Avoid reloading background unnecessariyl when not yet loaded

This commit is contained in:
Dean Herbert 2022-07-08 01:39:09 +09:00
parent b83073c2e9
commit 789904ccd1

View File

@ -7,6 +7,7 @@ using System.Threading;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Framework.Threading; using osu.Framework.Threading;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
@ -26,7 +27,7 @@ namespace osu.Game.Screens.Backgrounds
private const int background_count = 7; private const int background_count = 7;
private IBindable<APIUser> user; private IBindable<APIUser> user;
private Bindable<Skin> skin; private Bindable<Skin> skin;
private Bindable<BackgroundSource> mode; private Bindable<BackgroundSource> source;
private Bindable<IntroSequence> introSequence; private Bindable<IntroSequence> introSequence;
private readonly SeasonalBackgroundLoader seasonalBackgroundLoader = new SeasonalBackgroundLoader(); private readonly SeasonalBackgroundLoader seasonalBackgroundLoader = new SeasonalBackgroundLoader();
@ -45,14 +46,14 @@ namespace osu.Game.Screens.Backgrounds
{ {
user = api.LocalUser.GetBoundCopy(); user = api.LocalUser.GetBoundCopy();
skin = skinManager.CurrentSkin.GetBoundCopy(); skin = skinManager.CurrentSkin.GetBoundCopy();
mode = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource); source = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource);
introSequence = config.GetBindable<IntroSequence>(OsuSetting.IntroSequence); introSequence = config.GetBindable<IntroSequence>(OsuSetting.IntroSequence);
AddInternal(seasonalBackgroundLoader); AddInternal(seasonalBackgroundLoader);
user.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired); user.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
skin.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired); skin.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
mode.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired); source.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
beatmap.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired); beatmap.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
introSequence.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired); introSequence.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(loadNextIfRequired); seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(loadNextIfRequired);
@ -62,7 +63,13 @@ namespace osu.Game.Screens.Backgrounds
Next(); Next();
// helper function required for AddOnce usage. // helper function required for AddOnce usage.
void loadNextIfRequired() => Next(); void loadNextIfRequired()
{
if (!IsLoaded)
return;
Next();
}
} }
private ScheduledDelegate nextTask; private ScheduledDelegate nextTask;
@ -80,6 +87,8 @@ namespace osu.Game.Screens.Backgrounds
if (nextBackground == background) if (nextBackground == background)
return false; return false;
Logger.Log("🌅 Background change queued");
cancellationTokenSource?.Cancel(); cancellationTokenSource?.Cancel();
cancellationTokenSource = new CancellationTokenSource(); cancellationTokenSource = new CancellationTokenSource();
@ -108,12 +117,12 @@ namespace osu.Game.Screens.Backgrounds
if (newBackground == null && user.Value?.IsSupporter == true) if (newBackground == null && user.Value?.IsSupporter == true)
{ {
switch (mode.Value) switch (source.Value)
{ {
case BackgroundSource.Beatmap: case BackgroundSource.Beatmap:
case BackgroundSource.BeatmapWithStoryboard: case BackgroundSource.BeatmapWithStoryboard:
{ {
if (mode.Value == BackgroundSource.BeatmapWithStoryboard && AllowStoryboardBackground) if (source.Value == BackgroundSource.BeatmapWithStoryboard && AllowStoryboardBackground)
newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName()); newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName());
newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName()); newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName());