Merge pull request #8607 from Game4all/rulesetstore-ruleset-dir

Load user rulesets from the game data directory
This commit is contained in:
Dean Herbert 2020-04-22 11:42:09 +09:00 committed by GitHub
commit e035a493c8
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 39 additions and 6 deletions

View File

@ -168,7 +168,7 @@ private void load()
var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
dependencies.Cache(RulesetStore = new RulesetStore(contextFactory));
dependencies.Cache(RulesetStore = new RulesetStore(contextFactory, Storage));
dependencies.Cache(FileStore = new FileStore(contextFactory, Storage));
// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()

View File

@ -7,6 +7,7 @@
using System.Linq;
using System.Reflection;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Database;
namespace osu.Game.Rulesets
@ -17,16 +18,24 @@ public class RulesetStore : DatabaseBackedStore, IDisposable
private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
public RulesetStore(IDatabaseContextFactory factory)
private readonly Storage rulesetStorage;
public RulesetStore(IDatabaseContextFactory factory, Storage storage = null)
: base(factory)
{
rulesetStorage = storage?.GetStorageForDirectory("rulesets");
// On android in release configuration assemblies are loaded from the apk directly into memory.
// We cannot read assemblies from cwd, so should check loaded assemblies instead.
loadFromAppDomain();
loadFromDisk();
addMissingRulesets();
AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetAssembly;
// the event handler contains code for resolving dependency on the game assembly for rulesets located outside the base game directory.
// It needs to be attached to the assembly lookup event before the actual call to loadUserRulesets() else rulesets located out of the base game directory will fail
// to load as unable to locate the game core assembly.
AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
loadUserRulesets();
addMissingRulesets();
}
/// <summary>
@ -48,7 +57,21 @@ public RulesetStore(IDatabaseContextFactory factory)
/// </summary>
public IEnumerable<RulesetInfo> AvailableRulesets { get; private set; }
private Assembly resolveRulesetAssembly(object sender, ResolveEventArgs args) => loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
private Assembly resolveRulesetDependencyAssembly(object sender, ResolveEventArgs args)
{
var asm = new AssemblyName(args.Name);
// the requesting assembly may be located out of the executable's base directory, thus requiring manual resolving of its dependencies.
// this attempts resolving the ruleset dependencies on game core and framework assemblies by returning assemblies with the same assembly name
// already loaded in the AppDomain.
foreach (var curAsm in AppDomain.CurrentDomain.GetAssemblies())
{
if (asm.Name.Equals(curAsm.GetName().Name, StringComparison.Ordinal))
return curAsm;
}
return loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
}
private void addMissingRulesets()
{
@ -120,6 +143,16 @@ private void loadFromAppDomain()
}
}
private void loadUserRulesets()
{
if (rulesetStorage == null) return;
var rulesets = rulesetStorage.GetFiles(".", $"{ruleset_library_prefix}.*.dll");
foreach (var ruleset in rulesets.Where(f => !f.Contains("Tests")))
loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset));
}
private void loadFromDisk()
{
try
@ -175,7 +208,7 @@ public void Dispose()
protected virtual void Dispose(bool disposing)
{
AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetAssembly;
AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly;
}
}
}