mirror of
https://github.com/ppy/osu
synced 2024-12-10 00:50:07 +00:00
9acc5e38bb
When looking into the test failure at https://github.com/ppy/osu/runs/2940065457, it became apparent that we are not showing the migration process anywhere in logs. It's the cause of many issues, and we would want to see this in CI and user logs when occurring.
523 lines
20 KiB
C#
523 lines
20 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.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.IO.Stores;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Online.API;
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using osu.Framework.Graphics.Performance;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Database;
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using osu.Game.Input;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Online;
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using osu.Game.Online.Chat;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Spectator;
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using osu.Game.Overlays;
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using osu.Game.Resources;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using RuntimeInfo = osu.Framework.RuntimeInfo;
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namespace osu.Game
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{
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/// <summary>
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/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
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/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
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/// for provide dependencies to test cases without interfering with them.
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/// </summary>
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public partial class OsuGameBase : Framework.Game, ICanAcceptFiles
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{
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public const string CLIENT_STREAM_NAME = @"lazer";
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public const int SAMPLE_CONCURRENCY = 6;
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/// <summary>
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/// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects.
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/// </summary>
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internal const double GLOBAL_TRACK_VOLUME_ADJUST = 0.8;
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public bool UseDevelopmentServer { get; }
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public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
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/// <summary>
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/// MD5 representation of the game executable.
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/// </summary>
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public string VersionHash { get; private set; }
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public bool IsDeployedBuild => AssemblyVersion.Major > 0;
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public virtual string Version
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{
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get
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{
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if (!IsDeployedBuild)
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return @"local " + (DebugUtils.IsDebugBuild ? @"debug" : @"release");
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var version = AssemblyVersion;
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return $@"{version.Major}.{version.Minor}.{version.Build}";
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}
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}
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protected OsuConfigManager LocalConfig { get; private set; }
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protected SessionStatics SessionStatics { get; private set; }
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protected BeatmapManager BeatmapManager { get; private set; }
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protected ScoreManager ScoreManager { get; private set; }
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protected SkinManager SkinManager { get; private set; }
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protected RulesetStore RulesetStore { get; private set; }
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protected RealmKeyBindingStore KeyBindingStore { get; private set; }
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protected MenuCursorContainer MenuCursorContainer { get; private set; }
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protected MusicController MusicController { get; private set; }
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protected IAPIProvider API { get; set; }
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protected Storage Storage { get; set; }
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protected Bindable<WorkingBeatmap> Beatmap { get; private set; } // cached via load() method
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[Cached]
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[Cached(typeof(IBindable<RulesetInfo>))]
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protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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/// <summary>
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/// The current mod selection for the local user.
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/// </summary>
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/// <remarks>
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/// If a mod select overlay is present, mod instances set to this value are not guaranteed to remain as the provided instance and will be overwritten by a copy.
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/// In such a case, changes to settings of a mod will *not* propagate after a mod is added to this collection.
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/// As such, all settings should be finalised before adding a mod to this collection.
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/// </remarks>
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[Cached]
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[Cached(typeof(IBindable<IReadOnlyList<Mod>>))]
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protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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/// Mods available for the current <see cref="Ruleset"/>.
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/// </summary>
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public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>();
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private BeatmapDifficultyCache difficultyCache;
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private UserLookupCache userCache;
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private FileStore fileStore;
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private SettingsStore settingsStore;
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private RulesetConfigCache rulesetConfigCache;
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private SpectatorClient spectatorClient;
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private MultiplayerClient multiplayerClient;
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private DatabaseContextFactory contextFactory;
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private RealmContextFactory realmFactory;
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protected override Container<Drawable> Content => content;
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private Container content;
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private DependencyContainer dependencies;
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private Bindable<bool> fpsDisplayVisible;
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private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(GLOBAL_TRACK_VOLUME_ADJUST);
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private IBindable<GameThreadState> updateThreadState;
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public OsuGameBase()
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{
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UseDevelopmentServer = DebugUtils.IsDebugBuild;
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Name = @"osu!lazer";
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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try
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{
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using (var str = File.OpenRead(typeof(OsuGameBase).Assembly.Location))
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VersionHash = str.ComputeMD5Hash();
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}
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catch
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{
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// special case for android builds, which can't read DLLs from a packed apk.
