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https://github.com/osukey/osukey.git
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Split saving new and existing beatmaps into separate flows
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@ -186,10 +186,7 @@ namespace osu.Game.Beatmaps
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targetBeatmapSet.Beatmaps.Add(newBeatmap.BeatmapInfo);
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newBeatmap.BeatmapInfo.BeatmapSet = targetBeatmapSet;
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// make sure that collections don't get transferred when adding new difficulties to a set (that function
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// was added for the scenario of saving the same difficulty), since this path is invoked from copying
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// an existing difficulty as well.
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Save(newBeatmap.BeatmapInfo, newBeatmap, beatmapSkin, false);
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SaveNewBeatmap(newBeatmap.BeatmapInfo, newBeatmap, beatmapSkin);
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workingBeatmapCache.Invalidate(targetBeatmapSet);
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return GetWorkingBeatmap(newBeatmap.BeatmapInfo);
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@ -283,78 +280,30 @@ namespace osu.Game.Beatmaps
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public IWorkingBeatmap DefaultBeatmap => workingBeatmapCache.DefaultBeatmap;
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/// <summary>
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/// Saves an <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
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/// Saves an existing <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>, also transferring the beatmap
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/// hashes in any collections referencing it.
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/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
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/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
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/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
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/// <param name="transferCollections">Whether to transfer the MD5 hashes in collections referencing this beatmap.</param>
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public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null, bool transferCollections = false)
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public virtual void SaveExistingBeatmap(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
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{
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var setInfo = beatmapInfo.BeatmapSet;
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Debug.Assert(setInfo != null);
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string oldMd5Hash = beatmapInfo.MD5Hash;
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// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
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// This should hopefully be temporary, assuming said clone is eventually removed.
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save(beatmapInfo, beatmapContent, beatmapSkin);
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// Warning: The directionality here is important. Changes have to be copied *from* beatmapContent (which comes from editor and is being saved)
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// *to* the beatmapInfo (which is a database model and needs to receive values without the taiko slider velocity multiplier for correct operation).
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// CopyTo() will undo such adjustments, while CopyFrom() will not.
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beatmapContent.Difficulty.CopyTo(beatmapInfo.Difficulty);
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Realm.Write(r => beatmapInfo.TransferCollectionReferences(r, oldMd5Hash));
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}
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// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
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beatmapContent.BeatmapInfo = beatmapInfo;
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using (var stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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new LegacyBeatmapEncoder(beatmapContent, beatmapSkin).Encode(sw);
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stream.Seek(0, SeekOrigin.Begin);
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// AddFile generally handles updating/replacing files, but this is a case where the filename may have also changed so let's delete for simplicity.
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var existingFileInfo = beatmapInfo.Path != null ? setInfo.GetFile(beatmapInfo.Path) : null;
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string targetFilename = createBeatmapFilenameFromMetadata(beatmapInfo);
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// ensure that two difficulties from the set don't point at the same beatmap file.
