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Add "import all skins from stable" option (and mass delete)
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@ -5,6 +5,7 @@ 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.Threading.Tasks;
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using JetBrains.Annotations;
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using Microsoft.EntityFrameworkCore;
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using osu.Framework.IO.File;
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@ -283,7 +284,7 @@ namespace osu.Game.Database
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var notification = new ProgressNotification
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{
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Progress = 0,
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CompletionText = "Deleted all beatmaps!",
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CompletionText = $"Deleted all {typeof(TModel)}s!",
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State = ProgressNotificationState.Active,
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};
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@ -385,6 +386,41 @@ namespace osu.Game.Database
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return fileInfos;
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}
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#region osu-stable import
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/// <summary>
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/// Set a storage with access to an osu-stable install for import purposes.
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/// </summary>
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public Func<Storage> GetStableStorage { private get; set; }
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/// <summary>
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/// Denotes whether an osu-stable installation is present to perform automated imports from.
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/// </summary>
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public bool StableInstallationAvailable => GetStableStorage?.Invoke() != null;
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/// <summary>
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/// The relative path from osu-stable's data directory to import items from.
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/// </summary>
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protected virtual string ImportFromStablePath => null;
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/// <summary>
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/// This is a temporary method and will likely be replaced by a full-fledged (and more correctly placed) migration process in the future.
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/// </summary>
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public Task ImportFromStableAsync()
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{
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var stable = GetStableStorage?.Invoke();
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if (stable == null)
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{
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Logger.Log("No osu!stable installation available!", LoggingTarget.Information, LogLevel.Error);
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return Task.CompletedTask;
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}
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return Task.Factory.StartNew(() => Import(stable.GetDirectories(ImportFromStablePath).Select(f => stable.GetFullPath(f)).ToArray()), TaskCreationOptions.LongRunning);
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}
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#endregion
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/// <summary>
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/// Create a barebones model from the provided archive.
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/// Actual expensive population should be done in <see cref="Populate"/>; this should just prepare for duplicate checking.
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