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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
using System.Linq.Expressions ;
using Ionic.Zip ;
using osu.Framework.Audio.Track ;
using osu.Framework.Extensions ;
using osu.Framework.Graphics.Textures ;
using osu.Framework.IO.Stores ;
using osu.Framework.Logging ;
using osu.Framework.Platform ;
using osu.Game.Beatmaps.Formats ;
using osu.Game.Beatmaps.IO ;
using osu.Game.IO ;
using osu.Game.IPC ;
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using osu.Game.Overlays.Notifications ;
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using osu.Game.Rulesets ;
using SQLite.Net ;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
public class BeatmapManager
{
/// <summary>
/// Fired when a new <see cref="BeatmapSetInfo"/> becomes available in the database.
/// </summary>
public event Action < BeatmapSetInfo > BeatmapSetAdded ;
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/// <summary>
/// Fired when a single difficulty has been hidden.
/// </summary>
public event Action < BeatmapInfo > BeatmapHidden ;
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/// <summary>
/// Fired when a <see cref="BeatmapSetInfo"/> is removed from the database.
/// </summary>
public event Action < BeatmapSetInfo > BeatmapSetRemoved ;
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/// <summary>
/// Fired when a single difficulty has been restored.
/// </summary>
public event Action < BeatmapInfo > BeatmapRestored ;
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/// <summary>
/// A default representation of a WorkingBeatmap to use when no beatmap is available.
/// </summary>
public WorkingBeatmap DefaultBeatmap { private get ; set ; }
private readonly Storage storage ;
private readonly FileStore files ;
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private readonly SQLiteConnection connection ;
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private readonly RulesetStore rulesets ;
private readonly BeatmapStore beatmaps ;
// ReSharper disable once NotAccessedField.Local (we should keep a reference to this so it is not finalised)
private BeatmapIPCChannel ipc ;
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/// <summary>
/// Set an endpoint for notifications to be posted to.
/// </summary>
public Action < Notification > PostNotification { private get ; set ; }
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/// <summary>
/// Set a storage with access to an osu-stable install for import purposes.
/// </summary>
public Func < Storage > GetStableStorage { private get ; set ; }
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public BeatmapManager ( Storage storage , FileStore files , SQLiteConnection connection , RulesetStore rulesets , IIpcHost importHost = null )
{
beatmaps = new BeatmapStore ( connection ) ;
beatmaps . BeatmapSetAdded + = s = > BeatmapSetAdded ? . Invoke ( s ) ;
beatmaps . BeatmapSetRemoved + = s = > BeatmapSetRemoved ? . Invoke ( s ) ;
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beatmaps . BeatmapHidden + = b = > BeatmapHidden ? . Invoke ( b ) ;
beatmaps . BeatmapRestored + = b = > BeatmapRestored ? . Invoke ( b ) ;
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this . storage = storage ;
this . files = files ;
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this . connection = connection ;
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this . rulesets = rulesets ;
if ( importHost ! = null )
ipc = new BeatmapIPCChannel ( importHost , this ) ;
}
/// <summary>
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/// Import one or more <see cref="BeatmapSetInfo"/> from filesystem <paramref name="paths"/>.
/// This will post a notification tracking import progress.
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/// </summary>
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/// <param name="paths">One or more beatmap locations on disk.</param>
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public void Import ( params string [ ] paths )
{
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var notification = new ProgressNotification
{
Text = "Beatmap import is initialising..." ,
Progress = 0 ,
State = ProgressNotificationState . Active ,
} ;
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PostNotification ? . Invoke ( notification ) ;
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int i = 0 ;
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foreach ( string path in paths )
{
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if ( notification . State = = ProgressNotificationState . Cancelled )
// user requested abort
return ;
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try
{
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notification . Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}" ;
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using ( ArchiveReader reader = getReaderFrom ( path ) )
Import ( reader ) ;
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notification . Progress = ( float ) + + i / paths . Length ;
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// We may or may not want to delete the file depending on where it is stored.
// e.g. reconstructing/repairing database with beatmaps from default storage.
// Also, not always a single file, i.e. for LegacyFilesystemReader
// TODO: Add a check to prevent files from storage to be deleted.
try
{
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if ( File . Exists ( path ) )
File . Delete ( path ) ;
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}
catch ( Exception e )
{
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Logger . Error ( e , $@"Could not delete original file after import ({Path.GetFileName(path)})" ) ;
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}
}
catch ( Exception e )
{
e = e . InnerException ? ? e ;
Logger . Error ( e , @"Could not import beatmap set" ) ;
}
}
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notification . State = ProgressNotificationState . Completed ;
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}
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private readonly object importLock = new object ( ) ;
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/// <summary>
/// Import a beatmap from an <see cref="ArchiveReader"/>.
