mirror of https://github.com/ppy/osu
599 lines
25 KiB
C#
599 lines
25 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.Linq.Expressions;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using Microsoft.EntityFrameworkCore;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.IO.Stores;
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using osu.Framework.Lists;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Statistics;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Database;
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using osu.Game.IO;
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using osu.Game.IO.Archives;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Skinning;
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using osu.Game.Users;
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using Decoder = osu.Game.Beatmaps.Formats.Decoder;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
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/// </summary>
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[ExcludeFromDynamicCompile]
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public partial class BeatmapManager : DownloadableArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>, IDisposable, IBeatmapResourceProvider
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{
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/// <summary>
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/// Fired when a single difficulty has been hidden.
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/// </summary>
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public IBindable<WeakReference<BeatmapInfo>> BeatmapHidden => beatmapHidden;
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private readonly Bindable<WeakReference<BeatmapInfo>> beatmapHidden = new Bindable<WeakReference<BeatmapInfo>>();
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/// <summary>
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/// Fired when a single difficulty has been restored.
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/// </summary>
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public IBindable<WeakReference<BeatmapInfo>> BeatmapRestored => beatmapRestored;
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private readonly Bindable<WeakReference<BeatmapInfo>> beatmapRestored = new Bindable<WeakReference<BeatmapInfo>>();
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/// <summary>
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/// A default representation of a WorkingBeatmap to use when no beatmap is available.
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/// </summary>
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public readonly WorkingBeatmap DefaultBeatmap;
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public override IEnumerable<string> HandledExtensions => new[] { ".osz" };
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protected override string[] HashableFileTypes => new[] { ".osu" };
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protected override string ImportFromStablePath => ".";
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protected override Storage PrepareStableStorage(StableStorage stableStorage) => stableStorage.GetSongStorage();
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private readonly RulesetStore rulesets;
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private readonly BeatmapStore beatmaps;
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private readonly AudioManager audioManager;
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private readonly IResourceStore<byte[]> resources;
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private readonly LargeTextureStore largeTextureStore;
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private readonly ITrackStore trackStore;
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[CanBeNull]
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private readonly GameHost host;
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[CanBeNull]
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private readonly BeatmapOnlineLookupQueue onlineLookupQueue;
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public BeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, IResourceStore<byte[]> resources, GameHost host = null,
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WorkingBeatmap defaultBeatmap = null, bool performOnlineLookups = false)
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: base(storage, contextFactory, api, new BeatmapStore(contextFactory), host)
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{
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this.rulesets = rulesets;
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this.audioManager = audioManager;
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this.resources = resources;
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this.host = host;
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DefaultBeatmap = defaultBeatmap;
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beatmaps = (BeatmapStore)ModelStore;
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beatmaps.BeatmapHidden += b => beatmapHidden.Value = new WeakReference<BeatmapInfo>(b);
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beatmaps.BeatmapRestored += b => beatmapRestored.Value = new WeakReference<BeatmapInfo>(b);
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beatmaps.ItemRemoved += removeWorkingCache;
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beatmaps.ItemUpdated += removeWorkingCache;
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if (performOnlineLookups)
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onlineLookupQueue = new BeatmapOnlineLookupQueue(api, storage);
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largeTextureStore = new LargeTextureStore(host?.CreateTextureLoaderStore(Files.Store));
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trackStore = audioManager.GetTrackStore(Files.Store);
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}
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protected override ArchiveDownloadRequest<BeatmapSetInfo> CreateDownloadRequest(BeatmapSetInfo set, bool minimiseDownloadSize) =>
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new DownloadBeatmapSetRequest(set, minimiseDownloadSize);
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protected override bool ShouldDeleteArchive(string path) => Path.GetExtension(path)?.ToLowerInvariant() == ".osz";
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public WorkingBeatmap CreateNew(RulesetInfo ruleset, User user)
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{
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var metadata = new BeatmapMetadata
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{
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Author = user,
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};
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var set = new BeatmapSetInfo
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{
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Metadata = metadata,
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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Ruleset = ruleset,
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Metadata = metadata,
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WidescreenStoryboard = true,
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SamplesMatchPlaybackRate = true,
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}
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}
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};
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var working = Import(set).Result;
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return GetWorkingBeatmap(working.Beatmaps.First());
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}
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protected override async Task Populate(BeatmapSetInfo beatmapSet, ArchiveReader archive, CancellationToken cancellationToken = default)
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{
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if (archive != null)
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beatmapSet.Beatmaps = createBeatmapDifficulties(beatmapSet.Files);
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foreach (BeatmapInfo b in beatmapSet.Beatmaps)
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{
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// remove metadata from difficulties where it matches the set
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if (beatmapSet.Metadata.Equals(b.Metadata))
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b.Metadata = null;
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b.BeatmapSet = beatmapSet;
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}
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validateOnlineIds(beatmapSet);
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bool hadOnlineBeatmapIDs = beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID > 0);
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if (onlineLookupQueue != null)
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await onlineLookupQueue.UpdateAsync(beatmapSet, cancellationToken).ConfigureAwait(false);
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// ensure at least one beatmap was able to retrieve or keep an online ID, else drop the set ID.
