mirror of https://github.com/ppy/osu
239 lines
9.9 KiB
C#
239 lines
9.9 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.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;
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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.Game.Database;
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namespace osu.Game.Rulesets
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{
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public class RulesetStore : DatabaseBackedStore, IDisposable
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{
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private const string ruleset_library_prefix = "osu.Game.Rulesets";
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private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
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private readonly Storage rulesetStorage;
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public RulesetStore(IDatabaseContextFactory factory, Storage storage = null)
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: base(factory)
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{
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rulesetStorage = storage?.GetStorageForDirectory("rulesets");
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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loadFromAppDomain();
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// This null check prevents Android from attempting to load the rulesets from disk,
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// as the underlying path "AppContext.BaseDirectory", despite being non-nullable, it returns null on android.
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// See https://github.com/xamarin/xamarin-android/issues/3489.
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if (RuntimeInfo.StartupDirectory != null)
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loadFromDisk();
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// the event handler contains code for resolving dependency on the game assembly for rulesets located outside the base game directory.
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// 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
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// to load as unable to locate the game core assembly.
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AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
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loadUserRulesets();
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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 { get; private set; }
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private Assembly resolveRulesetDependencyAssembly(object sender, ResolveEventArgs args)
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{
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var asm = new AssemblyName(args.Name);
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// the requesting assembly may be located out of the executable's base directory, thus requiring manual resolving of its dependencies.
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// this attempts resolving the ruleset dependencies on game core and framework assemblies by returning assemblies with the same assembly name
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// already loaded in the AppDomain.
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var domainAssembly = AppDomain.CurrentDomain.GetAssemblies()
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// Given name is always going to be equally-or-more qualified than the assembly name.
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.Where(a => args.Name.Contains(a.GetName().Name, StringComparison.Ordinal))
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// Pick the greatest assembly version.
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.OrderByDescending(a => a.GetName().Version)
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.FirstOrDefault();
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if (domainAssembly != null)
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return domainAssembly;
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return loadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
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}
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private 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 = loadedAssemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r)).ToList();
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// add all legacy rulesets first to ensure they have exclusive choice of primary key.
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foreach (var r in instances.Where(r => r is ILegacyRuleset))
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{
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if (context.RulesetInfo.SingleOrDefault(dbRuleset => dbRuleset.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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var existingRulesets = context.RulesetInfo.ToList();
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// add any other rulesets which have assemblies present but are not yet in the database.
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foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
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{
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if (existingRulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
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{
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var existingSameShortName = existingRulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
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if (existingSameShortName != null)
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{
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// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
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// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
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// in such cases, update the instantiation info of the existing entry to point to the new one.
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existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
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}
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else
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context.RulesetInfo.Add(r.RulesetInfo);
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}
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}
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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).AsNonNull())).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 void loadFromAppDomain()
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{
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foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies())
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{
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string rulesetName = ruleset.GetName().Name;
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if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || ruleset.GetName().Name.Contains("Tests"))
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continue;
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addRuleset(ruleset);
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}
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}
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private void loadUserRulesets()
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{
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if (rulesetStorage == null) return;
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var rulesets = rulesetStorage.GetFiles(".", $"{ruleset_library_prefix}.*.dll");
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foreach (var ruleset in rulesets.Where(f => !f.Contains("Tests")))
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loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset));
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}
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private void loadFromDisk()
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{
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try
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{
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var files = Directory.GetFiles(RuntimeInfo.StartupDirectory, $"{ruleset_library_prefix}.*.dll");
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foreach (string file in files.Where(f => !Path.GetFileName(f).Contains("Tests")))
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loadRulesetFromFile(file);
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Could not load rulesets from directory {RuntimeInfo.StartupDirectory}");
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}
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}
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private void loadRulesetFromFile(string file)
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{
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var filename = Path.GetFileNameWithoutExtension(file);
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if (loadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
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return;
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try
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{
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addRuleset(Assembly.LoadFrom(file));
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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 {filename}");
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}
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}
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private void addRuleset(Assembly assembly)
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{
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if (loadedAssemblies.ContainsKey(assembly))
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return;
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// the same assembly may be loaded twice in the same AppDomain (currently a thing in certain Rider versions https://youtrack.jetbrains.com/issue/RIDER-48799).
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// as a failsafe, also compare by FullName.
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if (loadedAssemblies.Any(a => a.Key.FullName == assembly.FullName))
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return;
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try
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{
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loadedAssemblies[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 add ruleset {assembly}");
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly;
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}
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}
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}
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