Rename parameter to read better (and still use local cache if no online API is available)

This commit is contained in:
Dean Herbert 2022-07-28 16:55:46 +09:00
parent c35da62224
commit 8cb4fb35e0
3 changed files with 24 additions and 11 deletions

View File

@ -41,21 +41,25 @@ namespace osu.Game.Beatmaps
/// <summary>
/// Queue a beatmap for background processing.
/// </summary>
public void Queue(Live<BeatmapSetInfo> beatmap, bool forceOnlineFetch = false)
/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
/// <param name="preferOnlineFetch">Whether metadata from an online source should be preferred. If <c>true</c>, the local cache will be skipped to ensure the freshest data state possible.</param>
public void Queue(Live<BeatmapSetInfo> beatmapSet, bool preferOnlineFetch = false)
{
Logger.Log($"Queueing change for local beatmap {beatmap}");
Task.Factory.StartNew(() => beatmap.PerformRead(b => Process(b, forceOnlineFetch)), default, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
Logger.Log($"Queueing change for local beatmap {beatmapSet}");
Task.Factory.StartNew(() => beatmapSet.PerformRead(b => Process(b, preferOnlineFetch)), default, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
}
/// <summary>
/// Run all processing on a beatmap immediately.
/// </summary>
public void Process(BeatmapSetInfo beatmapSet, bool forceOnlineFetch = false) => beatmapSet.Realm.Write(r =>
/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
/// <param name="preferOnlineFetch">Whether metadata from an online source should be preferred. If <c>true</c>, the local cache will be skipped to ensure the freshest data state possible.</param>
public void Process(BeatmapSetInfo beatmapSet, bool preferOnlineFetch = false) => beatmapSet.Realm.Write(r =>
{
// Before we use below, we want to invalidate.
workingBeatmapCache.Invalidate(beatmapSet);
metadataLookup.Update(beatmapSet, forceOnlineFetch);
metadataLookup.Update(beatmapSet, preferOnlineFetch);
foreach (var beatmap in beatmapSet.Beatmaps)
{

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@ -48,18 +48,27 @@ namespace osu.Game.Beatmaps
prepareLocalCache();
}
public void Update(BeatmapSetInfo beatmapSet, bool forceOnlineFetch)
/// <summary>
/// Queue an update for a beatmap set.
/// </summary>
/// <param name="beatmapSet">The beatmap set to update. Updates will be applied directly (so a transaction should be started if this instance is managed).</param>
/// <param name="preferOnlineFetch">Whether metadata from an online source should be preferred. If <c>true</c>, the local cache will be skipped to ensure the freshest data state possible.</param>
public void Update(BeatmapSetInfo beatmapSet, bool preferOnlineFetch)
{
foreach (var b in beatmapSet.Beatmaps)
lookup(beatmapSet, b, forceOnlineFetch);
lookup(beatmapSet, b, preferOnlineFetch);
}
private void lookup(BeatmapSetInfo set, BeatmapInfo beatmapInfo, bool forceOnlineFetch)
private void lookup(BeatmapSetInfo set, BeatmapInfo beatmapInfo, bool preferOnlineFetch)
{
if (!forceOnlineFetch && checkLocalCache(set, beatmapInfo))
bool apiAvailable = api?.State.Value == APIState.Online;
bool useLocalCache = !apiAvailable || !preferOnlineFetch;
if (useLocalCache && checkLocalCache(set, beatmapInfo))
return;
if (api?.State.Value != APIState.Online)
if (!apiAvailable)
return;
var req = new GetBeatmapRequest(beatmapInfo);

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@ -287,7 +287,7 @@ namespace osu.Game
AddInternal(new BeatmapOnlineChangeIngest(beatmapUpdater, realm, metadataClient));
BeatmapManager.ProcessBeatmap = (set, isBatch) => beatmapUpdater.Process(set, forceOnlineFetch: !isBatch);
BeatmapManager.ProcessBeatmap = (set, isBatch) => beatmapUpdater.Process(set, preferOnlineFetch: !isBatch);
dependencies.Cache(userCache = new UserLookupCache());
AddInternal(userCache);