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if (hadOnlineBeatmapIDs && !beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID > 0))
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{
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if (beatmapSet.OnlineBeatmapSetID != null)
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{
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beatmapSet.OnlineBeatmapSetID = null;
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LogForModel(beatmapSet, "Disassociating beatmap set ID due to loss of all beatmap IDs");
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}
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}
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}
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protected override void PreImport(BeatmapSetInfo beatmapSet)
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{
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if (beatmapSet.Beatmaps.Any(b => b.BaseDifficulty == null))
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throw new InvalidOperationException($"Cannot import {nameof(BeatmapInfo)} with null {nameof(BeatmapInfo.BaseDifficulty)}.");
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// check if a set already exists with the same online id, delete if it does.
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if (beatmapSet.OnlineBeatmapSetID != null)
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{
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var existingOnlineId = beatmaps.ConsumableItems.FirstOrDefault(b => b.OnlineBeatmapSetID == beatmapSet.OnlineBeatmapSetID);
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if (existingOnlineId != null)
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{
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Delete(existingOnlineId);
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// in order to avoid a unique key constraint, immediately remove the online ID from the previous set.
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existingOnlineId.OnlineBeatmapSetID = null;
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foreach (var b in existingOnlineId.Beatmaps)
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b.OnlineBeatmapID = null;
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LogForModel(beatmapSet, $"Found existing beatmap set with same OnlineBeatmapSetID ({beatmapSet.OnlineBeatmapSetID}). It has been deleted.");
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}
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}
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}
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private void validateOnlineIds(BeatmapSetInfo beatmapSet)
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{
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var beatmapIds = beatmapSet.Beatmaps.Where(b => b.OnlineBeatmapID.HasValue).Select(b => b.OnlineBeatmapID).ToList();
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// ensure all IDs are unique
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if (beatmapIds.GroupBy(b => b).Any(g => g.Count() > 1))
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{
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LogForModel(beatmapSet, "Found non-unique IDs, resetting...");
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resetIds();
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return;
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}
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// find any existing beatmaps in the database that have matching online ids
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var existingBeatmaps = QueryBeatmaps(b => beatmapIds.Contains(b.OnlineBeatmapID)).ToList();
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if (existingBeatmaps.Count > 0)
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{
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// reset the import ids (to force a re-fetch) *unless* they match the candidate CheckForExisting set.
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// we can ignore the case where the new ids are contained by the CheckForExisting set as it will either be used (import skipped) or deleted.
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var existing = CheckForExisting(beatmapSet);
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if (existing == null || existingBeatmaps.Any(b => !existing.Beatmaps.Contains(b)))
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{
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LogForModel(beatmapSet, "Found existing import with IDs already, resetting...");
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resetIds();
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}
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}
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void resetIds() => beatmapSet.Beatmaps.ForEach(b => b.OnlineBeatmapID = null);
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}
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protected override bool CheckLocalAvailability(BeatmapSetInfo model, IQueryable<BeatmapSetInfo> items)
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=> base.CheckLocalAvailability(model, items)
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|| (model.OnlineBeatmapSetID != null && items.Any(b => b.OnlineBeatmapSetID == model.OnlineBeatmapSetID));
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to hide.</param>
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public void Hide(BeatmapInfo beatmap) => beatmaps.Hide(beatmap);
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/// <summary>
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/// Restore a beatmap difficulty.
