mirror of https://github.com/ppy/osu
Add and consume user cache class
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Concurrent;
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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 System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Users;
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namespace osu.Game.Database
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{
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public class UserLookupCache : MemoryCachingComponent<int, User>
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{
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private readonly ConcurrentBag<int> nextTaskIDs = new ConcurrentBag<int>();
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[Resolved]
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private IAPIProvider api { get; set; }
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private readonly object taskAssignmentLock = new object();
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private Task<List<User>> pendingRequest;
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/// <summary>
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/// Whether <see cref="pendingRequest"/> has already grabbed its IDs.
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/// </summary>
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private bool pendingRequestConsumedIDs;
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public Task<User> GetUser(int userId, CancellationToken token = default) => GetAsync(userId, token);
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protected override async Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
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{
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var users = await getQueryTaskForUser(lookup);
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return users.FirstOrDefault(u => u.Id == lookup);
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}
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/// <summary>
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/// Return the task responsible for fetching the provided user.
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/// This may be part of a larger batch lookup to reduce web requests.
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/// </summary>
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/// <param name="userId">The user to lookup.</param>
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/// <returns>The task responsible for the lookup.</returns>
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private Task<List<User>> getQueryTaskForUser(int userId)
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{
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lock (taskAssignmentLock)
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{
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nextTaskIDs.Add(userId);
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// if there's a pending request which hasn't been started yet (and is not yet full), we can wait on it.
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if (pendingRequest != null && !pendingRequestConsumedIDs && nextTaskIDs.Count < 50)
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return pendingRequest;
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return queueNextTask(nextLookup);
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}
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List<User> nextLookup()
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{
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int[] lookupItems;
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lock (taskAssignmentLock)
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{
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pendingRequestConsumedIDs = true;
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lookupItems = nextTaskIDs.ToArray();
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nextTaskIDs.Clear();
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if (lookupItems.Length == 0)
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{
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queueNextTask(null);
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return new List<User>();
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}
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}
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var request = new GetUsersRequest(lookupItems);
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// rather than queueing, we maintain our own single-threaded request stream.
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request.Perform(api);
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return request.Result.Users;
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}
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}
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/// <summary>
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/// Queues new work at the end of the current work tasks.
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/// Ensures the provided work is eventually run.
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/// </summary>
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/// <param name="work">The work to run. Can be null to signify the end of available work.</param>
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/// <returns>The task tracking this work.</returns>
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private Task<List<User>> queueNextTask(Func<List<User>> work)
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{
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lock (taskAssignmentLock)
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{
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if (work == null)
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{
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pendingRequest = null;
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pendingRequestConsumedIDs = false;
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}
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else if (pendingRequest == null)
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{
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// special case for the first request ever.
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pendingRequest = Task.Run(work);
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pendingRequestConsumedIDs = false;
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}
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else
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{
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// append the new request on to the last to be executed.
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pendingRequest = pendingRequest.ContinueWith(_ => work());
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pendingRequestConsumedIDs = false;
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}
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return pendingRequest;
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}
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}
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}
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}
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@ -61,6 +61,8 @@ public class OsuGameBase : Framework.Game, ICanAcceptFiles
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protected BeatmapDifficultyCache DifficultyCache;
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protected UserLookupCache UserCache;
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protected SkinManager SkinManager;
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protected RulesetStore RulesetStore;
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@ -229,6 +231,9 @@ List<ScoreInfo> getBeatmapScores(BeatmapSetInfo set)
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dependencies.Cache(DifficultyCache = new BeatmapDifficultyCache());
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AddInternal(DifficultyCache);
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dependencies.Cache(UserCache = new UserLookupCache());
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AddInternal(UserCache);
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var scorePerformanceManager = new ScorePerformanceCache();
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dependencies.Cache(scorePerformanceManager);
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AddInternal(scorePerformanceManager);
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@ -8,8 +8,8 @@
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.Spectator;
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using osu.Game.Screens.Multi.Match.Components;
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using osu.Game.Screens.Play;
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@ -45,6 +45,9 @@ private void load()
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private UserLookupCache users { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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@ -55,18 +58,19 @@ protected override void LoadComplete()
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switch (e.Action)
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{
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case NotifyCollectionChangedAction.Add:
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var request = new GetUsersRequest(e.NewItems.OfType<int>().ToArray());
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request.Success += users => Schedule(() =>
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foreach (var id in e.NewItems.OfType<int>().ToArray())
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{
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foreach (var user in users.Users)
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users.GetUser(id).ContinueWith(u =>
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{
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if (playingUsers.Contains(user.Id))
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userFlow.Add(createUserPanel(user));
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}
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});
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Schedule(() =>
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{
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if (playingUsers.Contains(u.Result.Id))
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userFlow.Add(createUserPanel(u.Result));
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});
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});
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}
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api.Queue(request);
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break;
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case NotifyCollectionChangedAction.Remove:
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