Replace EF RulesetStore with realm version

Pass full EF context factory to `RealmContextFactory` for migration purposes
This commit is contained in:
Dean Herbert
2021-11-23 13:00:33 +09:00
parent 89d6ffa7f3
commit 3ecd889fef
7 changed files with 123 additions and 375 deletions

View File

@ -7,24 +7,33 @@ using System.IO;
using System.Linq;
using System.Reflection;
using osu.Framework;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Database;
#nullable enable
namespace osu.Game.Rulesets
{
public class RulesetStore : DatabaseBackedStore, IRulesetStore, IDisposable
public class RulesetStore : IDisposable
{
private const string ruleset_library_prefix = "osu.Game.Rulesets";
private readonly RealmContextFactory realmFactory;
private const string ruleset_library_prefix = @"osu.Game.Rulesets";
private readonly Dictionary<Assembly, Type> loadedAssemblies = new Dictionary<Assembly, Type>();
private readonly Storage rulesetStorage;
/// <summary>
/// All available rulesets.
/// </summary>
public IEnumerable<RulesetInfo> AvailableRulesets => availableRulesets;
public RulesetStore(IDatabaseContextFactory factory, Storage storage = null)
: base(factory)
private readonly List<RulesetInfo> availableRulesets = new List<RulesetInfo>();
public RulesetStore(RealmContextFactory realmFactory, Storage? storage = null)
{
rulesetStorage = storage?.GetStorageForDirectory("rulesets");
this.realmFactory = realmFactory;
// On android in release configuration assemblies are loaded from the apk directly into memory.
// We cannot read assemblies from cwd, so should check loaded assemblies instead.
@ -40,7 +49,11 @@ namespace osu.Game.Rulesets
// 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
// to load as unable to locate the game core assembly.
AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
loadUserRulesets();
var rulesetStorage = storage?.GetStorageForDirectory(@"rulesets");
if (rulesetStorage != null)
loadUserRulesets(rulesetStorage);
addMissingRulesets();
}
@ -49,21 +62,16 @@ namespace osu.Game.Rulesets
/// </summary>
/// <param name="id">The ruleset's internal ID.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.ID == id);
public RulesetInfo? GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.OnlineID == id);
/// <summary>
/// Retrieve a ruleset using a known short name.
/// </summary>
/// <param name="shortName">The ruleset's short name.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
public RulesetInfo? GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
/// <summary>
/// All available rulesets.
/// </summary>
public IEnumerable<RulesetInfo> AvailableRulesets { get; private set; }
private Assembly resolveRulesetDependencyAssembly(object sender, ResolveEventArgs args)
private Assembly? resolveRulesetDependencyAssembly(object? sender, ResolveEventArgs args)
{
var asm = new AssemblyName(args.Name);
@ -72,7 +80,14 @@ namespace osu.Game.Rulesets
// already loaded in the AppDomain.
var domainAssembly = AppDomain.CurrentDomain.GetAssemblies()
// Given name is always going to be equally-or-more qualified than the assembly name.
.Where(a => args.Name.Contains(a.GetName().Name, StringComparison.Ordinal))
.Where(a =>
{
string? name = a.GetName().Name;
if (name == null)
return false;
return args.Name.Contains(name, StringComparison.Ordinal);
})
// Pick the greatest assembly version.
.OrderByDescending(a => a.GetName().Version)
.FirstOrDefault();
@ -85,69 +100,73 @@ namespace osu.Game.Rulesets
private void addMissingRulesets()
{
using (var usage = ContextFactory.GetForWrite())
using (var context = realmFactory.CreateContext())
{
var context = usage.Context;
var instances = loadedAssemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r)).ToList();
// add all legacy rulesets first to ensure they have exclusive choice of primary key.
foreach (var r in instances.Where(r => r is ILegacyRuleset))
context.Write(realm =>
{
if (context.RulesetInfo.SingleOrDefault(dbRuleset => dbRuleset.ID == r.RulesetInfo.ID) == null)
context.RulesetInfo.Add(r.RulesetInfo);
}
var rulesets = realm.All<RulesetInfo>();
context.SaveChanges();
List<Ruleset> instances = loadedAssemblies.Values
.Select(r => Activator.CreateInstance(r) as Ruleset)
.Where(r => r != null)
.Select(r => r.AsNonNull())
.ToList();
var existingRulesets = context.RulesetInfo.ToList();
// add any other rulesets which have assemblies present but are not yet in the database.
foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
{
if (existingRulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
// add all legacy rulesets first to ensure they have exclusive choice of primary key.
