From c64a919a9d29207061579e4400ae6f0244f4ac1d Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Jan 2022 16:29:26 +0900 Subject: [PATCH] Reduce number of redundant control points displayed on summary timeline As pointed out in https://github.com/ppy/osu/discussions/16435, beatmaps with too many control points (usually added via external automation apps) could cause the lazer editor to grind to a halt. The overheads here are mostly from the GL side. An eventual goal would be to render this in a smarter way, rather than using thousands of drawables. Until that, this optimisation should help reduce the overhead by omitting control points in close proximity that are redundant for display purposes. I've tried to contain this in the display logic directly, with the goal that it can be ripped out as fast as it was added. Certainly required more changes than I hoped for, but I don't think it's too ugly. --- .../Summary/Parts/ControlPointPart.cs | 24 ++++++++++++++++++- .../Parts/ControlPointVisualisation.cs | 4 +++- .../Summary/Parts/EffectPointVisualisation.cs | 5 +++- .../Summary/Parts/GroupVisualisation.cs | 15 ++++++++---- .../IControlPointVisualisationRedundant.cs | 12 ++++++++++ 5 files changed, 52 insertions(+), 8 deletions(-) create mode 100644 osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/IControlPointVisualisationRedundant.cs diff --git a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointPart.cs b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointPart.cs index 70afc1e308..f6a7353e13 100644 --- a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointPart.cs +++ b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointPart.cs @@ -31,7 +31,16 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts case NotifyCollectionChangedAction.Add: foreach (var group in args.NewItems.OfType()) + { + // as an optimisation, don't add a visualisation if there are already groups with the same types in close proximity. + // for newly added control points (ie. lazer editor first where group is added empty) we always skip for simplicity. + // that is fine, because cases where this is causing a performance issue are mostly where external tools were used to create an insane number of points. + // if (Children.Any(g => Math.Abs(g.Group.Time - group.Time) < 1000 && g.IsRedundant(group))) + // continue; + Add(new GroupVisualisation(group)); + } + break; case NotifyCollectionChangedAction.Remove: @@ -39,7 +48,20 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts { var matching = Children.SingleOrDefault(gv => gv.Group == group); - matching?.Expire(); + if (matching != null) + matching.Expire(); + else + { + // due to the add optimisation above, if a point is deleted which wasn't being displayed we need to recreate all points + // to guarantee an accurate representation. + // + // note that the case where control point (type) is added or removed from a non-displayed group is not handled correctly. + // this is an edge case which shouldn't affect the user too badly. we may flatted control point groups in the future + // which would allow this to be handled better. + Clear(); + foreach (var g in controlPointGroups) + Add(new GroupVisualisation(g)); + } } break; diff --git a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointVisualisation.cs b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointVisualisation.cs index a8e41d220a..96fce1dac5 100644 --- a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointVisualisation.cs +++ b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/ControlPointVisualisation.cs @@ -9,7 +9,7 @@ using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations; namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts { - public class ControlPointVisualisation : PointVisualisation + public class ControlPointVisualisation : PointVisualisation, IControlPointVisualisationRedundant { protected readonly ControlPoint Point; @@ -26,5 +26,7 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts { Colour = Point.GetRepresentingColour(colours); } + + public bool IsRedundant(ControlPoint other) => other.GetType() == Point.GetType(); } } diff --git a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/EffectPointVisualisation.cs b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/EffectPointVisualisation.cs index 801372305b..c08ab3728f 100644 --- a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/EffectPointVisualisation.cs +++ b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/EffectPointVisualisation.cs @@ -13,7 +13,7 @@ using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations; namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts { - public class EffectPointVisualisation : CompositeDrawable + public class EffectPointVisualisation : CompositeDrawable, IControlPointVisualisationRedundant { private readonly EffectControlPoint effect; private Bindable kiai; @@ -68,5 +68,8 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts } }, true); } + + // kiai sections display duration, so are required to be visualised. + public bool IsRedundant(ControlPoint other) => (other as EffectControlPoint)?.KiaiMode == effect.KiaiMode; } } diff --git a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/GroupVisualisation.cs b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/GroupVisualisation.cs index f0e643f805..b55df66a02 100644 --- a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/GroupVisualisation.cs +++ b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/GroupVisualisation.cs @@ -1,6 +1,7 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; @@ -23,12 +24,8 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts Group = group; X = (float)group.Time; - } - - protected override void LoadComplete() - { - base.LoadComplete(); + // Run in constructor so IsRedundant calls can work correctly. controlPoints.BindTo(Group.ControlPoints); controlPoints.BindCollectionChanged((_, __) => { @@ -60,5 +57,13 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts } }, true); } + + /// + /// For display purposes, check whether the proposed group is made redundant by this visualisation group. + /// + /// + /// + public bool IsRedundant(ControlPointGroup other) => + other.ControlPoints.Any(c => InternalChildren.OfType().Any(c2 => c2.IsRedundant(c))); } } diff --git a/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/IControlPointVisualisationRedundant.cs b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/IControlPointVisualisationRedundant.cs new file mode 100644 index 0000000000..e4d47e4cdc --- /dev/null +++ b/osu.Game/Screens/Edit/Components/Timelines/Summary/Parts/IControlPointVisualisationRedundant.cs @@ -0,0 +1,12 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using osu.Game.Beatmaps.ControlPoints; + +namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts +{ + public interface IControlPointVisualisationRedundant + { + bool IsRedundant(ControlPoint other); + } +}