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// should eventually be handled in a better way.
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VersionHash = $"{Version}-{RuntimeInfo.OS}".ComputeMD5Hash();
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}
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Resources.AddStore(new DllResourceStore(OsuResources.ResourceAssembly));
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dependencies.Cache(contextFactory = new DatabaseContextFactory(Storage));
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dependencies.Cache(realmFactory = new RealmContextFactory(Storage));
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updateThreadState = Host.UpdateThread.State.GetBoundCopy();
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updateThreadState.BindValueChanged(updateThreadStateChanged);
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AddInternal(realmFactory);
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dependencies.CacheAs(Storage);
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var largeStore = new LargeTextureStore(Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
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largeStore.AddStore(Host.CreateTextureLoaderStore(new OnlineStore()));
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dependencies.Cache(largeStore);
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dependencies.CacheAs(this);
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dependencies.CacheAs(LocalConfig);
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AddFont(Resources, @"Fonts/osuFont");
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AddFont(Resources, @"Fonts/Torus/Torus-Regular");
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AddFont(Resources, @"Fonts/Torus/Torus-Light");
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AddFont(Resources, @"Fonts/Torus/Torus-SemiBold");
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AddFont(Resources, @"Fonts/Torus/Torus-Bold");
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AddFont(Resources, @"Fonts/Inter/Inter-Regular");
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AddFont(Resources, @"Fonts/Inter/Inter-RegularItalic");
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AddFont(Resources, @"Fonts/Inter/Inter-Light");
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AddFont(Resources, @"Fonts/Inter/Inter-LightItalic");
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AddFont(Resources, @"Fonts/Inter/Inter-SemiBold");
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AddFont(Resources, @"Fonts/Inter/Inter-SemiBoldItalic");
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AddFont(Resources, @"Fonts/Inter/Inter-Bold");
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AddFont(Resources, @"Fonts/Inter/Inter-BoldItalic");
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AddFont(Resources, @"Fonts/Noto/Noto-Basic");
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AddFont(Resources, @"Fonts/Noto/Noto-Hangul");
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AddFont(Resources, @"Fonts/Noto/Noto-CJK-Basic");
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AddFont(Resources, @"Fonts/Noto/Noto-CJK-Compatibility");
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AddFont(Resources, @"Fonts/Noto/Noto-Thai");
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AddFont(Resources, @"Fonts/Venera/Venera-Light");
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AddFont(Resources, @"Fonts/Venera/Venera-Bold");
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AddFont(Resources, @"Fonts/Venera/Venera-Black");
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
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runMigrations();
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dependencies.Cache(SkinManager = new SkinManager(Storage, contextFactory, Host, Resources, Audio));
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dependencies.CacheAs<ISkinSource>(SkinManager);
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// needs to be done here rather than inside SkinManager to ensure thread safety of CurrentSkinInfo.
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SkinManager.ItemRemoved.BindValueChanged(weakRemovedInfo =>
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{
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if (weakRemovedInfo.NewValue.TryGetTarget(out var removedInfo))
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{
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Schedule(() =>
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{
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// check the removed skin is not the current user choice. if it is, switch back to default.
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if (removedInfo.ID == SkinManager.CurrentSkinInfo.Value.ID)
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SkinManager.CurrentSkinInfo.Value = SkinInfo.Default;
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});
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}
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});
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EndpointConfiguration endpoints = UseDevelopmentServer ? (EndpointConfiguration)new DevelopmentEndpointConfiguration() : new ProductionEndpointConfiguration();
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MessageFormatter.WebsiteRootUrl = endpoints.WebsiteRootUrl;
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dependencies.CacheAs(API ??= new APIAccess(LocalConfig, endpoints, VersionHash));
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dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
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dependencies.CacheAs(multiplayerClient = new OnlineMultiplayerClient(endpoints));
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var defaultBeatmap = new DummyWorkingBeatmap(Audio, Textures);
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dependencies.Cache(RulesetStore = new RulesetStore(contextFactory, Storage));
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dependencies.Cache(fileStore = new FileStore(contextFactory, Storage));
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// ordering is important here to ensure foreign keys rules are not broken in ModelStore.Cleanup()
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dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, () => BeatmapManager, Storage, API, contextFactory, Host, () => difficultyCache, LocalConfig));
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dependencies.Cache(BeatmapManager = new BeatmapManager(Storage, contextFactory, RulesetStore, API, Audio, Resources, Host, defaultBeatmap, true));
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// this should likely be moved to ArchiveModelManager when another case appears where it is necessary
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// to have inter-dependent model managers. this could be obtained with an IHasForeign<T> interface to
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// allow lookups to be done on the child (ScoreManager in this case) to perform the cascading delete.
