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