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if (setInfo.Beatmaps.Any(b => b.ID != beatmapInfo.ID && string.Equals(b.Path, targetFilename, StringComparison.OrdinalIgnoreCase)))
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throw new InvalidOperationException($"{setInfo.GetDisplayString()} already has a difficulty with the name of '{beatmapInfo.DifficultyName}'.");
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if (existingFileInfo != null)
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DeleteFile(setInfo, existingFileInfo);
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string oldMd5Hash = beatmapInfo.MD5Hash;
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beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
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beatmapInfo.Hash = stream.ComputeSHA2Hash();
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beatmapInfo.LastLocalUpdate = DateTimeOffset.Now;
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beatmapInfo.Status = BeatmapOnlineStatus.LocallyModified;
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AddFile(setInfo, stream, createBeatmapFilenameFromMetadata(beatmapInfo));
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updateHashAndMarkDirty(setInfo);
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Realm.Write(r =>
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{
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var liveBeatmapSet = r.Find<BeatmapSetInfo>(setInfo.ID);
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setInfo.CopyChangesToRealm(liveBeatmapSet);
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if (transferCollections)
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beatmapInfo.TransferCollectionReferences(r, oldMd5Hash);
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ProcessBeatmap?.Invoke((liveBeatmapSet, false));
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});
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}
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Debug.Assert(beatmapInfo.BeatmapSet != null);
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static string createBeatmapFilenameFromMetadata(BeatmapInfo beatmapInfo)
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{
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var metadata = beatmapInfo.Metadata;
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return $"{metadata.Artist} - {metadata.Title} ({metadata.Author.Username}) [{beatmapInfo.DifficultyName}].osu".GetValidFilename();
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}
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/// <summary>
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/// Saves a new <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
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/// </summary>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
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/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
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/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
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public virtual void SaveNewBeatmap(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
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{
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save(beatmapInfo, beatmapContent, beatmapSkin);
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}
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public void DeleteAllVideos()
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@ -465,6 +414,69 @@ namespace osu.Game.Beatmaps
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setInfo.Status = BeatmapOnlineStatus.LocallyModified;
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}
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private void save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin)
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{
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var setInfo = beatmapInfo.BeatmapSet;
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Debug.Assert(setInfo != null);
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// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
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// This should hopefully be temporary, assuming said clone is eventually removed.
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// Warning: The directionality here is important. Changes have to be copied *from* beatmapContent (which comes from editor and is being saved)
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// *to* the beatmapInfo (which is a database model and needs to receive values without the taiko slider velocity multiplier for correct operation).
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// CopyTo() will undo such adjustments, while CopyFrom() will not.
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beatmapContent.Difficulty.CopyTo(beatmapInfo.Difficulty);
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// All changes to metadata are made in the provided beatmapInfo, so this should be copied to the `IBeatmap` before encoding.
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beatmapContent.BeatmapInfo = beatmapInfo;
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using (var stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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new LegacyBeatmapEncoder(beatmapContent, beatmapSkin).Encode(sw);
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stream.Seek(0, SeekOrigin.Begin);
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// AddFile generally handles updating/replacing files, but this is a case where the filename may have also changed so let's delete for simplicity.
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var existingFileInfo = beatmapInfo.Path != null ? setInfo.GetFile(beatmapInfo.Path) : null;
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string targetFilename = createBeatmapFilenameFromMetadata(beatmapInfo);
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// ensure that two difficulties from the set don't point at the same beatmap file.
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if (setInfo.Beatmaps.Any(b => b.ID != beatmapInfo.ID && string.Equals(b.Path, targetFilename, StringComparison.OrdinalIgnoreCase)))
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throw new InvalidOperationException($"{setInfo.GetDisplayString()} already has a difficulty with the name of '{beatmapInfo.DifficultyName}'.");
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if (existingFileInfo != null)
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DeleteFile(setInfo, existingFileInfo);
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beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
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beatmapInfo.Hash = stream.ComputeSHA2Hash();
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beatmapInfo.LastLocalUpdate = DateTimeOffset.Now;
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beatmapInfo.Status = BeatmapOnlineStatus.LocallyModified;
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AddFile(setInfo, stream, createBeatmapFilenameFromMetadata(beatmapInfo));
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updateHashAndMarkDirty(setInfo);
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Realm.Write(r =>
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{
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var liveBeatmapSet = r.Find<BeatmapSetInfo>(setInfo.ID);
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setInfo.CopyChangesToRealm(liveBeatmapSet);
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ProcessBeatmap?.Invoke((liveBeatmapSet, false));
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});
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}
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Debug.Assert(beatmapInfo.BeatmapSet != null);
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static string createBeatmapFilenameFromMetadata(BeatmapInfo beatmapInfo)
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{
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var metadata = beatmapInfo.Metadata;
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return $"{metadata.Artist} - {metadata.Title} ({metadata.Author.Username}) [{beatmapInfo.DifficultyName}].osu".GetValidFilename();
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}
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}
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#region Implementation of ICanAcceptFiles
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public Task Import(params string[] paths) => beatmapImporter.Import(paths);
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