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https://github.com/ppy/osu
synced 2025-01-01 11:52:20 +00:00
Fix Hide/Restore/Delete etc.
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parent
8452e315f4
commit
5001e9f264
@ -6,12 +6,13 @@ using System.ComponentModel.DataAnnotations;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Linq;
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using Newtonsoft.Json;
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using osu.Game.Database;
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using osu.Game.IO.Serialization;
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using osu.Game.Rulesets;
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namespace osu.Game.Beatmaps
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{
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public class BeatmapInfo : IEquatable<BeatmapInfo>, IJsonSerializable
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public class BeatmapInfo : IEquatable<BeatmapInfo>, IJsonSerializable, IHasPrimaryKey
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{
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[DatabaseGenerated(DatabaseGeneratedOption.Identity)]
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public int ID { get; set; }
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@ -4,10 +4,11 @@
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Linq;
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using osu.Game.Database;
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namespace osu.Game.Beatmaps
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{
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public class BeatmapSetInfo
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public class BeatmapSetInfo : IHasPrimaryKey
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{
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[DatabaseGenerated(DatabaseGeneratedOption.Identity)]
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public int ID { get; set; }
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@ -48,10 +48,10 @@ namespace osu.Game.Beatmaps
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{
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var context = GetContext();
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if (beatmapSet.DeletePending) return false;
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Refresh(ref beatmapSet, BeatmapSets);
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if (beatmapSet.DeletePending) return false;
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beatmapSet.DeletePending = true;
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context.Update(beatmapSet);
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context.SaveChanges();
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BeatmapSetRemoved?.Invoke(beatmapSet);
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@ -67,10 +67,10 @@ namespace osu.Game.Beatmaps
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{
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var context = GetContext();
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if (!beatmapSet.DeletePending) return false;
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Refresh(ref beatmapSet, BeatmapSets);
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if (!beatmapSet.DeletePending) return false;
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beatmapSet.DeletePending = false;
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context.Update(beatmapSet);
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context.SaveChanges();
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BeatmapSetAdded?.Invoke(beatmapSet);
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@ -86,10 +86,10 @@ namespace osu.Game.Beatmaps
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{
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var context = GetContext();
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if (beatmap.Hidden) return false;
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Refresh(ref beatmap, Beatmaps);
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if (beatmap.Hidden) return false;
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beatmap.Hidden = true;
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context.Update(beatmap);
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context.SaveChanges();
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BeatmapHidden?.Invoke(beatmap);
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@ -105,10 +105,10 @@ namespace osu.Game.Beatmaps
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{
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var context = GetContext();
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if (!beatmap.Hidden) return false;
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Refresh(ref beatmap, Beatmaps);
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if (!beatmap.Hidden) return false;
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beatmap.Hidden = false;
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context.Update(beatmap);
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context.SaveChanges();
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BeatmapRestored?.Invoke(beatmap);
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@ -2,7 +2,10 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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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 Microsoft.EntityFrameworkCore;
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using osu.Framework.Platform;
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namespace osu.Game.Database
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@ -19,9 +22,20 @@ namespace osu.Game.Database
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private readonly ThreadLocal<OsuDbContext> queryContext;
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/// <summary>
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/// Refresh an instance potentially from a diffrent thread with a local context-tracked instance.
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/// Refresh an instance potentially from a different thread with a local context-tracked instance.
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/// </summary>
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protected void Refresh<T>(ref T obj) where T : class, IHasPrimaryKey => obj = GetContext().Find<T>(obj.ID);
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/// <param name="obj"></param>
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/// <param name="lookupSource"></param>
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/// <typeparam name="T"></typeparam>
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protected virtual void Refresh<T>(ref T obj, IEnumerable<T> lookupSource = null) where T : class, IHasPrimaryKey
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{
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var context = GetContext();
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if (context.Entry(obj).State != EntityState.Detached) return;
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var id = obj.ID;
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obj = lookupSource?.FirstOrDefault(t => t.ID == id) ?? context.Find<T>(id);
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}
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/// <summary>
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/// Retrieve a shared context for performing lookups (or write operations on the update thread, for now).
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@ -119,7 +119,7 @@ namespace osu.Game.Screens.Select
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internal void UpdateBeatmap(BeatmapInfo beatmap)
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{
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// todo: this method should not run more than once for the same BeatmapSetInfo.
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var set = manager.Refresh(beatmap.BeatmapSet);
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var set = manager.QueryBeatmapSet(s => s.ID == beatmap.BeatmapSetInfoID);
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// todo: this method should be smarter as to not recreate panels that haven't changed, etc.
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var group = groups.Find(b => b.BeatmapSet.ID == set.ID);
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