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/// </summary>
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/// <param name="beatmap">The beatmap difficulty to restore.</param>
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public void Restore(BeatmapInfo beatmap) => beatmaps.Restore(beatmap);
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/// <summary>
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/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
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/// </summary>
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/// <param name="info">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
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/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
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/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
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public virtual void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
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{
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var setInfo = info.BeatmapSet;
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using (var stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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new LegacyBeatmapEncoder(beatmapContent, beatmapSkin).Encode(sw);
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stream.Seek(0, SeekOrigin.Begin);
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using (ContextFactory.GetForWrite())
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{
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var beatmapInfo = setInfo.Beatmaps.Single(b => b.ID == info.ID);
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var metadata = beatmapInfo.Metadata ?? setInfo.Metadata;
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// grab the original file (or create a new one if not found).
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var fileInfo = setInfo.Files.SingleOrDefault(f => string.Equals(f.Filename, beatmapInfo.Path, StringComparison.OrdinalIgnoreCase)) ?? new BeatmapSetFileInfo();
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// metadata may have changed; update the path with the standard format.
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beatmapInfo.Path = $"{metadata.Artist} - {metadata.Title} ({metadata.Author}) [{beatmapInfo.Version}].osu";
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beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
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// update existing or populate new file's filename.
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fileInfo.Filename = beatmapInfo.Path;
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stream.Seek(0, SeekOrigin.Begin);
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ReplaceFile(setInfo, fileInfo, stream);
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}
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}
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removeWorkingCache(info);
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}
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private readonly WeakList<BeatmapManagerWorkingBeatmap> workingCache = new WeakList<BeatmapManagerWorkingBeatmap>();
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/// <summary>
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/// Retrieve a <see cref="WorkingBeatmap"/> instance for the provided <see cref="BeatmapInfo"/>
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to lookup.</param>
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/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
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public virtual WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo)
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{
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// if there are no files, presume the full beatmap info has not yet been fetched from the database.
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if (beatmapInfo?.BeatmapSet?.Files.Count == 0)
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{
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int lookupId = beatmapInfo.ID;
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beatmapInfo = QueryBeatmap(b => b.ID == lookupId);
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}
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if (beatmapInfo?.BeatmapSet == null)
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return DefaultBeatmap;
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lock (workingCache)
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{
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var working = workingCache.FirstOrDefault(w => w.BeatmapInfo?.ID == beatmapInfo.ID);
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if (working != null)
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return working;
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beatmapInfo.Metadata ??= beatmapInfo.BeatmapSet.Metadata;
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workingCache.Add(working = new BeatmapManagerWorkingBeatmap(beatmapInfo, this));
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// best effort; may be higher than expected.
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GlobalStatistics.Get<int>(nameof(Beatmaps), $"Cached {nameof(WorkingBeatmap)}s").Value = workingCache.Count();
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return working;
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}
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}
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <returns>The first result for the provided query, or null if no results were found.</returns>
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public BeatmapSetInfo QueryBeatmapSet(Expression<Func<BeatmapSetInfo, bool>> query) => beatmaps.ConsumableItems.AsNoTracking().FirstOrDefault(query);
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protected override bool CanSkipImport(BeatmapSetInfo existing, BeatmapSetInfo import)
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{
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if (!base.CanSkipImport(existing, import))
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return false;
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return existing.Beatmaps.Any(b => b.OnlineBeatmapID != null);
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}
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protected override bool CanReuseExisting(BeatmapSetInfo existing, BeatmapSetInfo import)
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{
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if (!base.CanReuseExisting(existing, import))
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return false;
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var existingIds = existing.Beatmaps.Select(b => b.OnlineBeatmapID).OrderBy(i => i);
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var importIds = import.Beatmaps.Select(b => b.OnlineBeatmapID).OrderBy(i => i);
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// force re-import if we are not in a sane state.
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return existing.OnlineBeatmapSetID == import.OnlineBeatmapSetID && existingIds.SequenceEqual(importIds);
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}
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public List<BeatmapSetInfo> GetAllUsableBeatmapSets(IncludedDetails includes = IncludedDetails.All, bool includeProtected = false) =>
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GetAllUsableBeatmapSetsEnumerable(includes, includeProtected).ToList();
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated.
