osukey/osu.Game/Database/RealmContextFactory.cs
Dean Herbert 246a4a4bfe Add support for starting with a fresh realm database if the existing one is not usable
The most common scenario is switching between schema versions when
testing. This should alleviate the manual overhead of that for the
majority of cases.

For users, this will show a notification on startup if their database
was purged, similar to what we had with EF.
2022-01-18 16:05:13 +09:00

466 lines
18 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Development;
using osu.Framework.Input.Bindings;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Statistics;
using osu.Game.Configuration;
using osu.Game.Beatmaps;
using osu.Game.Input.Bindings;
using osu.Game.Models;
using osu.Game.Skinning;
using osu.Game.Stores;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using Realms;
#nullable enable
namespace osu.Game.Database
{
/// <summary>
/// A factory which provides both the main (update thread bound) realm context and creates contexts for async usage.
/// </summary>
public class RealmContextFactory : IDisposable, IRealmFactory
{
private readonly Storage storage;
/// <summary>
/// The filename of this realm.
/// </summary>
public readonly string Filename;
private readonly IDatabaseContextFactory? efContextFactory;
/// <summary>
/// Version history:
/// 6 ~2021-10-18 First tracked version.
/// 7 2021-10-18 Changed OnlineID fields to non-nullable to add indexing support.
/// 8 2021-10-29 Rebind scroll adjust keys to not have control modifier.
/// 9 2021-11-04 Converted BeatmapMetadata.Author from string to RealmUser.
/// 10 2021-11-22 Use ShortName instead of RulesetID for ruleset settings.
/// 11 2021-11-22 Use ShortName instead of RulesetID for ruleset key bindings.
/// 12 2021-11-24 Add Status to RealmBeatmapSet.
/// 13 2022-01-13 Final migration of beatmaps and scores to realm (multiple new storage fields).
/// </summary>
private const int schema_version = 13;
/// <summary>
/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking context creation during blocking periods.
/// </summary>
private readonly SemaphoreSlim contextCreationLock = new SemaphoreSlim(1);
private readonly ThreadLocal<bool> currentThreadCanCreateContexts = new ThreadLocal<bool>();
private static readonly GlobalStatistic<int> refreshes = GlobalStatistics.Get<int>(@"Realm", @"Dirty Refreshes");
private static readonly GlobalStatistic<int> contexts_created = GlobalStatistics.Get<int>(@"Realm", @"Contexts (Created)");
private readonly object contextLock = new object();
private Realm? context;
public Realm Context
{
get
{
if (!ThreadSafety.IsUpdateThread)
throw new InvalidOperationException(@$"Use {nameof(CreateContext)} when performing realm operations from a non-update thread");
lock (contextLock)
{
if (context == null)
{
context = CreateContext();
Logger.Log(@$"Opened realm ""{context.Config.DatabasePath}"" at version {context.Config.SchemaVersion}");
}
// creating a context will ensure our schema is up-to-date and migrated.
return context;
}
}
}
/// <summary>
/// Construct a new instance of a realm context factory.
/// </summary>
/// <param name="storage">The game storage which will be used to create the realm backing file.</param>
/// <param name="filename">The filename to use for the realm backing file. A ".realm" extension will be added automatically if not specified.</param>
/// <param name="efContextFactory">An EF factory used only for migration purposes.</param>
public RealmContextFactory(Storage storage, string filename, IDatabaseContextFactory? efContextFactory = null)
{
this.storage = storage;
this.efContextFactory = efContextFactory;
Filename = filename;
const string realm_extension = @".realm";
if (!Filename.EndsWith(realm_extension, StringComparison.Ordinal))
Filename += realm_extension;
try
{
// This method triggers the first `CreateContext` call, which will implicitly run realm migrations and bring the schema up-to-date.
cleanupPendingDeletions();
}
catch (Exception e)
{
Logger.Error(e, "Realm startup failed with unrecoverable error; starting with a fresh database. A backup of your database has been made.");
CreateBackup($"{Filename.Replace(realm_extension, string.Empty)}_{DateTimeOffset.UtcNow.ToUnixTimeSeconds()}_corrupt{realm_extension}");
storage.Delete(Filename);
cleanupPendingDeletions();
}
}
private void cleanupPendingDeletions()
{
using (var realm = CreateContext())
using (var transaction = realm.BeginWrite())
{
var pendingDeleteScores = realm.All<ScoreInfo>().Where(s => s.DeletePending);
foreach (var score in pendingDeleteScores)
realm.Remove(score);
var pendingDeleteSets = realm.All<BeatmapSetInfo>().Where(s => s.DeletePending);
foreach (var beatmapSet in pendingDeleteSets)
{
foreach (var beatmap in beatmapSet.Beatmaps)
{
// Cascade delete related scores, else they will have a null beatmap against the model's spec.
foreach (var score in beatmap.Scores)
realm.Remove(score);
realm.Remove(beatmap.Metadata);
realm.Remove(beatmap);
}
realm.Remove(beatmapSet);
}
var pendingDeleteSkins = realm.All<SkinInfo>().Where(s => s.DeletePending);
foreach (var s in pendingDeleteSkins)
realm.Remove(s);
transaction.Commit();
}
// clean up files after dropping any pending deletions.
