mirror of
https://github.com/ppy/osu
synced 2024-12-27 01:12:45 +00:00
132 lines
5.0 KiB
C#
132 lines
5.0 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using osu.Framework.Logging;
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using osu.Game.Database;
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namespace osu.Game.Rulesets
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{
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/// <summary>
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/// Todo: All of this needs to be moved to a RulesetStore.
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/// </summary>
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public class RulesetStore : DatabaseBackedStore
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{
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private static readonly Dictionary<Assembly, Type> loaded_assemblies = new Dictionary<Assembly, Type>();
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static RulesetStore()
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{
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AppDomain.CurrentDomain.AssemblyResolve += currentDomain_AssemblyResolve;
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foreach (string file in Directory.GetFiles(Environment.CurrentDirectory, $"{ruleset_library_prefix}.*.dll"))
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loadRulesetFromFile(file);
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}
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public RulesetStore(IDatabaseContextFactory factory)
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: base(factory)
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{
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AddMissingRulesets();
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}
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/// <summary>
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/// Retrieve a ruleset using a known ID.
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/// </summary>
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/// <param name="id">The ruleset's internal ID.</param>
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/// <returns>A ruleset, if available, else null.</returns>
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public RulesetInfo GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.ID == id);
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/// <summary>
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/// Retrieve a ruleset using a known short name.
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/// </summary>
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/// <param name="shortName">The ruleset's short name.</param>
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/// <returns>A ruleset, if available, else null.</returns>
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public RulesetInfo GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
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/// <summary>
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/// All available rulesets.
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/// </summary>
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public IEnumerable<RulesetInfo> AvailableRulesets;
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private static Assembly currentDomain_AssemblyResolve(object sender, ResolveEventArgs args) => loaded_assemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
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private const string ruleset_library_prefix = "osu.Game.Rulesets";
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protected void AddMissingRulesets()
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{
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using (var usage = ContextFactory.GetForWrite())
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{
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var context = usage.Context;
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var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, (RulesetInfo)null)).ToList();
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//add all legacy modes in correct order
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foreach (var r in instances.Where(r => r.LegacyID != null).OrderBy(r => r.LegacyID))
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{
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if (context.RulesetInfo.SingleOrDefault(rsi => rsi.ID == r.RulesetInfo.ID) == null)
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context.RulesetInfo.Add(r.RulesetInfo);
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}
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context.SaveChanges();
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//add any other modes
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foreach (var r in instances.Where(r => r.LegacyID == null))
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if (context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == r.RulesetInfo.InstantiationInfo) == null)
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context.RulesetInfo.Add(r.RulesetInfo);
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context.SaveChanges();
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//perform a consistency check
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foreach (var r in context.RulesetInfo)
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{
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try
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{
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var instanceInfo = ((Ruleset)Activator.CreateInstance(Type.GetType(r.InstantiationInfo, asm =>
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{
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// for the time being, let's ignore the version being loaded.
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// this allows for debug builds to successfully load rulesets (even though debug rulesets have a 0.0.0 version).
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asm.Version = null;
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return Assembly.Load(asm);
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}, null), (RulesetInfo)null)).RulesetInfo;
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r.Name = instanceInfo.Name;
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r.ShortName = instanceInfo.ShortName;
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r.InstantiationInfo = instanceInfo.InstantiationInfo;
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r.Available = true;
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}
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catch
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{
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r.Available = false;
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}
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}
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context.SaveChanges();
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AvailableRulesets = context.RulesetInfo.Where(r => r.Available).ToList();
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}
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}
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private static void loadRulesetFromFile(string file)
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{
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var filename = Path.GetFileNameWithoutExtension(file);
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if (loaded_assemblies.Values.Any(t => t.Namespace == filename))
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return;
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try
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{
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var assembly = Assembly.LoadFrom(file);
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loaded_assemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
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}
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catch (Exception e)
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{
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Logger.Error(e, "Failed to load ruleset");
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}
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}
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}
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}
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