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Merge pull request #13630 from smoogipoo/more-collection-safety
Make collection database even more safe
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commit
b6555c10f8
@ -35,6 +35,7 @@ namespace osu.Game.Collections
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private const int database_version = 30000000;
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private const string database_name = "collection.db";
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private const string database_backup_name = "collection.db.bak";
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public readonly BindableList<BeatmapCollection> Collections = new BindableList<BeatmapCollection>();
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@ -56,6 +57,17 @@ namespace osu.Game.Collections
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{
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Collections.CollectionChanged += collectionsChanged;
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if (storage.Exists(database_backup_name))
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{
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// If a backup file exists, it means the previous write operation didn't run to completion.
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// Always prefer the backup file in such a case as it's the most recent copy that is guaranteed to not be malformed.
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//
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// The database is saved 100ms after any change, and again when the game is closed, so there shouldn't be a large diff between the two files in the worst case.
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if (storage.Exists(database_name))
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storage.Delete(database_name);
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File.Copy(storage.GetFullPath(database_backup_name), storage.GetFullPath(database_name));
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}
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if (storage.Exists(database_name))
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{
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List<BeatmapCollection> beatmapCollections;
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@ -68,7 +80,7 @@ namespace osu.Game.Collections
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}
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}
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private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e)
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private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
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{
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switch (e.Action)
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{
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@ -92,7 +104,7 @@ namespace osu.Game.Collections
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}
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backgroundSave();
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}
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});
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/// <summary>
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/// Set an endpoint for notifications to be posted to.
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@ -257,27 +269,50 @@ namespace osu.Game.Collections
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{
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Interlocked.Increment(ref lastSave);
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// This is NOT thread-safe!!
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try
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{
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// This is NOT thread-safe!!
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var tempPath = Path.GetTempFileName();
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using (var sw = new SerializationWriter(storage.GetStream(database_name, FileAccess.Write)))
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using (var ms = new MemoryStream())
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{
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sw.Write(database_version);
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var collectionsCopy = Collections.ToArray();
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sw.Write(collectionsCopy.Length);
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foreach (var c in collectionsCopy)
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using (var sw = new SerializationWriter(ms, true))
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{
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sw.Write(c.Name.Value);
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sw.Write(database_version);
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var beatmapsCopy = c.Beatmaps.ToArray();
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sw.Write(beatmapsCopy.Length);
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var collectionsCopy = Collections.ToArray();
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sw.Write(collectionsCopy.Length);
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foreach (var b in beatmapsCopy)
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sw.Write(b.MD5Hash);
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foreach (var c in collectionsCopy)
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{
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sw.Write(c.Name.Value);
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var beatmapsCopy = c.Beatmaps.ToArray();
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sw.Write(beatmapsCopy.Length);
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foreach (var b in beatmapsCopy)
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sw.Write(b.MD5Hash);
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}
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}
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using (var fs = File.OpenWrite(tempPath))
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ms.WriteTo(fs);
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var databasePath = storage.GetFullPath(database_name);
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var databaseBackupPath = storage.GetFullPath(database_backup_name);
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// Back up the existing database, clearing any existing backup.
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if (File.Exists(databaseBackupPath))
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File.Delete(databaseBackupPath);
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if (File.Exists(databasePath))
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File.Move(databasePath, databaseBackupPath);
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// Move the new database in-place of the existing one.
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File.Move(tempPath, databasePath);
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// If everything succeeded up to this point, remove the backup file.
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if (File.Exists(databaseBackupPath))
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File.Delete(databaseBackupPath);
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}
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if (saveFailures < 10)
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@ -18,8 +18,8 @@ namespace osu.Game.IO.Legacy
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/// handle null strings and simplify use with ISerializable. </summary>
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public class SerializationWriter : BinaryWriter
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{
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public SerializationWriter(Stream s)
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: base(s, Encoding.UTF8)
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public SerializationWriter(Stream s, bool leaveOpen = false)
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: base(s, Encoding.UTF8, leaveOpen)
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{
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}
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