mirror of
https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
148 lines
6.8 KiB
C#
148 lines
6.8 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.Linq;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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namespace osu.Game.Rulesets
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{
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public class RealmRulesetStore : RulesetStore
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{
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public override IEnumerable<RulesetInfo> AvailableRulesets => availableRulesets;
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private readonly List<RulesetInfo> availableRulesets = new List<RulesetInfo>();
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public RealmRulesetStore(RealmAccess realm, Storage? storage = null)
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: base(storage)
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{
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prepareDetachedRulesets(realm);
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}
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private void prepareDetachedRulesets(RealmAccess realmAccess)
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{
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realmAccess.Write(realm =>
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{
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var rulesets = realm.All<RulesetInfo>();
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List<Ruleset> instances = LoadedAssemblies.Values
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.Select(r => Activator.CreateInstance(r) as Ruleset)
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.Where(r => r != null)
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.Select(r => r.AsNonNull())
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.ToList();
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// add all legacy rulesets first to ensure they have exclusive choice of primary key.
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foreach (var r in instances.Where(r => r is ILegacyRuleset))
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{
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if (realm.All<RulesetInfo>().FirstOrDefault(rr => rr.OnlineID == r.RulesetInfo.OnlineID) == null)
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realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
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}
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// add any other rulesets which have assemblies present but are not yet in the database.
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foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
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{
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if (rulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
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{
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var existingSameShortName = rulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
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if (existingSameShortName != null)
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{
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// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
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// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
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// in such cases, update the instantiation info of the existing entry to point to the new one.
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existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
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}
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else
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realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
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}
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}
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List<RulesetInfo> detachedRulesets = new List<RulesetInfo>();
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// perform a consistency check and detach final rulesets from realm for cross-thread runtime usage.
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foreach (var r in rulesets.OrderBy(r => r.OnlineID))
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{
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try
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{
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var resolvedType = Type.GetType(r.InstantiationInfo);
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if (resolvedType == null)
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{
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// ruleset DLL was probably deleted.
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r.Available = false;
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continue;
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}
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var instance = (Activator.CreateInstance(resolvedType) as Ruleset);
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var instanceInfo = instance?.RulesetInfo
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?? throw new RulesetLoadException(@"Instantiation failure");
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if (!checkRulesetUpToDate(instance))
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{
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throw new ArgumentOutOfRangeException(nameof(instance.RulesetAPIVersionSupported),
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$"Ruleset API version is too old (was {instance.RulesetAPIVersionSupported}, expected {Ruleset.CURRENT_RULESET_API_VERSION})");
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}
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// If a ruleset isn't up-to-date with the API, it could cause a crash at an arbitrary point of execution.
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// To eagerly handle cases of missing implementations, enumerate all types here and mark as non-available on throw.
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resolvedType.Assembly.GetTypes();
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r.Name = instanceInfo.Name;
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r.ShortName = instanceInfo.ShortName;
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r.InstantiationInfo = instanceInfo.InstantiationInfo;
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r.Available = true;
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testRulesetCompatibility(r);
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detachedRulesets.Add(r.Clone());
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}
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catch (Exception ex)
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{
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r.Available = false;
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LogFailedLoad(r.Name, ex);
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}
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}
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availableRulesets.AddRange(detachedRulesets.OrderBy(r => r));
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});
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}
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private bool checkRulesetUpToDate(Ruleset instance)
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{
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switch (instance.RulesetAPIVersionSupported)
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{
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// The default `virtual` implementation leaves the version string empty.
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// Consider rulesets which haven't override the version as up-to-date for now.
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// At some point (once ruleset devs add versioning), we'll probably want to disallow this for deployed builds.
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case @"":
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// Ruleset is up-to-date, all good.
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case Ruleset.CURRENT_RULESET_API_VERSION:
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return true;
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default:
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return false;
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}
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}
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private void testRulesetCompatibility(RulesetInfo rulesetInfo)
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{
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// do various operations to ensure that we are in a good state.
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// if we can avoid loading the ruleset at this point (rather than erroring later in runtime) then that is preferred.
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var instance = rulesetInfo.CreateInstance();
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instance.CreateAllMods();
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instance.CreateIcon();
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instance.CreateResourceStore();
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var beatmap = new Beatmap();
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var converter = instance.CreateBeatmapConverter(beatmap);
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instance.CreateBeatmapProcessor(converter.Convert());
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}
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}
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}
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