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List<ScoreInfo> getBeatmapScores(BeatmapSetInfo set)
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{
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var beatmapIds = BeatmapManager.QueryBeatmaps(b => b.BeatmapSetInfoID == set.ID).Select(b => b.ID).ToList();
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return ScoreManager.QueryScores(s => beatmapIds.Contains(s.Beatmap.ID)).ToList();
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}
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BeatmapManager.ItemRemoved.BindValueChanged(i =>
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{
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if (i.NewValue.TryGetTarget(out var item))
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ScoreManager.Delete(getBeatmapScores(item), true);
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});
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BeatmapManager.ItemUpdated.BindValueChanged(i =>
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{
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if (i.NewValue.TryGetTarget(out var item))
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ScoreManager.Undelete(getBeatmapScores(item), true);
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});
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dependencies.Cache(difficultyCache = new BeatmapDifficultyCache());
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AddInternal(difficultyCache);
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dependencies.Cache(userCache = new UserLookupCache());
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AddInternal(userCache);
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var scorePerformanceManager = new ScorePerformanceCache();
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dependencies.Cache(scorePerformanceManager);
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AddInternal(scorePerformanceManager);
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migrateDataToRealm();
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dependencies.Cache(settingsStore = new SettingsStore(contextFactory));
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dependencies.Cache(rulesetConfigCache = new RulesetConfigCache(settingsStore));
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var powerStatus = CreateBatteryInfo();
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if (powerStatus != null)
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dependencies.CacheAs(powerStatus);
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dependencies.Cache(SessionStatics = new SessionStatics());
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dependencies.Cache(new OsuColour());
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RegisterImportHandler(BeatmapManager);
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RegisterImportHandler(ScoreManager);
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RegisterImportHandler(SkinManager);
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// drop track volume game-wide to leave some head-room for UI effects / samples.
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// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
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// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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dependencies.CacheAs<IBindable<WorkingBeatmap>>(Beatmap);
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dependencies.CacheAs(Beatmap);
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fileStore.Cleanup();
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// add api components to hierarchy.
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if (API is APIAccess apiAccess)
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AddInternal(apiAccess);
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AddInternal(spectatorClient);
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AddInternal(multiplayerClient);
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AddInternal(rulesetConfigCache);
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GlobalActionContainer globalBindings;
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var mainContent = new Drawable[]
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{
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MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both },
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// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
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globalBindings = new GlobalActionContainer(this)
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};
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MenuCursorContainer.Child = content = new OsuTooltipContainer(MenuCursorContainer.Cursor) { RelativeSizeAxes = Axes.Both };
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base.Content.Add(CreateScalingContainer().WithChildren(mainContent));
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KeyBindingStore = new RealmKeyBindingStore(realmFactory);
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KeyBindingStore.Register(globalBindings);
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foreach (var r in RulesetStore.AvailableRulesets)
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KeyBindingStore.Register(r);
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dependencies.Cache(globalBindings);
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PreviewTrackManager previewTrackManager;
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dependencies.Cache(previewTrackManager = new PreviewTrackManager());
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Add(previewTrackManager);
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AddInternal(MusicController = new MusicController());
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dependencies.CacheAs(MusicController);
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Ruleset.BindValueChanged(onRulesetChanged);
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}
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private IDisposable blocking;
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private void updateThreadStateChanged(ValueChangedEvent<GameThreadState> state)
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{
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switch (state.NewValue)
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{
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case GameThreadState.Running:
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blocking?.Dispose();
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blocking = null;
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break;
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case GameThreadState.Paused:
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blocking = realmFactory.BlockAllOperations();
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break;
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// TODO: This is temporary until we reimplement the local FPS display.