/// </summary>
/// <param name="archiveReader">The beatmap to be imported.</param>
public BeatmapSetInfo Import ( ArchiveReader archiveReader )
{
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BeatmapSetInfo set = null ;
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// let's only allow one concurrent import at a time for now.
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lock ( importLock )
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connection . RunInTransaction ( ( ) = > Import ( set = importToStorage ( archiveReader ) ) ) ;
return set ;
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}
/// <summary>
/// Import a beatmap from a <see cref="BeatmapSetInfo"/>.
/// </summary>
/// <param name="beatmapSetInfo">The beatmap to be imported.</param>
public void Import ( BeatmapSetInfo beatmapSetInfo )
{
// If we have an ID then we already exist in the database.
if ( beatmapSetInfo . ID ! = 0 ) return ;
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beatmaps . Add ( beatmapSetInfo ) ;
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}
/// <summary>
/// Delete a beatmap from the manager.
/// Is a no-op for already deleted beatmaps.
/// </summary>
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/// <param name="beatmapSet">The beatmap set to delete.</param>
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public void Delete ( BeatmapSetInfo beatmapSet )
{
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if ( ! beatmaps . Delete ( beatmapSet ) ) return ;
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if ( ! beatmapSet . Protected )
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files . Dereference ( beatmapSet . Files . Select ( f = > f . FileInfo ) . ToArray ( ) ) ;
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}
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to hide.</param>
public void Hide ( BeatmapInfo beatmap ) = > beatmaps . Hide ( beatmap ) ;
/// <summary>
/// Restore a beatmap difficulty.
/// </summary>
/// <param name="beatmap">The beatmap difficulty to restore.</param>
public void Restore ( BeatmapInfo beatmap ) = > beatmaps . Restore ( beatmap ) ;
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/// <summary>
/// Returns a <see cref="BeatmapSetInfo"/> to a usable state if it has previously been deleted but not yet purged.
/// Is a no-op for already usable beatmaps.
/// </summary>
/// <param name="beatmapSet">The beatmap to restore.</param>
public void Undelete ( BeatmapSetInfo beatmapSet )
{
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if ( ! beatmaps . Undelete ( beatmapSet ) ) return ;
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if ( ! beatmapSet . Protected )
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files . Reference ( beatmapSet . Files . Select ( f = > f . FileInfo ) . ToArray ( ) ) ;
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}
/// <summary>
/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
/// </summary>
/// <param name="beatmapInfo">The beatmap to lookup.</param>
/// <param name="previous">The currently loaded <see cref="WorkingBeatmap"/>. Allows for optimisation where elements are shared with the new beatmap.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
public WorkingBeatmap GetWorkingBeatmap ( BeatmapInfo beatmapInfo , WorkingBeatmap previous = null )
{
if ( beatmapInfo = = null | | beatmapInfo = = DefaultBeatmap ? . BeatmapInfo )
return DefaultBeatmap ;
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lock ( beatmaps )
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beatmaps . Populate ( beatmapInfo ) ;
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if ( beatmapInfo . BeatmapSet = = null )
throw new InvalidOperationException ( $@"Beatmap set {beatmapInfo.BeatmapSetInfoID} is not in the local database." ) ;
if ( beatmapInfo . Metadata = = null )
beatmapInfo . Metadata = beatmapInfo . BeatmapSet . Metadata ;
WorkingBeatmap working = new BeatmapManagerWorkingBeatmap ( files . Store , beatmapInfo ) ;
previous ? . TransferTo ( working ) ;
return working ;
}
/// <summary>
/// Reset the manager to an empty state.
/// </summary>
public void Reset ( )
{
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lock ( beatmaps )
beatmaps . Reset ( ) ;
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}
/// <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 BeatmapSetInfo QueryBeatmapSet ( Func < BeatmapSetInfo , bool > query )
{
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lock ( beatmaps )
{
BeatmapSetInfo set = beatmaps . Query < BeatmapSetInfo > ( ) . FirstOrDefault ( query ) ;
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if ( set ! = null )
beatmaps . Populate ( set ) ;
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return set ;
}
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}
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/// <summary>
/// Refresh an existing instance of a <see cref="BeatmapSetInfo"/> from the store.