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/// </summary>
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/// <param name="includes">The level of detail to include in the returned objects.</param>
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/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public IEnumerable<BeatmapSetInfo> GetAllUsableBeatmapSetsEnumerable(IncludedDetails includes, bool includeProtected = false)
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{
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IQueryable<BeatmapSetInfo> queryable;
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switch (includes)
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{
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case IncludedDetails.Minimal:
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queryable = beatmaps.BeatmapSetsOverview;
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break;
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case IncludedDetails.AllButRuleset:
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queryable = beatmaps.BeatmapSetsWithoutRuleset;
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break;
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case IncludedDetails.AllButFiles:
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queryable = beatmaps.BeatmapSetsWithoutFiles;
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break;
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default:
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queryable = beatmaps.ConsumableItems;
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break;
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}
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// AsEnumerable used here to avoid applying the WHERE in sql. When done so, ef core 2.x uses an incorrect ORDER BY
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// clause which causes queries to take 5-10x longer.
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// TODO: remove if upgrading to EF core 3.x.
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return queryable.AsEnumerable().Where(s => !s.DeletePending && (includeProtected || !s.Protected));
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}
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <param name="includes">The level of detail to include in the returned objects.</param>
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/// <returns>Results from the provided query.</returns>
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public IEnumerable<BeatmapSetInfo> QueryBeatmapSets(Expression<Func<BeatmapSetInfo, bool>> query, IncludedDetails includes = IncludedDetails.All)
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{
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IQueryable<BeatmapSetInfo> queryable;
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switch (includes)
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{
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case IncludedDetails.Minimal:
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queryable = beatmaps.BeatmapSetsOverview;
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break;
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case IncludedDetails.AllButRuleset:
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queryable = beatmaps.BeatmapSetsWithoutRuleset;
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break;
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case IncludedDetails.AllButFiles:
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queryable = beatmaps.BeatmapSetsWithoutFiles;
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break;
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default:
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queryable = beatmaps.ConsumableItems;
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break;
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}
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return queryable.AsNoTracking().Where(query);
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}
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <returns>The first result for the provided query, or null if no results were found.</returns>
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public BeatmapInfo QueryBeatmap(Expression<Func<BeatmapInfo, bool>> query) => beatmaps.Beatmaps.AsNoTracking().FirstOrDefault(query);
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
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/// </summary>
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/// <param name="query">The query.</param>
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/// <returns>Results from the provided query.</returns>
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public IQueryable<BeatmapInfo> QueryBeatmaps(Expression<Func<BeatmapInfo, bool>> query) => beatmaps.Beatmaps.AsNoTracking().Where(query);
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protected override string HumanisedModelName => "beatmap";
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protected override BeatmapSetInfo CreateModel(ArchiveReader reader)
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{
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// let's make sure there are actually .osu files to import.
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string mapName = reader.Filenames.FirstOrDefault(f => f.EndsWith(".osu", StringComparison.OrdinalIgnoreCase));
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if (string.IsNullOrEmpty(mapName))
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{
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Logger.Log($"No beatmap files found in the beatmap archive ({reader.Name}).", LoggingTarget.Database);
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return null;
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}
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Beatmap beatmap;
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using (var stream = new LineBufferedReader(reader.GetStream(mapName)))
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beatmap = Decoder.GetDecoder<Beatmap>(stream).Decode(stream);
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return new BeatmapSetInfo
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{
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OnlineBeatmapSetID = beatmap.BeatmapInfo.BeatmapSet?.OnlineBeatmapSetID,
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Beatmaps = new List<BeatmapInfo>(),
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Metadata = beatmap.Metadata,
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DateAdded = DateTimeOffset.UtcNow
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};
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}
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/// <summary>
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/// Create all required <see cref="BeatmapInfo"/>s for the provided archive.
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/// </summary>
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private List<BeatmapInfo> createBeatmapDifficulties(List<BeatmapSetFileInfo> files)
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{
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var beatmapInfos = new List<BeatmapInfo>();
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foreach (var file in files.Where(f => f.Filename.EndsWith(".osu", StringComparison.OrdinalIgnoreCase)))
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{
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using (var raw = Files.Store.GetStream(file.FileInfo.StoragePath))
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using (var ms = new MemoryStream()) // we need a memory stream so we can seek
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using (var sr = new LineBufferedReader(ms))
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{
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raw.CopyTo(ms);
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ms.Position = 0;
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var decoder = Decoder.GetDecoder<Beatmap>(sr);
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IBeatmap beatmap = decoder.Decode(sr);
|
|
|
|
string hash = ms.ComputeSHA2Hash();
|
|
|
|
if (beatmapInfos.Any(b => b.Hash == hash))
|
|
continue;
|
|
|
|
beatmap.BeatmapInfo.Path = file.Filename;
|
|
beatmap.BeatmapInfo.Hash = hash;
|
|
beatmap.BeatmapInfo.MD5Hash = ms.ComputeMD5Hash();
|
|
|
|
var ruleset = rulesets.GetRuleset(beatmap.BeatmapInfo.RulesetID);
|
|
beatmap.BeatmapInfo.Ruleset = ruleset;
|
|
|
|
// TODO: this should be done in a better place once we actually need to dynamically update it.
