Optimise by removing state machine

This commit is contained in:
smoogipoo 2020-04-17 14:00:00 +09:00
parent 3daacbc2d2
commit 62f77a05be

View File

@ -1,7 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables;
@ -36,11 +38,14 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
DrawableHitObject blockingObject = null; DrawableHitObject blockingObject = null;
// Find the last hitobject which blocks future hits. var enumerator = new HitObjectEnumerator(hitObjectContainer, hitObject.HitObject.StartTime);
foreach (var obj in enumerateHitObjectsUpTo(hitObject))
while (enumerator.MoveNext())
{ {
if (hitObjectCanBlockFutureHits(obj)) Debug.Assert(enumerator.Current != null);
blockingObject = obj;
if (hitObjectCanBlockFutureHits(enumerator.Current))
blockingObject = enumerator.Current;
} }
// If there is no previous hitobject, allow the hit. // If there is no previous hitobject, allow the hit.
@ -67,13 +72,17 @@ namespace osu.Game.Rulesets.Osu.UI
if (!hitObjectCanBlockFutureHits(hitObject)) if (!hitObjectCanBlockFutureHits(hitObject))
return; return;
foreach (var obj in enumerateHitObjectsUpTo(hitObject)) var enumerator = new HitObjectEnumerator(hitObjectContainer, hitObject.HitObject.StartTime);
while (enumerator.MoveNext())
{ {
if (obj.Judged) Debug.Assert(enumerator.Current != null);
if (enumerator.Current.Judged)
continue; continue;
if (hitObjectCanBlockFutureHits(obj)) if (hitObjectCanBlockFutureHits(enumerator.Current))
((DrawableOsuHitObject)obj).MissForcefully(); ((DrawableOsuHitObject)enumerator.Current).MissForcefully();
} }
} }
@ -84,23 +93,89 @@ namespace osu.Game.Rulesets.Osu.UI
private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject) private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)
=> hitObject is DrawableHitCircle; => hitObject is DrawableHitCircle;
// Todo: Inefficient private struct HitObjectEnumerator : IEnumerator<DrawableHitObject>
private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(DrawableHitObject hitObject)
{ {
return enumerate(hitObjectContainer.AliveObjects); private readonly IEnumerator<DrawableHitObject> hitObjectEnumerator;
private readonly double targetTime;
IEnumerable<DrawableHitObject> enumerate(IEnumerable<DrawableHitObject> list) private DrawableHitObject currentTopLevel;
private int currentNestedIndex;
public HitObjectEnumerator(HitObjectContainer hitObjectContainer, double targetTime)
{ {
foreach (var obj in list) hitObjectEnumerator = hitObjectContainer.AliveObjects.GetEnumerator();
{ this.targetTime = targetTime;
if (obj.HitObject.StartTime >= hitObject.HitObject.StartTime)
yield break;
yield return obj; currentTopLevel = null;
currentNestedIndex = -1;
Current = null;
}
foreach (var nested in enumerate(obj.NestedHitObjects)) /// <summary>
yield return nested; /// Attempts to move to the next top-level or nested hitobject.
} /// Stops when no such hitobject is found or until the hitobject start time reaches <see cref="targetTime"/>.
/// </summary>
/// <returns>Whether a new hitobject was moved to.</returns>
public bool MoveNext()
{
// If we don't already have a top-level hitobject, try to get one.
if (currentTopLevel == null)
return moveNextTopLevel();
// If we have a top-level hitobject, try to move to the next nested hitobject or otherwise move to the next top-level hitobject.
if (!moveNextNested())
return moveNextTopLevel();
// Guaranteed by moveNextNested() to have a hitobject.
return true;
}
/// <summary>
/// Attempts to move to the next top-level hitobject.
/// </summary>
/// <returns>Whether a new top-level hitobject was found.</returns>
private bool moveNextTopLevel()
{
currentNestedIndex = -1;
hitObjectEnumerator.MoveNext();
currentTopLevel = hitObjectEnumerator.Current;
Current = currentTopLevel;
return Current?.HitObject.StartTime < targetTime;
}
/// <summary>
/// Attempts to move to the next nested hitobject in the current top-level hitobject.
/// </summary>
/// <returns>Whether a new nested hitobject was moved to.</returns>
private bool moveNextNested()
{
currentNestedIndex++;
if (currentNestedIndex >= currentTopLevel.NestedHitObjects.Count)
return false;
Current = currentTopLevel.NestedHitObjects[currentNestedIndex];
Debug.Assert(Current != null);
return Current?.HitObject.StartTime < targetTime;
}
public void Reset()
{
hitObjectEnumerator.Reset();
currentTopLevel = null;
currentNestedIndex = -1;
Current = null;
}
public DrawableHitObject Current { get; set; }
object IEnumerator.Current => Current;
public void Dispose()
{
} }
} }
} }