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103 lines
5.2 KiB
C#
103 lines
5.2 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.Collections.Generic;
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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.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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namespace osu.Game.Screens.SelectV2
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{
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/// <summary>
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/// This component is designed to perform lookups of online data
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/// and store portions of it for later local use to the realm database.
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/// </summary>
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/// <example>
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/// This component is designed to locally persist potentially-volatile online information such as:
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/// <list type="bullet">
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/// <item>user tags assigned to difficulties of a beatmap,</item>
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/// <item>the beatmap's <see cref="BeatmapInfo.Status"/>,</item>
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/// <item>guest mappers assigned to difficulties of a beatmap,</item>
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/// <item>the local user's best score on a given beatmap.</item>
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/// </list>
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/// </example>
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public partial class RealmPopulatingOnlineLookupSource : Component
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{
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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public Task<APIBeatmapSet?> GetBeatmapSetAsync(int id, CancellationToken token = default)
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{
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var request = new GetBeatmapSetRequest(id);
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var tcs = new TaskCompletionSource<APIBeatmapSet?>();
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// async request success callback is a bit of a dangerous game, but there's some reasoning for it.
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// - don't really want to use `IAPIAccess.PerformAsync()` because we still want to respect request queueing & online status checks
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// - we want the realm write here to be async because it is known to be slow for some users with large beatmap collections
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// - at the time of writing `RealmAccess.WriteAsync()` can only be safely called from update thread,
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// and API request completion callbacks are automatically marshaled onto update thread scheduler,
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// so calling `WriteAsync()` within the callback is a somewhat "nice" way of guaranteeing that the call is safe
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// (rather than having to enforce that `GetBeatmapSetAsync()` can only be called from update thread, or locally scheduling)
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request.Success += async onlineBeatmapSet =>
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{
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if (token.IsCancellationRequested)
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{
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tcs.SetCanceled(token);
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return;
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}
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var tagsById = (onlineBeatmapSet.RelatedTags ?? []).ToDictionary(t => t.Id);
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var onlineBeatmaps = onlineBeatmapSet.Beatmaps.ToDictionary(b => b.OnlineID);
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await realm.WriteAsync(r =>
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{
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var beatmapSet = r.All<BeatmapSetInfo>().Where(b => b.OnlineID == id);
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foreach (var dbBeatmapSet in beatmapSet)
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{
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dbBeatmapSet.Status = onlineBeatmapSet.Status;
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foreach (var dbBeatmap in dbBeatmapSet.Beatmaps)
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{
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if (onlineBeatmaps.TryGetValue(dbBeatmap.OnlineID, out var onlineBeatmap))
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{
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// compare `BeatmapUpdaterMetadataLookup`
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dbBeatmap.OnlineMD5Hash = onlineBeatmap.MD5Hash;
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dbBeatmap.LastOnlineUpdate = onlineBeatmap.LastUpdated;
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if (dbBeatmap.MatchesOnlineVersion)
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dbBeatmap.Status = onlineBeatmap.Status;
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string[] userTagsArray = onlineBeatmap.TopTags?
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.Select(t => (topTag: t, relatedTag: tagsById.GetValueOrDefault(t.TagId)))
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.Where(t => t.relatedTag != null)
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// see https://github.com/ppy/osu-web/blob/bb3bd2e7c6f84f26066df5ea20a81c77ec9bb60a/resources/js/beatmapsets-show/controller.ts#L103-L106 for sort criteria
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.OrderByDescending(t => t.topTag.VoteCount)
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.ThenBy(t => t.relatedTag!.Name)
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.Select(t => t.relatedTag!.Name)
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.ToArray() ?? [];
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dbBeatmap.Metadata.UserTags.Clear();
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dbBeatmap.Metadata.UserTags.AddRange(userTagsArray);
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}
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}
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}
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}).ConfigureAwait(true);
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tcs.SetResult(onlineBeatmapSet);
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};
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request.Failure += tcs.SetException;
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api.Queue(request);
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return tcs.Task;
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}
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}
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}
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