Merge branch 'master' into fix-zip-encoding

This commit is contained in:
Bartłomiej Dach 2024-04-30 16:30:15 +02:00
commit 82d1ebbd20
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3 changed files with 65 additions and 29 deletions

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@ -3,6 +3,7 @@
#nullable disable
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
@ -321,6 +322,30 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
}
[Test]
public void TestSkinSavesOnChange()
{
advanceToSongSelect();
openSkinEditor();
Guid editedSkinId = Guid.Empty;
AddStep("save skin id", () => editedSkinId = Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.Value.ID);
AddStep("add skinnable component", () =>
{
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
});
AddStep("change to triangles skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(SkinInfo.TRIANGLES_SKIN.ToString()));
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
// sort of implicitly relies on song select not being skinnable.
// TODO: revisit if the above ever changes
AddUntilStep("skin changed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
AddStep("change back to modified skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(editedSkinId.ToString()));
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
AddUntilStep("changes saved", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
}
private void advanceToSongSelect()
{
PushAndConfirm(() => songSelect = new TestPlaySongSelect());

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@ -35,6 +35,7 @@ using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Skinning;
using osu.Game.Utils;
using osuTK.Input;
using Realms;
using Realms.Exceptions;
@ -321,12 +322,32 @@ namespace osu.Game.Database
{
Logger.Error(e, "Your local database is too new to work with this version of osu!. Please close osu! and install the latest release to recover your data.");
// If a newer version database already exists, don't backup again. We can presume that the first backup is the one we care about.
// If a newer version database already exists, don't create another backup. We can presume that the first backup is the one we care about.
if (!storage.Exists(newerVersionFilename))
createBackup(newerVersionFilename);
}
else
{
// This error can occur due to file handles still being open by a previous instance.
// If this is the case, rather than assuming the realm file is corrupt, block game startup.
if (e.Message.StartsWith("SetEndOfFile() failed", StringComparison.Ordinal))
{
// This will throw if the realm file is not available for write access after 5 seconds.
FileUtils.AttemptOperation(() =>
{
if (storage.Exists(Filename))
{
using (var _ = storage.GetStream(Filename, FileAccess.ReadWrite))
{
}
}
}, 20);
// If the above eventually succeeds, try and continue startup as per normal.
// This may throw again but let's allow it to, and block startup.
return getRealmInstance();
}
Logger.Error(e, "Realm startup failed with unrecoverable error; starting with a fresh database. A backup of your database has been made.");
createBackup($"{Filename.Replace(realm_extension, string.Empty)}_{DateTimeOffset.UtcNow.ToUnixTimeSeconds()}_corrupt{realm_extension}");
}
@ -1142,33 +1163,18 @@ namespace osu.Game.Database
{
Logger.Log($"Creating full realm database backup at {backupFilename}", LoggingTarget.Database);
int attempts = 10;
while (true)
FileUtils.AttemptOperation(() =>
{
try
using (var source = storage.GetStream(Filename, mode: FileMode.Open))
{
using (var source = storage.GetStream(Filename, mode: FileMode.Open))
{
// source may not exist.
if (source == null)
return;
// source may not exist.
if (source == null)
return;
using (var destination = storage.GetStream(backupFilename, FileAccess.Write, FileMode.CreateNew))
source.CopyTo(destination);
}
return;
using (var destination = storage.GetStream(backupFilename, FileAccess.Write, FileMode.CreateNew))
source.CopyTo(destination);
}
catch (IOException)
{
if (attempts-- <= 0)
throw;
// file may be locked during use.
Thread.Sleep(500);
}
}
}, 20);
}
/// <summary>

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@ -255,8 +255,11 @@ namespace osu.Game.Overlays.SkinEditor
// schedule ensures this only happens when the skin editor is visible.
// also avoid some weird endless recursion / bindable feedback loop (something to do with tracking skins across three different bindable types).
// probably something which will be factored out in a future database refactor so not too concerning for now.
currentSkin.BindValueChanged(_ =>
currentSkin.BindValueChanged(val =>
{
if (val.OldValue != null && hasBegunMutating)
save(val.OldValue);
hasBegunMutating = false;
Scheduler.AddOnce(skinChanged);
}, true);
@ -537,7 +540,9 @@ namespace osu.Game.Overlays.SkinEditor
protected void Redo() => changeHandler?.RestoreState(1);
public void Save(bool userTriggered = true)
public void Save(bool userTriggered = true) => save(currentSkin.Value);
private void save(Skin skin, bool userTriggered = true)
{
if (!hasBegunMutating)
return;
@ -551,11 +556,11 @@ namespace osu.Game.Overlays.SkinEditor
return;
foreach (var t in targetContainers)
currentSkin.Value.UpdateDrawableTarget(t);
skin.UpdateDrawableTarget(t);
// In the case the save was user triggered, always show the save message to make them feel confident.
if (skins.Save(skins.CurrentSkin.Value) || userTriggered)
onScreenDisplay?.Display(new SkinEditorToast(ToastStrings.SkinSaved, currentSkin.Value.SkinInfo.ToString() ?? "Unknown"));
if (skins.Save(skin) || userTriggered)
onScreenDisplay?.Display(new SkinEditorToast(ToastStrings.SkinSaved, skin.SkinInfo.ToString() ?? "Unknown"));
}
protected override bool OnHover(HoverEvent e) => true;