/// </summary>
/// <param name="beatmapSet">A stale instance.</param>
/// <returns>A fresh instance.</returns>
public BeatmapSetInfo Refresh ( BeatmapSetInfo beatmapSet ) = > QueryBeatmapSet ( s = > s . ID = = beatmapSet . ID ) ;
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/// <summary>
/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
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public List < BeatmapSetInfo > QueryBeatmapSets ( Expression < Func < BeatmapSetInfo , bool > > query )
{
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return beatmaps . QueryAndPopulate ( query ) ;
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}
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/// <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 ( Func < BeatmapInfo , bool > query )
{
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BeatmapInfo set = beatmaps . Query < BeatmapInfo > ( ) . FirstOrDefault ( query ) ;
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if ( set ! = null )
beatmaps . Populate ( set ) ;
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return set ;
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}
/// <summary>
/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>Results from the provided query.</returns>
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public List < BeatmapInfo > QueryBeatmaps ( Expression < Func < BeatmapInfo , bool > > query )
{
lock ( beatmaps ) return beatmaps . QueryAndPopulate ( query ) ;
}
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/// <summary>
/// Creates an <see cref="ArchiveReader"/> from a valid storage path.
/// </summary>
/// <param name="path">A file or folder path resolving the beatmap content.</param>
/// <returns>A reader giving access to the beatmap's content.</returns>
private ArchiveReader getReaderFrom ( string path )
{
if ( ZipFile . IsZipFile ( path ) )
return new OszArchiveReader ( storage . GetStream ( path ) ) ;
else
return new LegacyFilesystemReader ( path ) ;
}
/// <summary>
/// Import a beamap into our local <see cref="FileStore"/> storage.
/// If the beatmap is already imported, the existing instance will be returned.
/// </summary>
/// <param name="reader">The beatmap archive to be read.</param>
/// <returns>The imported beatmap, or an existing instance if it is already present.</returns>
private BeatmapSetInfo importToStorage ( ArchiveReader reader )
{
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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" ) ) ;
if ( string . IsNullOrEmpty ( mapName ) )
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throw new InvalidOperationException ( "No beatmap files found in the map folder." ) ;
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// for now, concatenate all .osu files in the set to create a unique hash.
MemoryStream hashable = new MemoryStream ( ) ;
foreach ( string file in reader . Filenames . Where ( f = > f . EndsWith ( ".osu" ) ) )
using ( Stream s = reader . GetStream ( file ) )
s . CopyTo ( hashable ) ;
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var hash = hashable . ComputeSHA2Hash ( ) ;
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// check if this beatmap has already been imported and exit early if so.
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BeatmapSetInfo beatmapSet ;
lock ( beatmaps )
beatmapSet = beatmaps . QueryAndPopulate < BeatmapSetInfo > ( b = > b . Hash = = hash ) . FirstOrDefault ( ) ;
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if ( beatmapSet ! = null )
{
Undelete ( beatmapSet ) ;
return beatmapSet ;
}
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List < BeatmapSetFileInfo > fileInfos = new List < BeatmapSetFileInfo > ( ) ;
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// import files to manager
foreach ( string file in reader . Filenames )
using ( Stream s = reader . GetStream ( file ) )
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fileInfos . Add ( new BeatmapSetFileInfo
{
Filename = file ,
FileInfo = files . Add ( s )
} ) ;
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BeatmapMetadata metadata ;
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using ( var stream = new StreamReader ( reader . GetStream ( mapName ) ) )
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metadata = BeatmapDecoder . GetDecoder ( stream ) . Decode ( stream ) . Metadata ;
beatmapSet = new BeatmapSetInfo
{
OnlineBeatmapSetID = metadata . OnlineBeatmapSetID ,
Beatmaps = new List < BeatmapInfo > ( ) ,
Hash = hash ,
Files = fileInfos ,
Metadata = metadata
} ;
var mapNames = reader . Filenames . Where ( f = > f . EndsWith ( ".osu" ) ) ;
foreach ( var name in mapNames )
{
using ( var raw = reader . GetStream ( name ) )
using ( var ms = new MemoryStream ( ) ) //we need a memory stream so we can seek and shit
using ( var sr = new StreamReader ( ms ) )
{
raw . CopyTo ( ms ) ;
ms . Position = 0 ;
var decoder = BeatmapDecoder . GetDecoder ( sr ) ;
Beatmap beatmap = decoder . Decode ( sr ) ;
beatmap . BeatmapInfo . Path = name ;
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beatmap . BeatmapInfo . Hash = ms . ComputeSHA2Hash ( ) ;
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beatmap . BeatmapInfo . MD5Hash = ms . ComputeMD5Hash ( ) ;
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// TODO: Diff beatmap metadata with set metadata and leave it here if necessary
beatmap . BeatmapInfo . Metadata = null ;
// TODO: this should be done in a better place once we actually need to dynamically update it.
