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