Share one context per file store for performance reasons

There is now a CreateContext method for retrieving a stand-alone context for threaded use.

We may want to add safety against this context being disposed (or just return a fresh one if it is).
This commit is contained in:
Dean Herbert
2017-10-23 16:35:35 +09:00
parent 4a68dd88cb
commit df20845fbb
5 changed files with 26 additions and 13 deletions

View File

@ -17,8 +17,8 @@ namespace osu.Game.Input
{
public event Action KeyBindingChanged;
public KeyBindingStore(Func<OsuDbContext> getContext, RulesetStore rulesets, Storage storage = null)
: base(getContext, storage)
public KeyBindingStore(Func<OsuDbContext> createContext, RulesetStore rulesets, Storage storage = null)
: base(createContext, storage)
{
foreach (var info in rulesets.AvailableRulesets)
{
@ -38,13 +38,14 @@ namespace osu.Game.Input
private void insertDefaults(IEnumerable<KeyBinding> defaults, int? rulesetId = null, int? variant = null)
{
using (var context = GetContext())
var context = GetContext();
using (var transaction = context.BeginTransaction())
{
// compare counts in database vs defaults
foreach (var group in defaults.GroupBy(k => k.Action))
{
int count = query(context, rulesetId, variant).Count(k => (int)k.Action == (int)group.Key);
int count = Query(rulesetId, variant).Count(k => (int)k.Action == (int)group.Key);
int aimCount = group.Count();
if (aimCount <= count)
@ -71,10 +72,8 @@ namespace osu.Game.Input
/// <param name="rulesetId">The ruleset's internal ID.</param>
/// <param name="variant">An optional variant.</param>
/// <returns></returns>
public IEnumerable<KeyBinding> Query(int? rulesetId = null, int? variant = null) => query(GetContext(), rulesetId, variant);
private IEnumerable<KeyBinding> query(OsuDbContext context, int? rulesetId = null, int? variant = null) =>
context.DatabasedKeyBinding.Where(b => b.RulesetID == rulesetId && b.Variant == variant);
public IEnumerable<KeyBinding> Query(int? rulesetId = null, int? variant = null) =>
GetContext().DatabasedKeyBinding.Where(b => b.RulesetID == rulesetId && b.Variant == variant);
public void Update(KeyBinding keyBinding)
{