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https://github.com/osukey/osukey.git
synced 2025-07-03 01:09:57 +09:00
Replay loading via drag-drop huzzah!
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@ -7,6 +7,7 @@ using System.IO;
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using System.Linq;
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using System.Linq.Expressions;
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using System.Security.Cryptography;
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using osu.Framework.Extensions;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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@ -162,7 +163,7 @@ namespace osu.Game.Database
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/// <param name="path">Location on disk</param>
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public void Import(string path)
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{
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Import(new [] { path });
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Import(new[] { path });
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}
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/// <summary>
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@ -181,10 +182,9 @@ namespace osu.Game.Database
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if (File.Exists(path)) // Not always the case, i.e. for LegacyFilesystemReader
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{
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using (var md5 = MD5.Create())
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using (var input = storage.GetStream(path))
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{
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hash = BitConverter.ToString(md5.ComputeHash(input)).Replace("-", "").ToLowerInvariant();
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hash = input.GetMd5Hash();
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input.Seek(0, SeekOrigin.Begin);
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path = Path.Combine(@"beatmaps", hash.Remove(1), hash.Remove(2), hash);
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if (!storage.Exists(path))
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@ -216,22 +216,29 @@ namespace osu.Game.Database
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Metadata = metadata
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};
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using (var reader = ArchiveReader.GetReader(storage, path))
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using (var archive = ArchiveReader.GetReader(storage, path))
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{
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string[] mapNames = reader.BeatmapFilenames;
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string[] mapNames = archive.BeatmapFilenames;
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foreach (var name in mapNames)
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using (var stream = new StreamReader(reader.GetStream(name)))
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using (var raw = archive.GetStream(name))
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using (var ms = new MemoryStream()) //we need a memory stream so we can seek and shit
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using (var sr = new StreamReader(ms))
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{
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var decoder = BeatmapDecoder.GetDecoder(stream);
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Beatmap beatmap = decoder.Decode(stream);
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raw.CopyTo(ms);
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ms.Position = 0;
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var decoder = BeatmapDecoder.GetDecoder(sr);
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Beatmap beatmap = decoder.Decode(sr);
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beatmap.BeatmapInfo.Path = name;
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beatmap.BeatmapInfo.Hash = ms.GetMd5Hash();
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// TODO: Diff beatmap metadata with set metadata and leave it here if necessary
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beatmap.BeatmapInfo.Metadata = null;
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beatmapSet.Beatmaps.Add(beatmap.BeatmapInfo);
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}
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beatmapSet.StoryboardFile = reader.StoryboardFilename;
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beatmapSet.StoryboardFile = archive.StoryboardFilename;
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}
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return beatmapSet;
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