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https://github.com/ppy/osu
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Add the ability for ArchiveModelManager to re-import even when existing entry is present
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@ -106,7 +106,10 @@ namespace osu.Game.Beatmaps
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foreach (BeatmapInfo b in beatmapSet.Beatmaps)
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fetchAndPopulateOnlineValues(b, beatmapSet.Beatmaps);
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}
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protected override void PreImport(BeatmapSetInfo beatmapSet)
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{
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// check if a set already exists with the same online id, delete if it does.
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if (beatmapSet.OnlineBeatmapSetID != null)
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{
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@ -254,6 +257,15 @@ namespace osu.Game.Beatmaps
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/// <returns>The first result for the provided query, or null if no results were found.</returns>
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public BeatmapSetInfo QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query) => beatmaps.ConsumableItems.AsNoTracking().FirstOrDefault(query);
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protected override bool CanUndelete(BeatmapSetInfo existing, BeatmapSetInfo import)
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{
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if (!base.CanUndelete(existing, import))
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return false;
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// force re-import if we are not in a sane state.
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return existing.OnlineBeatmapSetID == import.OnlineBeatmapSetID;
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}
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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@ -300,21 +300,31 @@ namespace osu.Game.Database
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{
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if (!write.IsTransactionLeader) throw new InvalidOperationException($"Ensure there is no parent transaction so errors can correctly be handled by {this}");
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var existing = CheckForExisting(item);
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if (existing != null)
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{
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Undelete(existing);
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Logger.Log($"Found existing {typeof(TModel)} for {item} (ID {existing.ID}). Skipping import.", LoggingTarget.Database);
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handleEvent(() => ItemAdded?.Invoke(existing, true));
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return existing;
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}
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if (archive != null)
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item.Files = createFileInfos(archive, Files);
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Populate(item, archive);
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var existing = CheckForExisting(item);
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if (existing != null)
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{
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if (CanUndelete(existing, item))
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{
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Undelete(existing);
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Logger.Log($"Found existing {typeof(TModel)} for {item} (ID {existing.ID}). Skipping import.", LoggingTarget.Database);
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handleEvent(() => ItemAdded?.Invoke(existing, true));
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return existing;
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}
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else
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{
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Delete(existing);
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ModelStore.PurgeDeletable(s => s.ID == existing.ID);
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}
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}
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PreImport(item);
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// import to store
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ModelStore.Add(item);
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}
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@ -542,12 +552,29 @@ namespace osu.Game.Database
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{
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}
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/// <summary>
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/// Perform any final actions before the import to database executes.
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/// </summary>
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/// <param name="model">The model prepared for import.</param>
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protected virtual void PreImport(TModel model)
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{
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}
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/// <summary>
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/// Check whether an existing model already exists for a new import item.
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/// </summary>
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/// <param name="model">The new model proposed for import. Note that <see cref="Populate"/> has not yet been run on this model.</param>
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/// <param name="model">The new model proposed for import.
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/// <returns>An existing model which matches the criteria to skip importing, else null.</returns>
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protected virtual TModel CheckForExisting(TModel model) => model.Hash == null ? null : ModelStore.ConsumableItems.FirstOrDefault(b => b.Hash == model.Hash);
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protected TModel CheckForExisting(TModel model) => model.Hash == null ? null : ModelStore.ConsumableItems.FirstOrDefault(b => b.Hash == model.Hash);
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/// <summary>
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/// After an existing <see cref="TModel"/> is found during an import process, the default behaviour is to restore the existing
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/// item and skip the import. This method allows changing that behaviour.
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/// </summary>
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/// <param name="existing">The existing model.</param>
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/// <param name="import">The newly imported model.</param>
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/// <returns>Whether the existing model should be restored and used. Returning false will delete the existing a force a re-import.</returns>
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protected virtual bool CanUndelete(TModel existing, TModel import) => true;
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private DbSet<TModel> queryModel() => ContextFactory.Get().Set<TModel>();
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