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

75 lines
3.4 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.Linq;
using osu.Framework.Logging;
using osu.Game.Database;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
namespace osu.Game.Beatmaps
{
public class BeatmapModelDownloader : ModelDownloader<BeatmapSetInfo, IBeatmapSetInfo>
{
protected override ArchiveDownloadRequest<IBeatmapSetInfo> CreateDownloadRequest(IBeatmapSetInfo set, bool minimiseDownloadSize) =>
new DownloadBeatmapSetRequest(set, minimiseDownloadSize);
public override ArchiveDownloadRequest<IBeatmapSetInfo>? GetExistingDownload(IBeatmapSetInfo model)
=> CurrentDownloads.Find(r => r.Model.OnlineID == model.OnlineID);
public BeatmapModelDownloader(IModelImporter<BeatmapSetInfo> beatmapImporter, IAPIProvider api)
: base(beatmapImporter, api)
{
}
public bool Update(BeatmapSetInfo model)
{
return Download(model, false, onSuccess);
void onSuccess(Live<BeatmapSetInfo> imported)
{
imported.PerformWrite(updated =>
{
Logger.Log($"Beatmap \"{updated}\"update completed successfully", LoggingTarget.Database);
var original = updated.Realm.Find<BeatmapSetInfo>(model.ID);
// Generally the import process will do this for us if the OnlineIDs match,
// but that isn't a guarantee (ie. if the .osu file doesn't have OnlineIDs populated).
original.DeletePending = true;
foreach (var beatmap in original.Beatmaps.ToArray())
{
var updatedBeatmap = updated.Beatmaps.FirstOrDefault(b => b.Hash == beatmap.Hash);
if (updatedBeatmap != null)
{
// If the updated beatmap matches an existing one, transfer any user data across..
if (beatmap.Scores.Any())
{
Logger.Log($"Transferring {beatmap.Scores.Count()} scores for unchanged difficulty \"{beatmap}\"", LoggingTarget.Database);
foreach (var score in beatmap.Scores)
score.BeatmapInfo = updatedBeatmap;
}
// ..then nuke the old beatmap completely.
// this is done instead of a soft deletion to avoid a user potentially creating weird
// interactions, like restoring the outdated beatmap then updating a second time
// (causing user data to be wiped).
original.Beatmaps.Remove(beatmap);
}
else
{
// If the beatmap differs in the original, leave it in a soft-deleted state but reset online info.
// This caters to the case where a user has made modifications they potentially want to restore,
// but after restoring we want to ensure it can't be used to trigger an update of the beatmap.
beatmap.ResetOnlineInfo();
}
}
});
}
}
}
}