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Rename to HitObjectUsageEventBuffer
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150
osu.Game/Screens/Edit/Compose/HitObjectUsageEventBuffer.cs
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150
osu.Game/Screens/Edit/Compose/HitObjectUsageEventBuffer.cs
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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;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Graphics;
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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.UI;
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namespace osu.Game.Screens.Edit.Compose
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{
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/// <summary>
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/// Buffers events from the many <see cref="HitObjectContainer"/>s in a nested <see cref="Playfield"/> hierarchy.
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/// </summary>
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internal class HitObjectUsageEventBuffer : Component
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{
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> becomes used by a <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// If the ruleset uses pooled objects, this represents the time when the <see cref="HitObject"/>s become alive.
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/// </remarks>
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public event Action<HitObject> HitObjectUsageBegan;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> becomes unused by a <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// If the ruleset uses pooled objects, this represents the time when the <see cref="HitObject"/>s become dead.
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/// </remarks>
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public event Action<HitObject> HitObjectUsageFinished;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> has been transferred to another <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<HitObject, DrawableHitObject> HitObjectUsageTransferred;
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private readonly Playfield playfield;
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/// <summary>
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/// Creates a new <see cref="HitObjectUsageEventBuffer"/>.
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/// </summary>
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/// <param name="playfield">The most top-level <see cref="Playfield"/>.</param>
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public HitObjectUsageEventBuffer([NotNull] Playfield playfield)
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{
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this.playfield = playfield;
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playfield.HitObjectUsageBegan += onHitObjectUsageBegan;
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playfield.HitObjectUsageFinished += onHitObjectUsageFinished;
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}
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private readonly Dictionary<HitObject, EventType> pendingEvents = new Dictionary<HitObject, EventType>();
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private void onHitObjectUsageBegan(HitObject hitObject) => updateEvent(hitObject, EventType.Began);
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private void onHitObjectUsageFinished(HitObject hitObject) => updateEvent(hitObject, EventType.Finished);
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private void updateEvent(HitObject hitObject, EventType newEvent)
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{
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if (!pendingEvents.TryGetValue(hitObject, out EventType existingEvent))
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{
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pendingEvents[hitObject] = newEvent;
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return;
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}
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switch (existingEvent, newEvent)
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{
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// This exists as a safeguard to ensure that the sequence: { Began -> Finished }, where { ... } indicates a sequence within a single frame, does not trigger any events.
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// This is unlikely to occur in practice as it requires the usage to finish immediately after the HitObjectContainer updates hitobject lifetimes,
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// however, an Editor action scheduled somewhere between the lifetime update and this buffer's own Update() could cause this.
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case (EventType.Began, EventType.Finished):
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pendingEvents.Remove(hitObject);
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break;
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// This exists as a safeguard to ensure that the sequence: Began -> { Finished -> Began -> Finished }, where { ... } indicates a sequence within a single frame,
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// correctly leads into a final "finished" state rather than remaining in the intermediate "transferred" state.
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// As above, this is unlikely to occur in practice.
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case (EventType.Transferred, EventType.Finished):
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pendingEvents[hitObject] = EventType.Finished;
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break;
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case (EventType.Finished, EventType.Began):
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pendingEvents[hitObject] = EventType.Transferred;
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break;
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default:
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throw new ArgumentOutOfRangeException($"Unexpected event update ({existingEvent} => {newEvent}).");
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}
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}
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protected override void Update()
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{
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base.Update();
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foreach (var (hitObject, e) in pendingEvents)
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{
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switch (e)
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{
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case EventType.Began:
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HitObjectUsageBegan?.Invoke(hitObject);
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break;
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case EventType.Transferred:
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HitObjectUsageTransferred?.Invoke(hitObject, playfield.AllHitObjects.Single(d => d.HitObject == hitObject));
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break;
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case EventType.Finished:
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HitObjectUsageFinished?.Invoke(hitObject);
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break;
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}
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}
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pendingEvents.Clear();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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playfield.HitObjectUsageBegan -= onHitObjectUsageBegan;
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playfield.HitObjectUsageFinished -= onHitObjectUsageFinished;
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}
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private enum EventType
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{
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/// <summary>
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/// A <see cref="HitObject"/> has started being used by a <see cref="DrawableHitObject"/>.
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/// </summary>
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Began,
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/// <summary>
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/// A <see cref="HitObject"/> has finished being used by a <see cref="DrawableHitObject"/>.
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/// </summary>
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Finished,
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/// <summary>
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/// An internal intermediate state that occurs when a <see cref="HitObject"/> has finished being used by one <see cref="DrawableHitObject"/>
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/// and started being used by another <see cref="DrawableHitObject"/> in the same frame. The <see cref="DrawableHitObject"/> may be the same instance in both cases.
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/// </summary>
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/// <remarks>
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/// This usually occurs when a <see cref="HitObject"/> is transferred between <see cref="HitObjectContainer"/>s,
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/// but also occurs if the <see cref="HitObject"/> dies and becomes alive again in the same frame within the same <see cref="HitObjectContainer"/>.
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/// </remarks>
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Transferred
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}
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}
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}
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