Files
Ez2Lazer/osu.Game/Screens/SelectV2/RealmPopulatingOnlineLookupSource.cs
Dean Herbert 3e0abdace8 Apply new inspections from 2026.1EAP1
Nothing really egregious here so not bothering with PR review. One dodgy
bug which has been
[reported](https://youtrack.jetbrains.com/issue/RIDER-135036/Incorrect-recursive-on-all-execution-paths-inspection)
and temporarily ignored.
2026-01-26 17:26:50 +08:00

121 lines
6.0 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.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Online.API.Requests.Responses;
using Realms;
namespace osu.Game.Screens.SelectV2
{
/// <summary>
/// This component is designed to perform lookups of online data
/// and store portions of it for later local use to the realm database.
/// </summary>
/// <example>
/// This component is designed to locally persist potentially-volatile online information such as:
/// <list type="bullet">
/// <item>user tags assigned to difficulties of a beatmap,</item>
/// <item>the beatmap's <see cref="BeatmapInfo.Status"/>,</item>
/// <item>guest mappers assigned to difficulties of a beatmap,</item>
/// <item>the local user's best score on a given beatmap.</item>
/// </list>
/// </example>
public partial class RealmPopulatingOnlineLookupSource : Component
{
[Resolved]
private IAPIProvider api { get; set; } = null!;
[Resolved]
private RealmAccess realm { get; set; } = null!;
public Task<APIBeatmapSet?> GetBeatmapSetAsync(int id, CancellationToken token = default)
{
var request = new GetBeatmapSetRequest(id);
var tcs = new TaskCompletionSource<APIBeatmapSet?>();
token.Register(request.Cancel);
// async request success callback is a bit of a dangerous game, but there's some reasoning for it.
// - don't really want to use `IAPIAccess.PerformAsync()` because we still want to respect request queueing & online status checks
// - we want the realm write here to be async because it is known to be slow for some users with large beatmap collections
// - at the time of writing `RealmAccess.WriteAsync()` can only be safely called from update thread,
// and API request completion callbacks are automatically marshaled onto update thread scheduler,
// so calling `WriteAsync()` within the callback is a somewhat "nice" way of guaranteeing that the call is safe
// (rather than having to enforce that `GetBeatmapSetAsync()` can only be called from update thread, or locally scheduling)
request.Success += async onlineBeatmapSet =>
{
if (token.IsCancellationRequested)
{
tcs.SetCanceled(token);
return;
}
await realm.WriteAsync(r => updateRealmBeatmapSet(r, onlineBeatmapSet)).ConfigureAwait(true);
tcs.SetResult(onlineBeatmapSet);
};
request.Failure += tcs.SetException;
api.Queue(request);
return tcs.Task;
}
private static void updateRealmBeatmapSet(Realm r, APIBeatmapSet onlineBeatmapSet)
{
var tagsById = (onlineBeatmapSet.RelatedTags ?? []).ToDictionary(t => t.Id);
var onlineBeatmaps = onlineBeatmapSet.Beatmaps.ToDictionary(b => b.OnlineID);
var dbBeatmapSets = r.All<BeatmapSetInfo>().Where(b => b.OnlineID == onlineBeatmapSet.OnlineID);
foreach (var dbBeatmapSet in dbBeatmapSets)
{
// note that every single write to realm models is preceded by a guard, even if it technically would write the same value back.
// the reason this matters is that doing so avoids triggering realm subscription callbacks.
// unfortunately in terms of subscriptions realm treats *every* write to any realm object as a modification,
// even if the write was redundant and had no observable effect.
// notably, `LocallyModified` status is preserved on the set until the user performs an explicit action to get rid of it
// (be it updating the set or deciding to discard their changes, removing the set and re-downloading it, etc.)
if (dbBeatmapSet.Status != onlineBeatmapSet.Status && dbBeatmapSet.Status != BeatmapOnlineStatus.LocallyModified)
dbBeatmapSet.Status = onlineBeatmapSet.Status;
foreach (var dbBeatmap in dbBeatmapSet.Beatmaps)
{
if (onlineBeatmaps.TryGetValue(dbBeatmap.OnlineID, out var onlineBeatmap))
{
// compare `BeatmapUpdaterMetadataLookup`
if (dbBeatmap.OnlineMD5Hash != onlineBeatmap.MD5Hash)
dbBeatmap.OnlineMD5Hash = onlineBeatmap.MD5Hash;
if (dbBeatmap.LastOnlineUpdate != onlineBeatmap.LastUpdated)
dbBeatmap.LastOnlineUpdate = onlineBeatmap.LastUpdated;
if (dbBeatmap.MatchesOnlineVersion && dbBeatmap.Status != onlineBeatmap.Status)
dbBeatmap.Status = onlineBeatmap.Status;
HashSet<string> userTags = onlineBeatmap.TopTags?
.Select(t => (topTag: t, relatedTag: tagsById.GetValueOrDefault(t.TagId)))
.Where(t => t.relatedTag != null)
.Select(t => t.relatedTag!.Name)
.ToHashSet() ?? [];
if (!userTags.SetEquals(dbBeatmap.Metadata.UserTags))
{
dbBeatmap.Metadata.UserTags.Clear();
dbBeatmap.Metadata.UserTags.AddRange(userTags);
}
}
}
}
}
}
}