mirror of https://github.com/ppy/osu
Don't store BeatmapInfo/RulesetInfo references, remove TimedExpiryCache
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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@ -24,7 +25,7 @@ public class BeatmapDifficultyManager : CompositeDrawable
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private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(1, nameof(BeatmapDifficultyManager));
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// A cache that keeps references to BeatmapInfos for 60sec.
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private readonly TimedExpiryCache<DifficultyCacheLookup, StarDifficulty> difficultyCache = new TimedExpiryCache<DifficultyCacheLookup, StarDifficulty> { ExpiryTime = 60000 };
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private readonly ConcurrentDictionary<DifficultyCacheLookup, StarDifficulty> difficultyCache = new ConcurrentDictionary<DifficultyCacheLookup, StarDifficulty>();
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// All bindables that should be updated along with the current ruleset + mods.
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private readonly LockedWeakList<BindableStarDifficulty> trackedBindables = new LockedWeakList<BindableStarDifficulty>();
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@ -91,7 +92,8 @@ public async Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatm
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if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
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return existing;
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return await Task.Factory.StartNew(() => computeDifficulty(key), cancellationToken, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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return await Task.Factory.StartNew(() => computeDifficulty(key, beatmapInfo, rulesetInfo), cancellationToken,
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TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously, updateScheduler);
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}
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/// <summary>
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@ -106,7 +108,7 @@ public StarDifficulty GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNul
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if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
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return existing;
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return computeDifficulty(key);
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return computeDifficulty(key, beatmapInfo, rulesetInfo);
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}
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private CancellationTokenSource trackedUpdateCancellationSource;
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@ -169,28 +171,24 @@ private BindableStarDifficulty createBindable([NotNull] BeatmapInfo beatmapInfo,
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/// Computes the difficulty defined by a <see cref="DifficultyCacheLookup"/> key, and stores it to the timed cache.
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/// </summary>
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/// <param name="key">The <see cref="DifficultyCacheLookup"/> that defines the computation parameters.</param>
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to compute the difficulty of.</param>
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/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to compute the difficulty with.</param>
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/// <returns>The <see cref="StarDifficulty"/>.</returns>
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private StarDifficulty computeDifficulty(in DifficultyCacheLookup key)
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private StarDifficulty computeDifficulty(in DifficultyCacheLookup key, BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo)
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{
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try
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{
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var ruleset = key.RulesetInfo.CreateInstance();
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var ruleset = rulesetInfo.CreateInstance();
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Debug.Assert(ruleset != null);
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var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(key.BeatmapInfo));
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var calculator = ruleset.CreateDifficultyCalculator(beatmapManager.GetWorkingBeatmap(beatmapInfo));
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var attributes = calculator.Calculate(key.Mods);
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var difficulty = new StarDifficulty(attributes.StarRating);
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difficultyCache.Add(key, difficulty);
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return difficulty;
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return difficultyCache[key] = new StarDifficulty(attributes.StarRating);
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}
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catch
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{
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var difficulty = new StarDifficulty(0);
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difficultyCache.Add(key, difficulty);
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return difficulty;
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return difficultyCache[key] = new StarDifficulty(0);
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}
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}
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@ -208,8 +206,8 @@ private bool tryGetGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo,
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// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
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rulesetInfo ??= beatmapInfo.Ruleset;
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// Difficulty can only be computed if the beatmap is locally available.
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if (beatmapInfo.ID == 0)
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// Difficulty can only be computed if the beatmap and ruleset are locally available.
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if (beatmapInfo.ID == 0 || rulesetInfo.ID == null)
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{
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existingDifficulty = new StarDifficulty(0);
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key = default;
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@ -217,33 +215,34 @@ private bool tryGetGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo,
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return true;
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}
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key = new DifficultyCacheLookup(beatmapInfo, rulesetInfo, mods);
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key = new DifficultyCacheLookup(beatmapInfo.ID, rulesetInfo.ID.Value, mods);
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return difficultyCache.TryGetValue(key, out existingDifficulty);
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}
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private readonly struct DifficultyCacheLookup : IEquatable<DifficultyCacheLookup>
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{
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public readonly BeatmapInfo BeatmapInfo;
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public readonly RulesetInfo RulesetInfo;
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public readonly int BeatmapId;
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public readonly int RulesetId;
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public readonly Mod[] Mods;
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public DifficultyCacheLookup(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IEnumerable<Mod> mods)
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public DifficultyCacheLookup(int beatmapId, int rulesetId, IEnumerable<Mod> mods)
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{
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BeatmapInfo = beatmapInfo;
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RulesetInfo = rulesetInfo;
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BeatmapId = beatmapId;
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RulesetId = rulesetId;
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Mods = mods?.OrderBy(m => m.Acronym).ToArray() ?? Array.Empty<Mod>();
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}
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public bool Equals(DifficultyCacheLookup other)
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=> BeatmapInfo.Equals(other.BeatmapInfo)
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=> BeatmapId == other.BeatmapId
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&& RulesetId == other.RulesetId
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&& Mods.SequenceEqual(other.Mods);
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public override int GetHashCode()
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{
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var hashCode = new HashCode();
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hashCode.Add(BeatmapInfo.Hash);
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hashCode.Add(RulesetInfo.GetHashCode());
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hashCode.Add(BeatmapId);
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hashCode.Add(RulesetId);
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foreach (var mod in Mods)
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hashCode.Add(mod.Acronym);
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