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// It's just to allow end-users to access the framework FPS display without knowing the shortcut key.
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fpsDisplayVisible = LocalConfig.GetBindable<bool>(OsuSetting.ShowFpsDisplay);
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fpsDisplayVisible.ValueChanged += visible => { FrameStatistics.Value = visible.NewValue ? FrameStatisticsMode.Minimal : FrameStatisticsMode.None; };
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fpsDisplayVisible.TriggerChange();
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FrameStatistics.ValueChanged += e => fpsDisplayVisible.Value = e.NewValue != FrameStatisticsMode.None;
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public override void SetHost(GameHost host)
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{
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base.SetHost(host);
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// may be non-null for certain tests
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Storage ??= host.Storage;
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LocalConfig ??= UseDevelopmentServer
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? new DevelopmentOsuConfigManager(Storage)
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: new OsuConfigManager(Storage);
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}
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/// <summary>
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/// Use to programatically exit the game as if the user was triggering via alt-f4.
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/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
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/// </summary>
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public void GracefullyExit()
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{
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if (!OnExiting())
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Exit();
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else
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Scheduler.AddDelayed(GracefullyExit, 2000);
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}
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public void Migrate(string path)
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{
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Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
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using (realmFactory.BlockAllOperations())
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{
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contextFactory.FlushConnections();
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(Storage as OsuStorage)?.Migrate(Host.GetStorage(path));
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}
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Logger.Log(@"Migration complete!");
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}
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protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
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protected virtual BatteryInfo CreateBatteryInfo() => null;
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protected virtual Container CreateScalingContainer() => new DrawSizePreservingFillContainer();
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protected override Storage CreateStorage(GameHost host, Storage defaultStorage) => new OsuStorage(host, defaultStorage);
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private void migrateDataToRealm()
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{
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using (var db = contextFactory.GetForWrite())
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using (var usage = realmFactory.GetForWrite())
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{
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var existingBindings = db.Context.DatabasedKeyBinding;
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// only migrate data if the realm database is empty.
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if (!usage.Realm.All<RealmKeyBinding>().Any())
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{
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foreach (var dkb in existingBindings)
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{
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usage.Realm.Add(new RealmKeyBinding
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{
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KeyCombinationString = dkb.KeyCombination.ToString(),
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ActionInt = (int)dkb.Action,
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RulesetID = dkb.RulesetID,
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Variant = dkb.Variant
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});
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}
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}
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db.Context.RemoveRange(existingBindings);
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usage.Commit();
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}
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}
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private void onRulesetChanged(ValueChangedEvent<RulesetInfo> r)
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{
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var dict = new Dictionary<ModType, IReadOnlyList<Mod>>();
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if (r.NewValue?.Available == true)
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{
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foreach (ModType type in Enum.GetValues(typeof(ModType)))
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dict[type] = r.NewValue.CreateInstance().GetModsFor(type).ToList();
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}
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if (!SelectedMods.Disabled)
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SelectedMods.Value = Array.Empty<Mod>();
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AvailableMods.Value = dict;
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}
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private void runMigrations()
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{
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try
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{
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using (var db = contextFactory.GetForWrite(false))
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db.Context.Migrate();
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}
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catch (Exception e)
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{
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Logger.Error(e.InnerException ?? e, "Migration failed! We'll be starting with a fresh database.", LoggingTarget.Database);
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// if we failed, let's delete the database and start fresh.
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// todo: we probably want a better (non-destructive) migrations/recovery process at a later point than this.
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contextFactory.ResetDatabase();
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Logger.Log("Database purged successfully.", LoggingTarget.Database);
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// only run once more, then hard bail.
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using (var db = contextFactory.GetForWrite(false))
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db.Context.Migrate();
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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|
base.Dispose(isDisposing);
|
|
|
|
RulesetStore?.Dispose();
|
|
BeatmapManager?.Dispose();
|
|
LocalConfig?.Dispose();
|
|
|
|
contextFactory.FlushConnections();
|
|
}
|
|
}
|
|
}
|