// in the future we may want to only do this when the game is idle, rather than on every startup.
new RealmFileStore(this, storage).Cleanup();
}
/// <summary>
/// Compact this realm.
/// </summary>
/// <returns></returns>
public bool Compact() => Realm.Compact(getConfiguration());
/// <summary>
/// Perform a blocking refresh on the main realm context.
/// </summary>
public void Refresh()
{
lock (contextLock)
{
if (context?.Refresh() == true)
refreshes.Value++;
}
}
public Realm CreateContext()
{
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmContextFactory));
bool tookSemaphoreLock = false;
try
{
if (!currentThreadCanCreateContexts.Value)
{
contextCreationLock.Wait();
currentThreadCanCreateContexts.Value = true;
tookSemaphoreLock = true;
}
else
{
// the semaphore is used to handle blocking of all context creation during certain periods.
// once the semaphore has been taken by this code section, it is safe to create further contexts on the same thread.
// this can happen if a realm subscription is active and triggers a callback which has user code that calls `CreateContext`.
}
contexts_created.Value++;
return Realm.GetInstance(getConfiguration());
}
finally
{
if (tookSemaphoreLock)
{
contextCreationLock.Release();
currentThreadCanCreateContexts.Value = false;
}
}
}
private RealmConfiguration getConfiguration()
{
return new RealmConfiguration(storage.GetFullPath(Filename, true))
{
SchemaVersion = schema_version,
MigrationCallback = onMigration,
};
}
private void onMigration(Migration migration, ulong lastSchemaVersion)
{
for (ulong i = lastSchemaVersion + 1; i <= schema_version; i++)
applyMigrationsForVersion(migration, i);
}
private void applyMigrationsForVersion(Migration migration, ulong targetVersion)
{
switch (targetVersion)
{
case 7:
convertOnlineIDs<BeatmapInfo>();
convertOnlineIDs<BeatmapSetInfo>();
convertOnlineIDs<RulesetInfo>();
void convertOnlineIDs<T>() where T : RealmObject
{
string className = getMappedOrOriginalName(typeof(T));
// version was not bumped when the beatmap/ruleset models were added
// therefore we must manually check for their presence to avoid throwing on the `DynamicApi` calls.
if (!migration.OldRealm.Schema.TryFindObjectSchema(className, out _))
return;
var oldItems = migration.OldRealm.DynamicApi.All(className);
var newItems = migration.NewRealm.DynamicApi.All(className);
int itemCount = newItems.Count();
for (int i = 0; i < itemCount; i++)
{
dynamic? oldItem = oldItems.ElementAt(i);
dynamic? newItem = newItems.ElementAt(i);
long? nullableOnlineID = oldItem?.OnlineID;
newItem.OnlineID = (int)(nullableOnlineID ?? -1);
}
}
break;
case 8:
// Ctrl -/+ now adjusts UI scale so let's clear any bindings which overlap these combinations.
// New defaults will be populated by the key store afterwards.
var keyBindings = migration.NewRealm.All<RealmKeyBinding>();
var increaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.IncreaseScrollSpeed);
if (increaseSpeedBinding != null && increaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Plus }))
migration.NewRealm.Remove(increaseSpeedBinding);
var decreaseSpeedBinding = keyBindings.FirstOrDefault(k => k.ActionInt == (int)GlobalAction.DecreaseScrollSpeed);
if (decreaseSpeedBinding != null && decreaseSpeedBinding.KeyCombination.Keys.SequenceEqual(new[] { InputKey.Control, InputKey.Minus }))
migration.NewRealm.Remove(decreaseSpeedBinding);
break;
case 9:
// Pretty pointless to do this as beatmaps aren't really loaded via realm yet, but oh well.
string metadataClassName = getMappedOrOriginalName(typeof(BeatmapMetadata));
// May be coming from a version before `RealmBeatmapMetadata` existed.