beatmap . BeatmapInfo . Ruleset = rulesets . Query < RulesetInfo > ( ) . FirstOrDefault ( r = > r . ID = = beatmap . BeatmapInfo . RulesetID ) ;
beatmap . BeatmapInfo . StarDifficulty = rulesets . Query < RulesetInfo > ( ) . FirstOrDefault ( r = > r . ID = = beatmap . BeatmapInfo . RulesetID ) ? . CreateInstance ( ) ? . CreateDifficultyCalculator ( beatmap )
. Calculate ( ) ? ? 0 ;
beatmapSet . Beatmaps . Add ( beatmap . BeatmapInfo ) ;
}
}
return beatmapSet ;
}
/// <summary>
/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
/// </summary>
/// <param name="populate">Whether returned objects should be pre-populated with all data.</param>
/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
public List < BeatmapSetInfo > GetAllUsableBeatmapSets ( bool populate = true )
{
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lock ( beatmaps )
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{
if ( populate )
return beatmaps . QueryAndPopulate < BeatmapSetInfo > ( b = > ! b . DeletePending ) . ToList ( ) ;
else
return beatmaps . Query < BeatmapSetInfo > ( b = > ! b . DeletePending ) . ToList ( ) ;
}
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}
protected class BeatmapManagerWorkingBeatmap : WorkingBeatmap
{
private readonly IResourceStore < byte [ ] > store ;
public BeatmapManagerWorkingBeatmap ( IResourceStore < byte [ ] > store , BeatmapInfo beatmapInfo )
: base ( beatmapInfo )
{
this . store = store ;
}
protected override Beatmap GetBeatmap ( )
{
try
{
Beatmap beatmap ;
BeatmapDecoder decoder ;
using ( var stream = new StreamReader ( store . GetStream ( getPathForFile ( BeatmapInfo . Path ) ) ) )
{
decoder = BeatmapDecoder . GetDecoder ( stream ) ;
beatmap = decoder . Decode ( stream ) ;
}
if ( beatmap = = null | | BeatmapSetInfo . StoryboardFile = = null )
return beatmap ;
using ( var stream = new StreamReader ( store . GetStream ( getPathForFile ( BeatmapSetInfo . StoryboardFile ) ) ) )
decoder . Decode ( stream , beatmap ) ;
return beatmap ;
}
catch { return null ; }
}
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private string getPathForFile ( string filename ) = > BeatmapSetInfo . Files . First ( f = > f . Filename = = filename ) . FileInfo . StoragePath ;
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protected override Texture GetBackground ( )
{
if ( Metadata ? . BackgroundFile = = null )
return null ;
try
{
return new TextureStore ( new RawTextureLoaderStore ( store ) , false ) . Get ( getPathForFile ( Metadata . BackgroundFile ) ) ;
}
catch { return null ; }
}
protected override Track GetTrack ( )
{
try
{
var trackData = store . GetStream ( getPathForFile ( Metadata . AudioFile ) ) ;
return trackData = = null ? null : new TrackBass ( trackData ) ;
}
catch { return new TrackVirtual ( ) ; }
}
}
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/// <summary>
/// This is a temporary method and will likely be replaced by a full-fledged (and more correctly placed) migration process in the future.
/// </summary>
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public void ImportFromStable ( )
{
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var stable = GetStableStorage ? . Invoke ( ) ;
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if ( stable = = null )
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{
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Logger . Log ( "No osu!stable installation available!" , LoggingTarget . Information , LogLevel . Error ) ;
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return ;
}
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Import ( stable . GetDirectories ( "Songs" ) ) ;
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}
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public void DeleteAll ( )
{
var maps = GetAllUsableBeatmapSets ( ) . ToArray ( ) ;
if ( maps . Length = = 0 ) return ;
var notification = new ProgressNotification
{
Progress = 0 ,
State = ProgressNotificationState . Active ,
} ;
PostNotification ? . Invoke ( notification ) ;
int i = 0 ;
foreach ( var b in maps )
{
if ( notification . State = = ProgressNotificationState . Cancelled )
// user requested abort
return ;
notification . Text = $"Deleting ({i} of {maps.Length})" ;
notification . Progress = ( float ) + + i / maps . Length ;
Delete ( b ) ;
}
notification . State = ProgressNotificationState . Completed ;
}
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}
}