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Delay initial hitobject state computation (#5951)
Delay initial hitobject state computation Co-authored-by: Dean Herbert <pe@ppy.sh>
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commit
bb02ef22ab
@ -9,6 +9,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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@ -278,6 +279,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
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UpdateResult(false);
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}
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/// <summary>
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/// Schedules an <see cref="Action"/> to this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// Only provided temporarily until hitobject pooling is implemented.
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/// </remarks>
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protected internal new ScheduledDelegate Schedule(Action action) => base.Schedule(action);
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private double? lifetimeStart;
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public override double LifetimeStart
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@ -1,6 +1,7 @@
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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.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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@ -50,8 +51,13 @@ namespace osu.Game.Rulesets.UI.Scrolling
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public override bool Remove(DrawableHitObject hitObject)
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{
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var result = base.Remove(hitObject);
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if (result)
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{
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initialStateCache.Invalidate();
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hitObjectInitialStateCache.Remove(hitObject);
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}
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return result;
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}
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@ -86,13 +92,34 @@ namespace osu.Game.Rulesets.UI.Scrolling
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scrollingInfo.Algorithm.Reset();
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foreach (var obj in Objects)
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{
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computeLifetimeStartRecursive(obj);
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computeInitialStateRecursive(obj);
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}
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initialStateCache.Validate();
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}
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}
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private void computeInitialStateRecursive(DrawableHitObject hitObject)
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private void computeLifetimeStartRecursive(DrawableHitObject hitObject)
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{
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hitObject.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, timeRange.Value);
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foreach (var obj in hitObject.NestedHitObjects)
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computeLifetimeStartRecursive(obj);
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}
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private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
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// Cant use AddOnce() since the delegate is re-constructed every invocation
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private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
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{
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if (!hitObjectInitialStateCache.TryGetValue(hitObject, out var cached))
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cached = hitObjectInitialStateCache[hitObject] = new Cached();
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if (cached.IsValid)
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return;
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double endTime = hitObject.HitObject.StartTime;
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if (hitObject.HitObject is IHasEndTime e)
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@ -113,7 +140,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
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}
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}
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hitObject.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, timeRange.Value);
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hitObject.LifetimeEnd = scrollingInfo.Algorithm.TimeAt(scrollLength * safe_lifetime_end_multiplier, endTime, timeRange.Value, scrollLength);
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foreach (var obj in hitObject.NestedHitObjects)
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@ -123,7 +149,9 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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updatePosition(obj, hitObject.HitObject.StartTime);
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}
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}
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cached.Validate();
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});
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protected override void UpdateAfterChildrenLife()
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{
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