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https://github.com/ppy/osu
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105 lines
3.9 KiB
C#
105 lines
3.9 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 Realms;
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namespace osu.Game.Database
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{
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public static class RealmExtensions
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{
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/// <summary>
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/// Performs a <see cref="Realm.Find{T}(System.Nullable{long})"/>.
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/// If a match was not found, a <see cref="Realm.Refresh"/> is performed before trying a second time.
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/// This ensures that an instance is found even if the realm requested against was not in a consistent state.
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/// </summary>
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/// <param name="realm">The realm to operate on.</param>
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/// <param name="id">The ID of the entity to find in the realm.</param>
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/// <typeparam name="T">The type of the entity to find in the realm.</typeparam>
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/// <returns>
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/// The retrieved entity of type <typeparamref name="T"/>.
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/// Can be <see langword="null"/> if the entity is still not found by <paramref name="id"/> even after a refresh.
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/// </returns>
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public static T? FindWithRefresh<T>(this Realm realm, Guid id) where T : IRealmObject
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{
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var found = realm.Find<T>(id);
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if (found == null)
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{
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// It may be that we access this from the update thread before a refresh has taken place.
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// To ensure that behaviour matches what we'd expect (the object generally *should be* available), force
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// a refresh to bring in any off-thread changes immediately.
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realm.Refresh();
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found = realm.Find<T>(id);
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}
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return found;
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}
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/// <summary>
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/// Perform a write operation against the provided realm instance.
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/// </summary>
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/// <remarks>
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/// This will automatically start a transaction if not already in one.
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/// </remarks>
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/// <param name="realm">The realm to operate on.</param>
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/// <param name="function">The write operation to run.</param>
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public static void Write(this Realm realm, Action<Realm> function)
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{
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Transaction? transaction = null;
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try
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{
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if (!realm.IsInTransaction)
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transaction = realm.BeginWrite();
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function(realm);
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transaction?.Commit();
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}
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finally
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{
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transaction?.Dispose();
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}
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}
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/// <summary>
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/// Perform a write operation against the provided realm instance.
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/// </summary>
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/// <remarks>
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/// This will automatically start a transaction if not already in one.
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/// </remarks>
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/// <param name="realm">The realm to operate on.</param>
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/// <param name="function">The write operation to run.</param>
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public static T Write<T>(this Realm realm, Func<Realm, T> function)
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{
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Transaction? transaction = null;
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try
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{
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if (!realm.IsInTransaction)
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transaction = realm.BeginWrite();
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var result = function(realm);
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transaction?.Commit();
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return result;
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}
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finally
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{
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transaction?.Dispose();
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}
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}
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/// <summary>
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/// Whether the provided change set has changes to the top level collection.
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/// </summary>
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/// <remarks>
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/// Realm subscriptions fire on both collection and property changes (including *all* nested properties).
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/// Quite often we only care about changes at a collection level. This can be used to guard and early-return when no such changes are in a callback.
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/// </remarks>
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public static bool HasCollectionChanges(this ChangeSet changes) => changes.InsertedIndices.Length > 0 || changes.DeletedIndices.Length > 0 || changes.Moves.Length > 0;
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}
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}
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