mirror of
https://github.com/ppy/osu
synced 2024-12-23 23:33:36 +00:00
Initial inefficient refactor of hitobject enumeration
This commit is contained in:
parent
2af2a49f22
commit
3daacbc2d2
@ -1,9 +1,9 @@
|
||||
// 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 osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
@ -37,12 +37,9 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
DrawableHitObject blockingObject = null;
|
||||
|
||||
// Find the last hitobject which blocks future hits.
|
||||
foreach (var obj in hitObjectContainer.AliveObjects)
|
||||
foreach (var obj in enumerateHitObjectsUpTo(hitObject))
|
||||
{
|
||||
if (obj == hitObject)
|
||||
break;
|
||||
|
||||
if (drawableCanBlockFutureHits(obj))
|
||||
if (hitObjectCanBlockFutureHits(obj))
|
||||
blockingObject = obj;
|
||||
}
|
||||
|
||||
@ -64,64 +61,47 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
/// Handles a <see cref="HitObject"/> being hit to potentially miss all earlier <see cref="HitObject"/>s.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> that was hit.</param>
|
||||
public void HandleHit(HitObject hitObject)
|
||||
public void HandleHit(DrawableHitObject hitObject)
|
||||
{
|
||||
// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).
|
||||
if (!hitObjectCanBlockFutureHits(hitObject))
|
||||
return;
|
||||
|
||||
double maximumTime = hitObject.StartTime;
|
||||
|
||||
// Iterate through and apply miss results to all top-level and nested hitobjects which block future hits.
|
||||
foreach (var obj in hitObjectContainer.AliveObjects)
|
||||
foreach (var obj in enumerateHitObjectsUpTo(hitObject))
|
||||
{
|
||||
if (obj.Judged || obj.HitObject.StartTime >= maximumTime)
|
||||
if (obj.Judged)
|
||||
continue;
|
||||
|
||||
if (hitObjectCanBlockFutureHits(obj.HitObject))
|
||||
applyMiss(obj);
|
||||
|
||||
foreach (var nested in obj.NestedHitObjects)
|
||||
{
|
||||
if (nested.Judged || nested.HitObject.StartTime >= maximumTime)
|
||||
continue;
|
||||
|
||||
if (hitObjectCanBlockFutureHits(nested.HitObject))
|
||||
applyMiss(nested);
|
||||
}
|
||||
if (hitObjectCanBlockFutureHits(obj))
|
||||
((DrawableOsuHitObject)obj).MissForcefully();
|
||||
}
|
||||
|
||||
static void applyMiss(DrawableHitObject obj) => ((DrawableOsuHitObject)obj).MissForcefully();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether a <see cref="DrawableHitObject"/> blocks hits on future <see cref="DrawableHitObject"/>s until its start time is reached.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will ONLY match on top-most <see cref="DrawableHitObject"/>s.
|
||||
/// </remarks>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to test.</param>
|
||||
private static bool drawableCanBlockFutureHits(DrawableHitObject hitObject)
|
||||
{
|
||||
// Special considerations for slider tails aren't required since only top-most drawable hitobjects are being iterated over.
|
||||
return hitObject is DrawableHitCircle || hitObject is DrawableSlider;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether a <see cref="HitObject"/> blocks hits on future <see cref="HitObject"/>s until its start time is reached.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is more rigorous and may not match on top-most <see cref="HitObject"/>s as <see cref="drawableCanBlockFutureHits"/> does.
|
||||
/// </remarks>
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
|
||||
private static bool hitObjectCanBlockFutureHits(HitObject hitObject)
|
||||
{
|
||||
// Unlike the above we will receive slider tails, but they do not block future hits.
|
||||
if (hitObject is SliderTailCircle)
|
||||
return false;
|
||||
private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)
|
||||
=> hitObject is DrawableHitCircle;
|
||||
|
||||
// All other hitcircles continue to block future hits.
|
||||
return hitObject is HitCircle;
|
||||
// Todo: Inefficient
|
||||
private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(DrawableHitObject hitObject)
|
||||
{
|
||||
return enumerate(hitObjectContainer.AliveObjects);
|
||||
|
||||
IEnumerable<DrawableHitObject> enumerate(IEnumerable<DrawableHitObject> list)
|
||||
{
|
||||
foreach (var obj in list)
|
||||
{
|
||||
if (obj.HitObject.StartTime >= hitObject.HitObject.StartTime)
|
||||
yield break;
|
||||
|
||||
yield return obj;
|
||||
|
||||
foreach (var nested in enumerate(obj.NestedHitObjects))
|
||||
yield return nested;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
|
||||
{
|
||||
// Hitobjects that block future hits should miss previous hitobjects if they're hit out-of-order.
|
||||
hitPolicy.HandleHit(result.HitObject);
|
||||
hitPolicy.HandleHit(judgedObject);
|
||||
|
||||
if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
|
||||
return;
|
||||
|
Loading…
Reference in New Issue
Block a user