if (!migration.OldRealm.Schema.TryFindObjectSchema(metadataClassName, out _))
return;
var oldMetadata = migration.OldRealm.DynamicApi.All(metadataClassName);
var newMetadata = migration.NewRealm.All<BeatmapMetadata>();
int metadataCount = newMetadata.Count();
for (int i = 0; i < metadataCount; i++)
{
dynamic? oldItem = oldMetadata.ElementAt(i);
var newItem = newMetadata.ElementAt(i);
string username = oldItem.Author;
newItem.Author = new RealmUser
{
Username = username
};
}
break;
case 10:
string rulesetSettingClassName = getMappedOrOriginalName(typeof(RealmRulesetSetting));
if (!migration.OldRealm.Schema.TryFindObjectSchema(rulesetSettingClassName, out _))
return;
var oldSettings = migration.OldRealm.DynamicApi.All(rulesetSettingClassName);
var newSettings = migration.NewRealm.All<RealmRulesetSetting>().ToList();
for (int i = 0; i < newSettings.Count; i++)
{
dynamic? oldItem = oldSettings.ElementAt(i);
var newItem = newSettings.ElementAt(i);
long rulesetId = oldItem.RulesetID;
string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId);
if (string.IsNullOrEmpty(rulesetName))
migration.NewRealm.Remove(newItem);
else
newItem.RulesetName = rulesetName;
}
break;
case 11:
string keyBindingClassName = getMappedOrOriginalName(typeof(RealmKeyBinding));
if (!migration.OldRealm.Schema.TryFindObjectSchema(keyBindingClassName, out _))
return;
var oldKeyBindings = migration.OldRealm.DynamicApi.All(keyBindingClassName);
var newKeyBindings = migration.NewRealm.All<RealmKeyBinding>().ToList();
for (int i = 0; i < newKeyBindings.Count; i++)
{
dynamic? oldItem = oldKeyBindings.ElementAt(i);
var newItem = newKeyBindings.ElementAt(i);
if (oldItem.RulesetID == null)
continue;
long rulesetId = oldItem.RulesetID;
string? rulesetName = getRulesetShortNameFromLegacyID(rulesetId);
if (string.IsNullOrEmpty(rulesetName))
migration.NewRealm.Remove(newItem);
else
newItem.RulesetName = rulesetName;
}
break;
}
}
private string? getRulesetShortNameFromLegacyID(long rulesetId) =>
efContextFactory?.Get().RulesetInfo.FirstOrDefault(r => r.ID == rulesetId)?.ShortName;
public void CreateBackup(string filename)
{
using (BlockAllOperations())
{
Logger.Log($"Creating full realm database backup at {filename}", LoggingTarget.Database);
using (var source = storage.GetStream(Filename))
using (var destination = storage.GetStream(filename, FileAccess.Write, FileMode.CreateNew))
source.CopyTo(destination);
}
}
/// <summary>
/// Flush any active contexts and block any further writes.
/// </summary>
/// <remarks>
/// This should be used in places we need to ensure no ongoing reads/writes are occurring with realm.
/// ie. to move the realm backing file to a new location.
/// </remarks>
/// <returns>An <see cref="IDisposable"/> which should be disposed to end the blocking section.</returns>
public IDisposable BlockAllOperations()
{
if (isDisposed)
throw new ObjectDisposedException(nameof(RealmContextFactory));
try
{
contextCreationLock.Wait();
lock (contextLock)
{
if (!ThreadSafety.IsUpdateThread && context != null)
throw new InvalidOperationException(@$"{nameof(BlockAllOperations)} must be called from the update thread.");
Logger.Log(@"Blocking realm operations.", LoggingTarget.Database);
context?.Dispose();
context = null;
}
const int sleep_length = 200;
int timeout = 5000;
try
{
// see https://github.com/realm/realm-dotnet/discussions/2657
while (!Compact())
{
Thread.Sleep(sleep_length);
timeout -= sleep_length;
if (timeout < 0)
throw new TimeoutException(@"Took too long to acquire lock");
}
}
catch (Exception e)
{
// Compact may fail if the realm is in a bad state.
// We still want to continue with the blocking operation, though.
Logger.Log($"Realm compact failed with error {e}", LoggingTarget.Database);
}
}
catch
{
contextCreationLock.Release();
throw;
}
return new InvokeOnDisposal<RealmContextFactory>(this, factory =>
{
factory.contextCreationLock.Release();
Logger.Log(@"Restoring realm operations.", LoggingTarget.Database);
});
}
// https://github.com/realm/realm-dotnet/blob/32f4ebcc88b3e80a3b254412665340cd9f3bd6b5/Realm/Realm/Extensions/ReflectionExtensions.cs#L46
private static string getMappedOrOriginalName(MemberInfo member) => member.GetCustomAttribute<MapToAttribute>()?.Mapping ?? member.Name;
private bool isDisposed;
public void Dispose()
{
lock (contextLock)
{
context?.Dispose();
}
if (!isDisposed)
{
// intentionally block context creation indefinitely. this ensures that nothing can start consuming a new context after disposal.
contextCreationLock.Wait();
contextCreationLock.Dispose();
isDisposed = true;
}
}
}
}