorkingBeatmap? defaultBeatmap = null, BeatmapDifficultyCache? difficultyCache = null, bool performOnlineLookups = false)
: base(storage, realm)
{
if (performOnlineLookups)
{
if (api == null)
throw new ArgumentNullException(nameof(api), "API must be provided if online lookups are required.");
if (difficultyCache == null)
throw new ArgumentNullException(nameof(difficultyCache), "Difficulty cache must be provided if online lookups are required.");
}
var userResources = new RealmFileStore(realm, storage).Store;
BeatmapTrackStore = audioManager.GetTrackStore(userResources);
beatmapImporter = CreateBeatmapImporter(storage, realm);
beatmapImporter.ProcessBeatmap = args => ProcessBeatmap?.Invoke(args);
beatmapImporter.PostNotification = obj => PostNotification?.Invoke(obj);
workingBeatmapCache = CreateWorkingBeatmapCache(audioManager, gameResources, userResources, defaultBeatmap, host);
}
protected virtual WorkingBeatmapCache CreateWorkingBeatmapCache(AudioManager audioManager, IResourceStore<byte[]> resources, IResourceStore<byte[]> storage, WorkingBeatmap? defaultBeatmap,
GameHost? host)
{
return new WorkingBeatmapCache(BeatmapTrackStore, audioManager, resources, storage, defaultBeatmap, host);
}
protected virtual BeatmapImporter CreateBeatmapImporter(Storage storage, RealmAccess realm) => new BeatmapImporter(storage, realm);
/// <summary>
/// Create a new beatmap set, backed by a <see cref="BeatmapSetInfo"/> model,
/// with a single difficulty which is backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned usable <see cref="WorkingBeatmap"/>.
/// </summary>
public WorkingBeatmap CreateNew(RulesetInfo ruleset, APIUser user)
{
var metadata = new BeatmapMetadata
{
Author = new RealmUser
{
OnlineID = user.OnlineID,
Username = user.Username,
}
};
var beatmapSet = new BeatmapSetInfo
{
DateAdded = DateTimeOffset.UtcNow,
Beatmaps =
{
new BeatmapInfo(ruleset, new BeatmapDifficulty(), metadata)
}
};
foreach (BeatmapInfo b in beatmapSet.Beatmaps)
b.BeatmapSet = beatmapSet;
var imported = beatmapImporter.ImportModel(beatmapSet);
if (imported == null)
throw new InvalidOperationException("Failed to import new beatmap");
return imported.PerformRead(s => GetWorkingBeatmap(s.Beatmaps.First()));
}
/// <summary>
/// Add a new difficulty to the provided <paramref name="targetBeatmapSet"/> based on the provided <paramref name="referenceWorkingBeatmap"/>.
/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned <see cref="WorkingBeatmap"/>.
/// </summary>
/// <remarks>
/// Contrary to <see cref="CopyExistingDifficulty"/>, this method does not preserve hitobjects and beatmap-level settings from <paramref name="referenceWorkingBeatmap"/>.
/// The created beatmap will have zero hitobjects and will have default settings (including difficulty settings), but will preserve metadata and existing timing points.
/// </remarks>
/// <param name="targetBeatmapSet">The <see cref="BeatmapSetInfo"/> to add the new difficulty to.</param>
/// <param name="referenceWorkingBeatmap">The <see cref="WorkingBeatmap"/> to use as a baseline reference when creating the new difficulty.</param>
/// <param name="rulesetInfo">The ruleset with which the new difficulty should be created.</param>
public virtual WorkingBeatmap CreateNewDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap, RulesetInfo rulesetInfo)
{
var playableBeatmap = referenceWorkingBeatmap.GetPlayableBeatmap(rulesetInfo);
var newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), playableBeatmap.Metadata.DeepClone())
{
DifficultyName = NamingUtils.GetNextBestName(targetBeatmapSet.Beatmaps.Select(b => b.DifficultyName), "New Difficulty")
};
var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
foreach (var timingPoint in playableBeatmap.ControlPointInfo.TimingPoints)
newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
return addDifficultyToSet(targetBeatmapSet, newBeatmap, referenceWorkingBeatmap.Skin);
}
/// <summary>
/// Add a copy of the provided <paramref name="referenceWorkingBeatmap"/> to the provided <paramref name="targetBeatmapSet"/>.
/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned <see cref="WorkingBeatmap"/>.
/// </summary>
/// <remarks>
/// Contrary to <see cref="CreateNewDifficulty"/>, this method creates a nearly-exact copy of <paramref name="referenceWorkingBeatmap"/>
/// (with the exception of a few key properties that cannot be copied under any circumstance, like difficulty name, beatmap hash, or online status).
