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Merge pull request #17244 from peppy/preload-sample-pools
Fix samples not being preloaded before gameplay starts
This commit is contained in:
@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Threading;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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@ -67,6 +68,12 @@ namespace osu.Game.Rulesets.Objects
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}
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}
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/// <summary>
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/// Any samples which may be used by this hit object that are non-standard.
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/// This is used only to preload these samples ahead of time.
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/// </summary>
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public virtual IList<HitSampleInfo> AuxiliarySamples => ImmutableList<HitSampleInfo>.Empty;
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public SampleControlPoint SampleControlPoint = SampleControlPoint.DEFAULT;
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public DifficultyControlPoint DifficultyControlPoint = DifficultyControlPoint.DEFAULT;
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@ -500,12 +500,12 @@ namespace osu.Game.Rulesets.Objects.Legacy
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=> new LegacyHitSampleInfo(newName.GetOr(Name), newBank.GetOr(Bank), newVolume.GetOr(Volume), newCustomSampleBank.GetOr(CustomSampleBank), newIsLayered.GetOr(IsLayered));
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public bool Equals(LegacyHitSampleInfo? other)
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=> base.Equals(other) && CustomSampleBank == other.CustomSampleBank && IsLayered == other.IsLayered;
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=> base.Equals(other) && CustomSampleBank == other.CustomSampleBank;
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public override bool Equals(object? obj)
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=> obj is LegacyHitSampleInfo other && Equals(other);
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public override int GetHashCode() => HashCode.Combine(base.GetHashCode(), CustomSampleBank, IsLayered);
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public override int GetHashCode() => HashCode.Combine(base.GetHashCode(), CustomSampleBank);
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}
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private class FileHitSampleInfo : LegacyHitSampleInfo, IEquatable<FileHitSampleInfo>
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@ -3,22 +3,22 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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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.Drawables;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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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.Mods;
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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.Skinning;
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using osuTK;
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using System.Diagnostics;
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namespace osu.Game.Rulesets.UI
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{
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@ -264,10 +264,25 @@ namespace osu.Game.Rulesets.UI
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var entry = CreateLifetimeEntry(hitObject);
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lifetimeEntryMap[entry.HitObject] = entry;
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preloadSamples(hitObject);
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HitObjectContainer.Add(entry);
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OnHitObjectAdded(entry.HitObject);
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}
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private void preloadSamples(HitObject hitObject)
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{
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// prepare sample pools ahead of time so we're not initialising at runtime.
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foreach (var sample in hitObject.Samples)
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prepareSamplePool(hitObject.SampleControlPoint.ApplyTo(sample));
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foreach (var sample in hitObject.AuxiliarySamples)
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prepareSamplePool(hitObject.SampleControlPoint.ApplyTo(sample));
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foreach (var nestedObject in hitObject.NestedHitObjects)
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preloadSamples(nestedObject);
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}
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/// <summary>
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/// Removes a <see cref="HitObjectLifetimeEntry"/> for a pooled <see cref="HitObject"/> from this <see cref="Playfield"/>.
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/// </summary>
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@ -330,22 +345,7 @@ namespace osu.Game.Rulesets.UI
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DrawableHitObject IPooledHitObjectProvider.GetPooledDrawableRepresentation(HitObject hitObject, DrawableHitObject parent)
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{
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var lookupType = hitObject.GetType();
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IDrawablePool pool;
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// Tests may add derived hitobject instances for which pools don't exist. Try to find any applicable pool and dynamically assign the type if the pool exists.
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if (!pools.TryGetValue(lookupType, out pool))
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{
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foreach (var (t, p) in pools)
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{
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if (!t.IsInstanceOfType(hitObject))
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continue;
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pools[lookupType] = pool = p;
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break;
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}
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}
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var pool = prepareDrawableHitObjectPool(hitObject);
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return (DrawableHitObject)pool?.Get(d =>
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{
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@ -372,14 +372,39 @@ namespace osu.Game.Rulesets.UI
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});
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}
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private IDrawablePool prepareDrawableHitObjectPool(HitObject hitObject)
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{
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var lookupType = hitObject.GetType();
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IDrawablePool pool;
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// Tests may add derived hitobject instances for which pools don't exist. Try to find any applicable pool and dynamically assign the type if the pool exists.
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if (!pools.TryGetValue(lookupType, out pool))
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{
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foreach (var (t, p) in pools)
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{
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if (!t.IsInstanceOfType(hitObject))
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continue;
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pools[lookupType] = pool = p;
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break;
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}
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}
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return pool;
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}
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private readonly Dictionary<ISampleInfo, DrawablePool<PoolableSkinnableSample>> samplePools = new Dictionary<ISampleInfo, DrawablePool<PoolableSkinnableSample>>();
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public PoolableSkinnableSample GetPooledSample(ISampleInfo sampleInfo)
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{
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if (!samplePools.TryGetValue(sampleInfo, out var existingPool))
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AddInternal(samplePools[sampleInfo] = existingPool = new DrawableSamplePool(sampleInfo, 1));
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public PoolableSkinnableSample GetPooledSample(ISampleInfo sampleInfo) => prepareSamplePool(sampleInfo).Get();
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return existingPool.Get();
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private DrawablePool<PoolableSkinnableSample> prepareSamplePool(ISampleInfo sampleInfo)
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{
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if (samplePools.TryGetValue(sampleInfo, out var pool)) return pool;
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AddInternal(samplePools[sampleInfo] = pool = new DrawableSamplePool(sampleInfo, 1));
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return pool;
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}
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private class DrawableSamplePool : DrawablePool<PoolableSkinnableSample>
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