|
|
beatmap.BeatmapInfo.StarDifficulty = ruleset?.CreateInstance().CreateDifficultyCalculator(new DummyConversionBeatmap(beatmap)).Calculate().StarRating ?? 0;
|
|
beatmap.BeatmapInfo.Length = calculateLength(beatmap);
|
|
beatmap.BeatmapInfo.BPM = 60000 / beatmap.GetMostCommonBeatLength();
|
|
|
|
beatmapInfos.Add(beatmap.BeatmapInfo);
|
|
}
|
|
}
|
|
|
|
return beatmapInfos;
|
|
}
|
|
|
|
private double calculateLength(IBeatmap b)
|
|
{
|
|
if (!b.HitObjects.Any())
|
|
return 0;
|
|
|
|
var lastObject = b.HitObjects.Last();
|
|
|
|
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
|
|
double endTime = lastObject.GetEndTime();
|
|
double startTime = b.HitObjects.First().StartTime;
|
|
|
|
return endTime - startTime;
|
|
}
|
|
|
|
private void removeWorkingCache(BeatmapSetInfo info)
|
|
{
|
|
if (info.Beatmaps == null) return;
|
|
|
|
foreach (var b in info.Beatmaps)
|
|
removeWorkingCache(b);
|
|
}
|
|
|
|
private void removeWorkingCache(BeatmapInfo info)
|
|
{
|
|
lock (workingCache)
|
|
{
|
|
var working = workingCache.FirstOrDefault(w => w.BeatmapInfo?.ID == info.ID);
|
|
if (working != null)
|
|
workingCache.Remove(working);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
onlineLookupQueue?.Dispose();
|
|
}
|
|
|
|
#region IResourceStorageProvider
|
|
|
|
TextureStore IBeatmapResourceProvider.LargeTextureStore => largeTextureStore;
|
|
ITrackStore IBeatmapResourceProvider.Tracks => trackStore;
|
|
AudioManager IStorageResourceProvider.AudioManager => audioManager;
|
|
IResourceStore<byte[]> IStorageResourceProvider.Files => Files.Store;
|
|
IResourceStore<byte[]> IStorageResourceProvider.Resources => resources;
|
|
IResourceStore<TextureUpload> IStorageResourceProvider.CreateTextureLoaderStore(IResourceStore<byte[]> underlyingStore) => host?.CreateTextureLoaderStore(underlyingStore);
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
|
|
/// </summary>
|
|
private class DummyConversionBeatmap : WorkingBeatmap
|
|
{
|
|
private readonly IBeatmap beatmap;
|
|
|
|
public DummyConversionBeatmap(IBeatmap beatmap)
|
|
: base(beatmap.BeatmapInfo, null)
|
|
{
|
|
this.beatmap = beatmap;
|
|
}
|
|
|
|
protected override IBeatmap GetBeatmap() => beatmap;
|
|
protected override Texture GetBackground() => null;
|
|
protected override Track GetBeatmapTrack() => null;
|
|
protected internal override ISkin GetSkin() => null;
|
|
public override Stream GetStream(string storagePath) => null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The level of detail to include in database results.
|
|
/// </summary>
|
|
public enum IncludedDetails
|
|
{
|
|
/// <summary>
|
|
/// Only include beatmap difficulties and set level metadata.
|
|
/// </summary>
|
|
Minimal,
|
|
|
|
/// <summary>
|
|
/// Include all difficulties, rulesets, difficulty metadata but no files.
|
|
/// </summary>
|
|
AllButFiles,
|
|
|
|
/// <summary>
|
|
/// Include everything except ruleset. Used for cases where we aren't sure the ruleset is present but still want to consume the beatmap.
|
|
/// </summary>
|
|
AllButRuleset,
|
|
|
|
/// <summary>
|
|
/// Include everything.
|
|
/// </summary>
|
|
All
|
|
}
|
|
}
|