/// </remarks>
/// <param name="targetBeatmapSet">The <see cref="BeatmapSetInfo"/> to add the copy to.</param>
/// <param name="referenceWorkingBeatmap">The <see cref="WorkingBeatmap"/> to be copied.</param>
public virtual WorkingBeatmap CopyExistingDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap)
{
var newBeatmap = referenceWorkingBeatmap.GetPlayableBeatmap(referenceWorkingBeatmap.BeatmapInfo.Ruleset).Clone();
BeatmapInfo newBeatmapInfo;
newBeatmap.BeatmapInfo = newBeatmapInfo = referenceWorkingBeatmap.BeatmapInfo.Clone();
// assign a new ID to the clone.
newBeatmapInfo.ID = Guid.NewGuid();
// add "(copy)" suffix to difficulty name, and additionally ensure that it doesn't conflict with any other potentially pre-existing copies.
newBeatmapInfo.DifficultyName = NamingUtils.GetNextBestName(
targetBeatmapSet.Beatmaps.Select(b => b.DifficultyName),
$"{newBeatmapInfo.DifficultyName} (copy)");
// clear the hash, as that's what is used to match .osu files with their corresponding realm beatmaps.
newBeatmapInfo.Hash = string.Empty;
// clear online properties.
newBeatmapInfo.ResetOnlineInfo();
return addDifficultyToSet(targetBeatmapSet, newBeatmap, referenceWorkingBeatmap.Skin);
}
private WorkingBeatmap addDifficultyToSet(BeatmapSetInfo targetBeatmapSet, IBeatmap newBeatmap, ISkin beatmapSkin)
{
// populate circular beatmap set info <-> beatmap info references manually.
// several places like `Save()` or `GetWorkingBeatmap()`
// rely on them being freely traversable in both directions for correct operation.
targetBeatmapSet.Beatmaps.Add(newBeatmap.BeatmapInfo);
newBeatmap.BeatmapInfo.BeatmapSet = targetBeatmapSet;
Save(newBeatmap.BeatmapInfo, newBeatmap, beatmapSkin);
workingBeatmapCache.Invalidate(targetBeatmapSet);
return GetWorkingBeatmap(newBeatmap.BeatmapInfo);
}
/// <summary>
/// Delete a beatmap difficulty.
/// </summary>
/// <param name="beatmapInfo">The beatmap difficulty to hide.</param>
public void Hide(BeatmapInfo beatmapInfo)
{
Realm.Run(r =>
{
using (var transaction = r.BeginWrite())
{
if (!beatmapInfo.IsManaged)
beatmapInfo = r.Find<BeatmapInfo>(beatmapInfo.ID);
beatmapInfo.Hidden = true;
transaction.Commit();
}
});
}
/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmapInfo">The beatmap difficulty to restore.</param>
public void Restore(BeatmapInfo beatmapInfo)
{
Realm.Run(r =>
{
using (var transaction = r.BeginWrite())
{
if (!beatmapInfo.IsManaged)
beatmapInfo = r.Find<BeatmapInfo>(beatmapInfo.ID);
beatmapInfo.Hidden = false;
transaction.Commit();
}
});
}
public void RestoreAll()
{
Realm.Run(r =>
{
using (var transaction = r.BeginWrite())
{
foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Hidden))
beatmap.Hidden = false;
transaction.Commit();
}
});
}
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public List<BeatmapSetInfo> GetAllUsableBeatmapSets()
{
return Realm.Run(r =>
{
r.Refresh();
return r.All<BeatmapSetInfo>().Where(b => !b.DeletePending).Detach();
});
}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public Live<BeatmapSetInfo>? QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query)
{
return Realm.Run(r => r.All<BeatmapSetInfo>().FirstOrDefault(query)?.ToLive(Realm));
}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public BeatmapInfo? QueryBeatmap(Expression<Func<BeatmapInfo, bool>> query) => Realm.Run(r => r.All<BeatmapInfo>().FirstOrDefault(query)?.Detach());
/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
public IWorkingBeatmap DefaultBeatmap => workingBeatmapCache.DefaultBeatmap;
/// <summary>
/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
/// </summary>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
{
var setInfo = beatmapInfo.BeatmapSet;
Debug.Assert(setInfo != null);
// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
// This should hopefully be temporary, assuming said clone is eventually removed.
// Warning: The directionality here is important. Changes have to be copied *from* beatmapContent (which comes from editor and is being saved)
// *to* the beatmapInfo (which is a database model and needs to receive values without the taiko slider velocity multiplier for correct operation).
