Fix realm changes being applied before detach finishes

This commit is contained in:
Dean Herbert 2024-08-29 18:29:58 +09:00
parent def1abaeca
commit d1d2591b67
No known key found for this signature in database
1 changed files with 63 additions and 22 deletions

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
@ -21,6 +22,8 @@ public partial class DetachedBeatmapStore : Component
private IDisposable? realmSubscription;
private readonly Queue<OperationArgs> pendingOperations = new Queue<OperationArgs>();
[Resolved]
private RealmAccess realm { get; set; } = null!;
@ -70,37 +73,61 @@ private void beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeS
}
foreach (int i in changes.DeletedIndices.OrderDescending())
removeAt(i);
{
pendingOperations.Enqueue(new OperationArgs
{
Type = OperationType.Remove,
Index = i,
});
}
foreach (int i in changes.InsertedIndices)
insert(sender[i].Detach(), i);
{
pendingOperations.Enqueue(new OperationArgs
{
Type = OperationType.Insert,
BeatmapSet = sender[i].Detach(),
Index = i,
});
}
foreach (int i in changes.NewModifiedIndices)
replaceRange(sender[i].Detach(), i);
{
pendingOperations.Enqueue(new OperationArgs
{
Type = OperationType.Update,
BeatmapSet = sender[i].Detach(),
Index = i,
});
}
}
private void replaceRange(BeatmapSetInfo set, int i)
protected override void Update()
{
if (loaded.IsSet)
detachedBeatmapSets.ReplaceRange(i, 1, new[] { set });
else
Schedule(() => { detachedBeatmapSets.ReplaceRange(i, 1, new[] { set }); });
}
base.Update();
private void insert(BeatmapSetInfo set, int i)
{
if (loaded.IsSet)
detachedBeatmapSets.Insert(i, set);
else
Schedule(() => { detachedBeatmapSets.Insert(i, set); });
}
// We can't start processing operations until we have finished detaching the initial list.
if (!loaded.IsSet)
return;
private void removeAt(int i)
{
if (loaded.IsSet)
detachedBeatmapSets.RemoveAt(i);
else
Schedule(() => { detachedBeatmapSets.RemoveAt(i); });
// If this ever leads to performance issues, we could dequeue a limited number of operations per update frame.
while (pendingOperations.TryDequeue(out var op))
{
switch (op.Type)
{
case OperationType.Insert:
detachedBeatmapSets.Insert(op.Index, op.BeatmapSet!);
break;
case OperationType.Update:
detachedBeatmapSets.ReplaceRange(op.Index, 1, new[] { op.BeatmapSet! });
break;
case OperationType.Remove:
detachedBeatmapSets.RemoveAt(op.Index);
break;
}
}
}
protected override void Dispose(bool isDisposing)
@ -109,5 +136,19 @@ protected override void Dispose(bool isDisposing)
loaded.Set();
realmSubscription?.Dispose();
}
private record OperationArgs
{
public OperationType Type;
public BeatmapSetInfo? BeatmapSet;
public int Index;
}
private enum OperationType
{
Insert,
Update,
Remove
}
}
}