From 37a296ba4c3808f8fdaf322ceba1387d9a05ebde Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Thu, 11 Jul 2024 13:22:36 +0200 Subject: [PATCH] Limit per-frame movement hitobject processing to stacking updates --- .../Beatmaps/OsuBeatmapProcessor.cs | 17 +++++++++++------ .../Edit/OsuSelectionHandler.cs | 9 +++++---- 2 files changed, 16 insertions(+), 10 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs b/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs index d3359135861d..0e775531771d 100644 --- a/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs +++ b/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs @@ -42,7 +42,12 @@ public override void PostProcess() { base.PostProcess(); - var hitObjects = Beatmap.HitObjects as List ?? Beatmap.HitObjects.OfType().ToList(); + ApplyStacking(Beatmap); + } + + internal static void ApplyStacking(IBeatmap beatmap) + { + var hitObjects = beatmap.HitObjects as List ?? beatmap.HitObjects.OfType().ToList(); if (hitObjects.Count > 0) { @@ -50,14 +55,14 @@ public override void PostProcess() foreach (var h in hitObjects) h.StackHeight = 0; - if (Beatmap.BeatmapInfo.BeatmapVersion >= 6) - applyStacking(Beatmap.BeatmapInfo, hitObjects, 0, hitObjects.Count - 1); + if (beatmap.BeatmapInfo.BeatmapVersion >= 6) + applyStacking(beatmap.BeatmapInfo, hitObjects, 0, hitObjects.Count - 1); else - applyStackingOld(Beatmap.BeatmapInfo, hitObjects); + applyStackingOld(beatmap.BeatmapInfo, hitObjects); } } - private void applyStacking(BeatmapInfo beatmapInfo, List hitObjects, int startIndex, int endIndex) + private static void applyStacking(BeatmapInfo beatmapInfo, List hitObjects, int startIndex, int endIndex) { ArgumentOutOfRangeException.ThrowIfGreaterThan(startIndex, endIndex); ArgumentOutOfRangeException.ThrowIfNegative(startIndex); @@ -209,7 +214,7 @@ private void applyStacking(BeatmapInfo beatmapInfo, List hitObject } } - private void applyStackingOld(BeatmapInfo beatmapInfo, List hitObjects) + private static void applyStackingOld(BeatmapInfo beatmapInfo, List hitObjects) { for (int i = 0; i < hitObjects.Count; i++) { diff --git a/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs b/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs index 9b4b77b62531..2ca7664d5d59 100644 --- a/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs +++ b/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs @@ -13,6 +13,7 @@ using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; +using osu.Game.Rulesets.Osu.Beatmaps; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.UI; using osu.Game.Screens.Edit.Compose.Components; @@ -72,10 +73,10 @@ public override bool HandleMovement(MoveSelectionEvent moveEvent) // but this will be corrected. moveSelectionInBounds(); - // update all of the objects in order to update stacking. - // in particular, this causes stacked objects to instantly unstack on drag. - foreach (var h in hitObjects) - EditorBeatmap.Update(h); + // manually update stacking. + // this intentionally bypasses the editor `UpdateState()` / beatmap processor flow for performance reasons, + // as the entire flow is too expensive to run on every movement. + Scheduler.AddOnce(OsuBeatmapProcessor.ApplyStacking, EditorBeatmap); return true; }