foreach (var r in instances.Where(r => r is ILegacyRuleset))
{
var existingSameShortName = existingRulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
if (realm.All<RulesetInfo>().FirstOrDefault(rr => rr.OnlineID == r.RulesetInfo.OnlineID) == null)
realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
}
if (existingSameShortName != null)
// add any other rulesets which have assemblies present but are not yet in the database.
foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
{
if (rulesets.FirstOrDefault(ri => ri.InstantiationInfo.Equals(r.RulesetInfo.InstantiationInfo, StringComparison.Ordinal)) == null)
{
// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
// in such cases, update the instantiation info of the existing entry to point to the new one.
existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
var existingSameShortName = rulesets.FirstOrDefault(ri => ri.ShortName == r.RulesetInfo.ShortName);
if (existingSameShortName != null)
{
// even if a matching InstantiationInfo was not found, there may be an existing ruleset with the same ShortName.
// this generally means the user or ruleset provider has renamed their dll but the underlying ruleset is *likely* the same one.
// in such cases, update the instantiation info of the existing entry to point to the new one.
existingSameShortName.InstantiationInfo = r.RulesetInfo.InstantiationInfo;
}
else
realm.Add(new RulesetInfo(r.RulesetInfo.ShortName, r.RulesetInfo.Name, r.RulesetInfo.InstantiationInfo, r.RulesetInfo.OnlineID));
}
else
context.RulesetInfo.Add(r.RulesetInfo);
}
}
context.SaveChanges();
List<RulesetInfo> detachedRulesets = new List<RulesetInfo>();
// perform a consistency check
foreach (var r in context.RulesetInfo)
{
try
// perform a consistency check and detach final rulesets from realm for cross-thread runtime usage.
foreach (var r in rulesets)
{
var resolvedType = Type.GetType(r.InstantiationInfo)
?? throw new RulesetLoadException(@"Type could not be resolved");
try
{
var resolvedType = Type.GetType(r.InstantiationInfo)
?? throw new RulesetLoadException(@"Type could not be resolved");
var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo
?? throw new RulesetLoadException(@"Instantiation failure");
var instanceInfo = (Activator.CreateInstance(resolvedType) as Ruleset)?.RulesetInfo
?? throw new RulesetLoadException(@"Instantiation failure");
r.Name = instanceInfo.Name;
r.ShortName = instanceInfo.ShortName;
r.InstantiationInfo = instanceInfo.InstantiationInfo;
r.Available = true;
r.Name = instanceInfo.Name;
r.ShortName = instanceInfo.ShortName;
r.InstantiationInfo = instanceInfo.InstantiationInfo;
r.Available = true;
detachedRulesets.Add(r.Clone());
}
catch (Exception ex)
{
r.Available = false;
Logger.Log($"Could not load ruleset {r}: {ex.Message}");
}
}
catch
{
r.Available = false;
}
}
context.SaveChanges();
AvailableRulesets = context.RulesetInfo.Where(r => r.Available).ToList();
availableRulesets.AddRange(detachedRulesets);
});
}
}
@ -155,22 +174,23 @@ namespace osu.Game.Rulesets
{
foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies())
{
string rulesetName = ruleset.GetName().Name;
string? rulesetName = ruleset.GetName().Name;
if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || ruleset.GetName().Name.Contains("Tests"))
if (rulesetName == null)
continue;
if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || rulesetName.Contains(@"Tests"))
continue;
addRuleset(ruleset);
}
}
private void loadUserRulesets()
private void loadUserRulesets(Storage rulesetStorage)
{
if (rulesetStorage == null) return;
var rulesets = rulesetStorage.GetFiles(@".", @$"{ruleset_library_prefix}.*.dll");
var rulesets = rulesetStorage.GetFiles(".", $"{ruleset_library_prefix}.*.dll");
foreach (string ruleset in rulesets.Where(f => !f.Contains("Tests")))
foreach (string? ruleset in rulesets.Where(f => !f.Contains(@"Tests")))
loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset));
}
@ -178,7 +198,7 @@ namespace osu.Game.Rulesets
{
try
{
string[] files = Directory.GetFiles(RuntimeInfo.StartupDirectory, $"{ruleset_library_prefix}.*.dll");
string[] files = Directory.GetFiles(RuntimeInfo.StartupDirectory, @$"{ruleset_library_prefix}.*.dll");
foreach (string file in files.Where(f => !Path.GetFileName(f).Contains("Tests")))
loadRulesetFromFile(file);
@ -191,7 +211,7 @@ namespace osu.Game.Rulesets
private void loadRulesetFromFile(string file)
{
string filename = Path.GetFileNameWithoutExtension(file);
string? filename = Path.GetFileNameWithoutExtension(file);
if (loadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
return;