mirror of
https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
163 lines
5.4 KiB
C#
163 lines
5.4 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.Diagnostics;
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using System.Linq;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Configuration;
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namespace osu.Game.IO
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{
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public class OsuStorage : MigratableStorage
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{
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/// <summary>
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/// Indicates the error (if any) that occurred when initialising the custom storage during initial startup.
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/// </summary>
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public readonly OsuStorageError Error;
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/// <summary>
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/// The custom storage path as selected by the user.
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/// </summary>
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public string? CustomStoragePath => storageConfig.Get<string>(StorageConfig.FullPath);
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/// <summary>
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/// The default storage path to be used if a custom storage path hasn't been selected or is not accessible.
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/// </summary>
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public string DefaultStoragePath => defaultStorage.GetFullPath(".");
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private readonly GameHost host;
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private readonly StorageConfigManager storageConfig;
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private readonly Storage defaultStorage;
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public override string[] IgnoreDirectories => new[]
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{
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"cache",
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};
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public override string[] IgnoreFiles => new[]
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{
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"framework.ini",
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"storage.ini",
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};
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public override string[] IgnoreSuffixes => new[]
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{
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// Realm pipe files don't play well with copy operations
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".note",
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".lock",
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".management",
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};
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public OsuStorage(GameHost host, Storage defaultStorage)
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: base(defaultStorage, string.Empty)
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{
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this.host = host;
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this.defaultStorage = defaultStorage;
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storageConfig = new StorageConfigManager(defaultStorage);
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if (!string.IsNullOrEmpty(CustomStoragePath))
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TryChangeToCustomStorage(out Error);
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}
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/// <summary>
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/// Resets the custom storage path, changing the target storage to the default location.
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/// </summary>
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public void ResetCustomStoragePath()
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{
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ChangeDataPath(string.Empty);
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ChangeTargetStorage(defaultStorage);
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}
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/// <summary>
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/// Updates the target data path without immediately switching.
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/// This does NOT migrate any data.
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/// The game should immediately be restarted after calling this.
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/// </summary>
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public void ChangeDataPath(string newPath)
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{
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storageConfig.SetValue(StorageConfig.FullPath, newPath);
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storageConfig.Save();
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}
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/// <summary>
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/// Attempts to change to the user's custom storage path.
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/// </summary>
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/// <param name="error">The error that occurred.</param>
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/// <returns>Whether the custom storage path was used successfully. If not, <paramref name="error"/> will be populated with the reason.</returns>
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public bool TryChangeToCustomStorage(out OsuStorageError error)
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{
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Debug.Assert(!string.IsNullOrEmpty(CustomStoragePath));
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error = OsuStorageError.None;
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Storage lastStorage = UnderlyingStorage;
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Logger.Log($"Attempting to use custom storage location {CustomStoragePath}");
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try
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{
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Storage userStorage = host.GetStorage(CustomStoragePath);
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if (!userStorage.ExistsDirectory(".") || !userStorage.GetFiles(".").Any())
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error = OsuStorageError.AccessibleButEmpty;
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ChangeTargetStorage(userStorage);
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Logger.Log($"Storage successfully changed to {CustomStoragePath}.");
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}
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catch
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{
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error = OsuStorageError.NotAccessible;
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ChangeTargetStorage(lastStorage);
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}
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if (error != OsuStorageError.None)
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Logger.Log($"Custom storage location could not be used ({error}).");
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return error == OsuStorageError.None;
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}
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protected override void ChangeTargetStorage(Storage newStorage)
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{
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var lastStorage = UnderlyingStorage;
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base.ChangeTargetStorage(newStorage);
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if (lastStorage != null)
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{
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// for now we assume that if there was a previous storage, this is a migration operation.
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// the logger shouldn't be set during initialisation as it can cause cross-talk in tests (due to being static).
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Logger.Storage = UnderlyingStorage.GetStorageForDirectory("logs");
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}
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}
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public override bool Migrate(Storage newStorage)
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{
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bool cleanupSucceeded = base.Migrate(newStorage);
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ChangeDataPath(newStorage.GetFullPath("."));
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return cleanupSucceeded;
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}
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}
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public enum OsuStorageError
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{
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/// <summary>
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/// No error.
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/// </summary>
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None,
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/// <summary>
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/// Occurs when the target storage directory is accessible but does not already contain game files.
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/// Only happens when the user changes the storage directory and then moves the files manually or mounts a different device to the same path.
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/// </summary>
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AccessibleButEmpty,
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/// <summary>
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/// Occurs when the target storage directory cannot be accessed at all.
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/// </summary>
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NotAccessible,
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}
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}
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