mirror of
https://github.com/ppy/osu
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112 lines
4.6 KiB
C#
112 lines
4.6 KiB
C#
// 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.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Threading;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles all processing required to ensure a local beatmap is in a consistent state with any changes.
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/// </summary>
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public class BeatmapUpdater : IDisposable
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{
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private readonly IWorkingBeatmapCache workingBeatmapCache;
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private readonly BeatmapDifficultyCache difficultyCache;
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private readonly BeatmapUpdaterMetadataLookup metadataLookup;
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private const int update_queue_request_concurrency = 4;
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private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(update_queue_request_concurrency, nameof(BeatmapUpdaterMetadataLookup));
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public BeatmapUpdater(IWorkingBeatmapCache workingBeatmapCache, BeatmapDifficultyCache difficultyCache, IAPIProvider api, Storage storage)
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{
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this.workingBeatmapCache = workingBeatmapCache;
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this.difficultyCache = difficultyCache;
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metadataLookup = new BeatmapUpdaterMetadataLookup(api, storage);
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}
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/// <summary>
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/// Queue a beatmap for background processing.
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/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
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/// <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>
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public void Queue(Live<BeatmapSetInfo> beatmapSet, bool preferOnlineFetch = false)
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{
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Logger.Log($"Queueing change for local beatmap {beatmapSet}");
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Task.Factory.StartNew(() => beatmapSet.PerformRead(b => Process(b, preferOnlineFetch)), default, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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}
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/// <summary>
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/// Run all processing on a beatmap immediately.
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/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
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/// <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>
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public void Process(BeatmapSetInfo beatmapSet, bool preferOnlineFetch = false) => beatmapSet.Realm.Write(r =>
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{
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapSet);
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metadataLookup.Update(beatmapSet, preferOnlineFetch);
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foreach (var beatmap in beatmapSet.Beatmaps)
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{
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difficultyCache.Invalidate(beatmap);
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmap);
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var ruleset = working.BeatmapInfo.Ruleset.CreateInstance();
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Debug.Assert(ruleset != null);
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var calculator = ruleset.CreateDifficultyCalculator(working);
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beatmap.StarRating = calculator.Calculate().StarRating;
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beatmap.Length = calculateLength(working.Beatmap);
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beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
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}
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// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.
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workingBeatmapCache.Invalidate(beatmapSet);
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});
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private double calculateLength(IBeatmap b)
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{
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if (!b.HitObjects.Any())
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return 0;
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var lastObject = b.HitObjects.Last();
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
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double endTime = lastObject.GetEndTime();
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double startTime = b.HitObjects.First().StartTime;
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return endTime - startTime;
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}
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#region Implementation of IDisposable
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public void Dispose()
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{
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if (metadataLookup.IsNotNull())
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metadataLookup.Dispose();
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if (updateScheduler.IsNotNull())
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updateScheduler.Dispose();
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}
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#endregion
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}
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}
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