// CopyTo() will undo such adjustments, while CopyFrom() will not.
beatmapContent.Difficulty.CopyTo(beatmapInfo.Difficulty);
// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
beatmapContent.BeatmapInfo = beatmapInfo;
using (var stream = new MemoryStream())
{
using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
new LegacyBeatmapEncoder(beatmapContent, beatmapSkin).Encode(sw);
stream.Seek(0, SeekOrigin.Begin);
// AddFile generally handles updating/replacing files, but this is a case where the filename may have also changed so let's delete for simplicity.
var existingFileInfo = beatmapInfo.Path != null ? setInfo.GetFile(beatmapInfo.Path) : null;
string targetFilename = createBeatmapFilenameFromMetadata(beatmapInfo);
// ensure that two difficulties from the set don't point at the same beatmap file.
if (setInfo.Beatmaps.Any(b => b.ID != beatmapInfo.ID && string.Equals(b.Path, targetFilename, StringComparison.OrdinalIgnoreCase)))
throw new InvalidOperationException($"{setInfo.GetDisplayString()} already has a difficulty with the name of '{beatmapInfo.DifficultyName}'.");
if (existingFileInfo != null)
DeleteFile(setInfo, existingFileInfo);
string oldMd5Hash = beatmapInfo.MD5Hash;
beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
beatmapInfo.Hash = stream.ComputeSHA2Hash();
beatmapInfo.LastLocalUpdate = DateTimeOffset.Now;
beatmapInfo.Status = BeatmapOnlineStatus.LocallyModified;
AddFile(setInfo, stream, createBeatmapFilenameFromMetadata(beatmapInfo));
updateHashAndMarkDirty(setInfo);
Realm.Write(r =>
{
var liveBeatmapSet = r.Find<BeatmapSetInfo>(setInfo.ID);
setInfo.CopyChangesToRealm(liveBeatmapSet);
beatmapInfo.TransferCollectionReferences(r, oldMd5Hash);
ProcessBeatmap?.Invoke((liveBeatmapSet, false));
});
}
Debug.Assert(beatmapInfo.BeatmapSet != null);
static string createBeatmapFilenameFromMetadata(BeatmapInfo beatmapInfo)
{
var metadata = beatmapInfo.Metadata;
return $"{metadata.Artist} - {metadata.Title} ({metadata.Author.Username}) [{beatmapInfo.DifficultyName}].osu".GetValidFilename();
}
}
public void DeleteAllVideos()
{
Realm.Write(r =>
{
var items = r.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected);
DeleteVideos(items.ToList());
});
}
public void Delete(Expression<Func<BeatmapSetInfo, bool>>? filter = null, bool silent = false)
{
Realm.Run(r =>
{
var items = r.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected);
if (filter != null)
items = items.Where(filter);
Delete(items.ToList(), silent);
});
}
/// <summary>
/// Delete a beatmap difficulty immediately.
/// </summary>
/// <remarks>
/// There's no undoing this operation, as we don't have a soft-deletion flag on <see cref="BeatmapInfo"/>.
/// This may be a future consideration if there's a user requirement for undeleting support.
/// </remarks>
public void DeleteDifficultyImmediately(BeatmapInfo beatmapInfo)
{
Realm.Write(r =>
{
if (!beatmapInfo.IsManaged)
beatmapInfo = r.Find<BeatmapInfo>(beatmapInfo.ID);
Debug.Assert(beatmapInfo.BeatmapSet != null);
Debug.Assert(beatmapInfo.File != null);
var setInfo = beatmapInfo.BeatmapSet;
DeleteFile(setInfo, beatmapInfo.File);
setInfo.Beatmaps.Remove(beatmapInfo);
updateHashAndMarkDirty(setInfo);
workingBeatmapCache.Invalidate(setInfo);
});
}
/// <summary>
/// Delete videos from a list of beatmaps.
/// This will post notifications tracking progress.
