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Revert "Simplify ScrollingHitObjectContainer logic"
This reverts commit b4cc39149c117e6a0e95ee917a67cec8ba723d06.
This commit is contained in:
@ -2,10 +2,13 @@
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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 JetBrains.Annotations;
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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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using osu.Framework.Graphics;
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using osu.Framework.Layout;
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using osu.Framework.Threading;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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@ -16,6 +19,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly Dictionary<DrawableHitObject, InitialState> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, InitialState>();
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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@ -23,7 +27,9 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
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private readonly HashSet<DrawableHitObject> invalidHitObjects = new HashSet<DrawableHitObject>();
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// A combined cache across all hit object states to reduce per-update iterations.
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// When invalidated, one or more (but not necessarily all) hitobject states must be re-validated.
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private readonly Cached combinedObjCache = new Cached();
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public ScrollingHitObjectContainer()
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{
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@ -46,7 +52,8 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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base.Clear(disposeChildren);
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invalidHitObjects.Clear();
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combinedObjCache.Invalidate();
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hitObjectInitialStateCache.Clear();
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}
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/// <summary>
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@ -143,18 +150,17 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// <summary>
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/// Invalidate the cache of the layout of this hit object.
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/// A hit object should be invalidated after all its nested hit objects are invalidated.
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/// </summary>
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public void InvalidateDrawableHitObject(DrawableHitObject drawableObject)
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{
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invalidHitObjects.Add(drawableObject);
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if (hitObjectInitialStateCache.TryGetValue(drawableObject, out var state))
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state.Cache.Invalidate();
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// Remove children as nested hit objects will be recursively updated.
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foreach (var nested in drawableObject.NestedHitObjects)
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invalidHitObjects.Remove(nested);
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combinedObjCache.Invalidate();
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}
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private float scrollLength;
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// Use a nonzero value to prevent infinite results
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private float scrollLength = 1;
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protected override void Update()
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{
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@ -162,11 +168,17 @@ namespace osu.Game.Rulesets.UI.Scrolling
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if (!layoutCache.IsValid)
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{
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foreach (var obj in Objects)
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invalidHitObjects.Add(obj);
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foreach (var state in hitObjectInitialStateCache.Values)
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state.Cache.Invalidate();
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combinedObjCache.Invalidate();
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scrollingInfo.Algorithm.Reset();
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layoutCache.Validate();
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}
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if (!combinedObjCache.IsValid)
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{
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switch (direction.Value)
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{
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case ScrollingDirection.Up:
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@ -179,16 +191,24 @@ namespace osu.Game.Rulesets.UI.Scrolling
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break;
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}
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layoutCache.Validate();
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}
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foreach (var obj in Objects)
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{
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if (!hitObjectInitialStateCache.TryGetValue(obj, out var state))
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state = hitObjectInitialStateCache[obj] = new InitialState(new Cached());
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foreach (var obj in invalidHitObjects)
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{
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computeInitialStateRecursive(obj);
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computeLifetimeStartRecursive(obj);
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}
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if (state.Cache.IsValid)
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continue;
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invalidHitObjects.Clear();
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state.ScheduledComputation?.Cancel();
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state.ScheduledComputation = computeInitialStateRecursive(obj);
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computeLifetimeStartRecursive(obj);
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state.Cache.Validate();
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}
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combinedObjCache.Validate();
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}
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}
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private void computeLifetimeStartRecursive(DrawableHitObject hitObject)
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@ -227,7 +247,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
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}
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private void computeInitialStateRecursive(DrawableHitObject hitObject)
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private ScheduledDelegate computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
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{
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if (hitObject.HitObject is IHasDuration e)
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{
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@ -252,7 +272,7 @@ 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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});
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protected override void UpdateAfterChildrenLife()
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{
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@ -284,5 +304,19 @@ namespace osu.Game.Rulesets.UI.Scrolling
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break;
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}
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}
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private class InitialState
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{
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[NotNull]
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public readonly Cached Cache;
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[CanBeNull]
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public ScheduledDelegate ScheduledComputation;
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public InitialState(Cached cache)
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{
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Cache = cache;
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}
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}
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}
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}
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