mirror of
https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
185 lines
7.5 KiB
C#
185 lines
7.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using osu.Framework;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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namespace osu.Game.Rulesets
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{
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public abstract class RulesetStore : IDisposable, IRulesetStore
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{
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private const string ruleset_library_prefix = @"osu.Game.Rulesets";
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protected readonly Dictionary<Assembly, Type> LoadedAssemblies = new Dictionary<Assembly, Type>();
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/// <summary>
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/// All available rulesets.
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/// </summary>
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public abstract IEnumerable<RulesetInfo> AvailableRulesets { get; }
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protected RulesetStore(Storage? storage = null)
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{
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// On android in release configuration assemblies are loaded from the apk directly into memory.
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// We cannot read assemblies from cwd, so should check loaded assemblies instead.
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loadFromAppDomain();
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// This null check prevents Android from attempting to load the rulesets from disk,
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// as the underlying path "AppContext.BaseDirectory", despite being non-nullable, it returns null on android.
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// See https://github.com/xamarin/xamarin-android/issues/3489.
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if (RuntimeInfo.StartupDirectory != null)
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loadFromDisk();
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// the event handler contains code for resolving dependency on the game assembly for rulesets located outside the base game directory.
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// It needs to be attached to the assembly lookup event before the actual call to loadUserRulesets() else rulesets located out of the base game directory will fail
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// to load as unable to locate the game core assembly.
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AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
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var rulesetStorage = storage?.GetStorageForDirectory(@"rulesets");
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if (rulesetStorage != null)
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loadUserRulesets(rulesetStorage);
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}
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/// <summary>
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/// Retrieve a ruleset using a known ID.
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/// </summary>
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/// <param name="id">The ruleset's internal ID.</param>
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/// <returns>A ruleset, if available, else null.</returns>
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public RulesetInfo? GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.OnlineID == id);
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/// <summary>
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/// Retrieve a ruleset using a known short name.
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/// </summary>
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/// <param name="shortName">The ruleset's short name.</param>
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/// <returns>A ruleset, if available, else null.</returns>
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public RulesetInfo? GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
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private Assembly? resolveRulesetDependencyAssembly(object? sender, ResolveEventArgs args)
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{
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var asm = new AssemblyName(args.Name);
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// the requesting assembly may be located out of the executable's base directory, thus requiring manual resolving of its dependencies.
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// this attempts resolving the ruleset dependencies on game core and framework assemblies by returning assemblies with the same assembly name
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// already loaded in the AppDomain.
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var domainAssembly = AppDomain.CurrentDomain.GetAssemblies()
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// Given name is always going to be equally-or-more qualified than the assembly name.
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.Where(a =>
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{
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string? name = a.GetName().Name;
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if (name == null)
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return false;
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return args.Name.Contains(name, StringComparison.Ordinal);
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})
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// Pick the greatest assembly version.
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.OrderByDescending(a => a.GetName().Version)
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.FirstOrDefault();
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if (domainAssembly != null)
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return domainAssembly;
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return LoadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
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}
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private void loadFromAppDomain()
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{
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foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies())
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{
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string? rulesetName = ruleset.GetName().Name;
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if (rulesetName == null)
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continue;
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if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || rulesetName.Contains(@"Tests"))
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continue;
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addRuleset(ruleset);
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}
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}
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private void loadUserRulesets(Storage rulesetStorage)
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{
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var rulesets = rulesetStorage.GetFiles(@".", @$"{ruleset_library_prefix}.*.dll");
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foreach (string? ruleset in rulesets.Where(f => !f.Contains(@"Tests")))
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loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset));
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}
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private void loadFromDisk()
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{
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try
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{
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string[] files = Directory.GetFiles(RuntimeInfo.StartupDirectory, @$"{ruleset_library_prefix}.*.dll");
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foreach (string file in files.Where(f => !Path.GetFileName(f).Contains("Tests")))
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loadRulesetFromFile(file);
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Could not load rulesets from directory {RuntimeInfo.StartupDirectory}");
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}
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}
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private void loadRulesetFromFile(string file)
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{
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string? filename = Path.GetFileNameWithoutExtension(file);
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if (LoadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
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return;
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try
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{
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addRuleset(Assembly.LoadFrom(file));
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Failed to load ruleset {filename}");
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}
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}
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private void addRuleset(Assembly assembly)
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{
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if (LoadedAssemblies.ContainsKey(assembly))
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return;
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// the same assembly may be loaded twice in the same AppDomain (currently a thing in certain Rider versions https://youtrack.jetbrains.com/issue/RIDER-48799).
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// as a failsafe, also compare by FullName.
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if (LoadedAssemblies.Any(a => a.Key.FullName == assembly.FullName))
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return;
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try
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{
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LoadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
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}
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catch (Exception e)
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{
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Logger.Error(e, $"Failed to add ruleset {assembly}");
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly;
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}
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#region Implementation of IRulesetStore
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IRulesetInfo? IRulesetStore.GetRuleset(int id) => GetRuleset(id);
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IRulesetInfo? IRulesetStore.GetRuleset(string shortName) => GetRuleset(shortName);
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IEnumerable<IRulesetInfo> IRulesetStore.AvailableRulesets => AvailableRulesets;
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#endregion
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}
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}
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