/// </summary>
public void DeleteVideos(List<BeatmapSetInfo> items, bool silent = false)
{
if (items.Count == 0) return;
var notification = new ProgressNotification
{
Progress = 0,
Text = $"Preparing to delete all {HumanisedModelName} videos...",
CompletionText = "No videos found to delete!",
State = ProgressNotificationState.Active,
};
if (!silent)
PostNotification?.Invoke(notification);
int i = 0;
int deleted = 0;
foreach (var b in items)
{
if (notification.State == ProgressNotificationState.Cancelled)
// user requested abort
return;
var video = b.Files.FirstOrDefault(f => OsuGameBase.VIDEO_EXTENSIONS.Any(ex => f.Filename.EndsWith(ex, StringComparison.Ordinal)));
if (video != null)
{
DeleteFile(b, video);
deleted++;
notification.CompletionText = $"Deleted {deleted} {HumanisedModelName} video(s)!";
}
notification.Text = $"Deleting videos from {HumanisedModelName}s ({deleted} deleted)";
notification.Progress = (float)++i / items.Count;
}
notification.State = ProgressNotificationState.Completed;
}
public void UndeleteAll()
{
Realm.Run(r => Undelete(r.All<BeatmapSetInfo>().Where(s => s.DeletePending).ToList()));
}
public Task<Live<BeatmapSetInfo>?> ImportAsUpdate(ProgressNotification notification, ImportTask importTask, BeatmapSetInfo original) =>
beatmapImporter.ImportAsUpdate(notification, importTask, original);
private void updateHashAndMarkDirty(BeatmapSetInfo setInfo)
{
setInfo.Hash = beatmapImporter.ComputeHash(setInfo);
setInfo.Status = BeatmapOnlineStatus.LocallyModified;
}
#region Implementation of ICanAcceptFiles
public Task Import(params string[] paths) => beatmapImporter.Import(paths);
public Task Import(params ImportTask[] tasks) => beatmapImporter.Import(tasks);
public Task<IEnumerable<Live<BeatmapSetInfo>>> Import(ProgressNotification notification, params ImportTask[] tasks) => beatmapImporter.Import(notification, tasks);
public Task<Live<BeatmapSetInfo>?> Import(ImportTask task, ImportParameters parameters = default, CancellationToken cancellationToken = default) =>
beatmapImporter.Import(task, parameters, cancellationToken);
public Live<BeatmapSetInfo>? Import(BeatmapSetInfo item, ArchiveReader? archive = null, CancellationToken cancellationToken = default) =>
beatmapImporter.ImportModel(item, archive, default, cancellationToken);
public IEnumerable<string> HandledExtensions => beatmapImporter.HandledExtensions;
#endregion
#region Implementation of IWorkingBeatmapCache
/// <summary>
/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
/// </summary>
/// <param name="beatmapInfo">The beatmap to lookup.</param>
/// <param name="refetch">Whether to force a refetch from the database to ensure <see cref="BeatmapInfo"/> is up-to-date.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo? beatmapInfo, bool refetch = false)
{
if (beatmapInfo != null)
{
if (refetch)
workingBeatmapCache.Invalidate(beatmapInfo);
// Detached beatmapsets don't come with files as an optimisation (see `RealmObjectExtensions.beatmap_set_mapper`).
// If we seem to be missing files, now is a good time to re-fetch.
bool missingFiles = beatmapInfo.BeatmapSet?.Files.Count == 0;
if (refetch || beatmapInfo.IsManaged || missingFiles)
{
Guid id = beatmapInfo.ID;
beatmapInfo = Realm.Run(r => r.Find<BeatmapInfo>(id)?.Detach()) ?? beatmapInfo;
}
Debug.Assert(beatmapInfo.IsManaged != true);
}
return workingBeatmapCache.GetWorkingBeatmap(beatmapInfo);
}
WorkingBeatmap IWorkingBeatmapCache.GetWorkingBeatmap(BeatmapInfo beatmapInfo) => GetWorkingBeatmap(beatmapInfo);
void IWorkingBeatmapCache.Invalidate(BeatmapSetInfo beatmapSetInfo) => workingBeatmapCache.Invalidate(beatmapSetInfo);
void IWorkingBeatmapCache.Invalidate(BeatmapInfo beatmapInfo) => workingBeatmapCache.Invalidate(beatmapInfo);
public event Action<WorkingBeatmap>? OnInvalidated
{
add => workingBeatmapCache.OnInvalidated += value;
remove => workingBeatmapCache.OnInvalidated -= value;
}
public override bool IsAvailableLocally(BeatmapSetInfo model) => Realm.Run(realm => realm.All<BeatmapSetInfo>().Any(s => s.OnlineID == model.OnlineID));
#endregion
#region Implementation of IPostImports<out BeatmapSetInfo>
public Action<IEnumerable<Live<BeatmapSetInfo>>>? PresentImport
{
set => beatmapImporter.PresentImport = value;
}
#endregion
public override string HumanisedModelName => "beatmap";
}
public struct ImportParameters
{
/// <summary>
/// Whether this import is part of a larger batch.
/// </summary>
/// <remarks>
/// May skip intensive pre-import checks in favour of faster processing.
///
/// More specifically, imports will be skipped before they begin, given an existing model matches on hash and filenames. Should generally only be used for large batch imports, as it may defy user expectations when updating an existing model.
///
/// Will also change scheduling behaviour to run at a lower priority.
/// </remarks>
public bool Batch { get; set; }
/// <summary>
/// Whether this import should use hard links rather than file copy operations if available.
/// </summary>
public bool PreferHardLinks { get; set; }
}
}