mirror of https://github.com/ppy/osu
Split updater process into realm transaction and non-transaction
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@ -319,15 +319,18 @@ public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin
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AddFile(setInfo, stream, createBeatmapFilenameFromMetadata(beatmapInfo));
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Realm.Write(r => setInfo.CopyChangesToRealm(r.Find<BeatmapSetInfo>(setInfo.ID)));
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Realm.Write(r =>
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{
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var liveBeatmapSet = r.Find<BeatmapSetInfo>(setInfo.ID);
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setInfo.CopyChangesToRealm(liveBeatmapSet);
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beatmapUpdater?.Process(liveBeatmapSet, r);
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});
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}
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workingBeatmapCache.Invalidate(beatmapInfo);
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Debug.Assert(beatmapInfo.BeatmapSet != null);
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beatmapUpdater?.Queue(Realm.Run(r => r.Find<BeatmapSetInfo>(setInfo.ID).ToLive(Realm)));
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static string createBeatmapFilenameFromMetadata(BeatmapInfo beatmapInfo)
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{
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var metadata = beatmapInfo.Metadata;
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@ -8,6 +8,7 @@
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using osu.Framework.Extensions;
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using osu.Game.Database;
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using osu.Game.Rulesets.Objects;
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using Realms;
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namespace osu.Game.Beatmaps
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{
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@ -40,27 +41,27 @@ public void Queue(Live<BeatmapSetInfo> beatmap)
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/// <summary>
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/// Run all processing on a beatmap immediately.
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/// </summary>
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public void Process(BeatmapSetInfo beatmapSet)
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public void Process(BeatmapSetInfo beatmapSet) => beatmapSet.Realm.Write(r => Process(beatmapSet, r));
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public void Process(BeatmapSetInfo beatmapSet, Realm realm)
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{
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beatmapSet.Realm.Write(() =>
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{
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onlineLookupQueue.Update(beatmapSet);
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foreach (var beatmap in beatmapSet.Beatmaps)
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{
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// Because we aren't guaranteed all processing will happen on this thread, it's very hard to use the live realm object.
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// This can be fixed by adding a synchronous flow to `BeatmapDifficultyCache`.
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var detachedBeatmap = beatmap.Detach();
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beatmap.StarRating = difficultyCache.GetDifficultyAsync(detachedBeatmap).GetResultSafely()?.Stars ?? 0;
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmap);
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beatmap.Length = calculateLength(working.Beatmap);
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beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
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}
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});
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapSet);
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onlineLookupQueue.Update(beatmapSet);
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foreach (var beatmap in beatmapSet.Beatmaps)
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{
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// Because we aren't guaranteed all processing will happen on this thread, it's very hard to use the live realm object.
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// This can be fixed by adding a synchronous flow to `BeatmapDifficultyCache`.
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var detachedBeatmap = beatmap.Detach();
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beatmap.StarRating = difficultyCache.GetDifficultyAsync(detachedBeatmap).GetResultSafely()?.Stars ?? 0;
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmap);
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beatmap.Length = calculateLength(working.Beatmap);
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beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
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}
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}
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private double calculateLength(IBeatmap b)
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