Merge branch 'master' into score-processor-enum-getvalue-overhead-reduction

This commit is contained in:
Salman Ahmed
2021-08-26 09:55:09 +03:00
committed by GitHub
2 changed files with 37 additions and 15 deletions

View File

@ -4,6 +4,7 @@
#nullable enable
using System;
using System.Diagnostics;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Performance;
using osu.Game.Rulesets.Objects;
@ -20,8 +21,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
{
Start = start;
LifetimeStart = Start.StartTime;
bindEvents();
}
private OsuHitObject? end;
@ -41,31 +40,39 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
}
}
private bool wasBound;
private void bindEvents()
{
UnbindEvents();
if (End == null)
return;
// Note: Positions are bound for instantaneous feedback from positional changes from the editor, before ApplyDefaults() is called on hitobjects.
Start.DefaultsApplied += onDefaultsApplied;
Start.PositionBindable.ValueChanged += onPositionChanged;
if (End != null)
{
End.DefaultsApplied += onDefaultsApplied;
End.PositionBindable.ValueChanged += onPositionChanged;
}
End.DefaultsApplied += onDefaultsApplied;
End.PositionBindable.ValueChanged += onPositionChanged;
wasBound = true;
}
public void UnbindEvents()
{
if (!wasBound)
return;
Debug.Assert(End != null);
Start.DefaultsApplied -= onDefaultsApplied;
Start.PositionBindable.ValueChanged -= onPositionChanged;
if (End != null)
{
End.DefaultsApplied -= onDefaultsApplied;
End.PositionBindable.ValueChanged -= onPositionChanged;
}
End.DefaultsApplied -= onDefaultsApplied;
End.PositionBindable.ValueChanged -= onPositionChanged;
wasBound = false;
}
private void onDefaultsApplied(HitObject obj) => refreshLifetimes();

View File

@ -42,9 +42,24 @@ namespace osu.Game.Input.Handlers
if (!(state is RulesetInputManagerInputState<T> inputState))
throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}");
var lastPressed = inputState.LastReplayState?.PressedActions ?? new List<T>();
var released = lastPressed.Except(PressedActions).ToArray();
var pressed = PressedActions.Except(lastPressed).ToArray();
T[] released = Array.Empty<T>();
T[] pressed = Array.Empty<T>();
var lastPressed = inputState.LastReplayState?.PressedActions;
if (lastPressed == null || lastPressed.Count == 0)
{
pressed = PressedActions.ToArray();
}
else if (PressedActions.Count == 0)
{
released = lastPressed.ToArray();
}
else if (!lastPressed.SequenceEqual(PressedActions))
{
released = lastPressed.Except(PressedActions).ToArray();
pressed = PressedActions.Except(lastPressed).ToArray();
}
inputState.LastReplayState = this;