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Add <Guid,CarouselBeatmapSet>
dictionary to speed up update operations in carousel
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@ -95,7 +95,7 @@ namespace osu.Game.Screens.Select
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protected readonly CarouselScrollContainer Scroll;
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.BeatmapSetsByID.Values;
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// todo: only used for testing, maybe remove.
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private bool loadedTestBeatmaps;
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@ -117,6 +117,7 @@ namespace osu.Game.Screens.Select
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newRoot.AddChildren(beatmapSets.Select(s => createCarouselSet(s.Detach())).Where(g => g != null));
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root = newRoot;
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if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
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selectedBeatmapSet = null;
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@ -209,7 +210,7 @@ namespace osu.Game.Screens.Select
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return;
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foreach (int i in changes.InsertedIndices)
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RemoveBeatmapSet(sender[i].Detach());
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removeBeatmapSet(sender[i].ID);
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}
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private void beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeSet changes, Exception error)
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@ -223,24 +224,20 @@ namespace osu.Game.Screens.Select
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// During initial population, we must manually account for the fact that our original query was done on an async thread.
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// Since then, there may have been imports or deletions.
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// Here we manually catch up on any changes.
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var populatedSets = new HashSet<Guid>();
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foreach (var s in beatmapSets)
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populatedSets.Add(s.BeatmapSet.ID);
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var realmSets = new HashSet<Guid>();
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foreach (var s in sender)
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realmSets.Add(s.ID);
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foreach (var s in realmSets)
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foreach (var id in realmSets)
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{
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if (!populatedSets.Contains(s))
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UpdateBeatmapSet(realmFactory.Context.Find<BeatmapSetInfo>(s));
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if (!root.BeatmapSetsByID.ContainsKey(id))
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UpdateBeatmapSet(realmFactory.Context.Find<BeatmapSetInfo>(id).Detach());
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}
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foreach (var s in populatedSets)
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foreach (var id in root.BeatmapSetsByID.Keys)
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{
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if (!realmSets.Contains(s))
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RemoveBeatmapSet(realmFactory.Context.Find<BeatmapSetInfo>(s));
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if (!realmSets.Contains(id))
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removeBeatmapSet(id);
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}
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signalBeatmapsLoaded();
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@ -261,16 +258,30 @@ namespace osu.Game.Screens.Select
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return;
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foreach (int i in changes.InsertedIndices)
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UpdateBeatmapSet(sender[i].BeatmapSet?.Detach());
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{
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var beatmapInfo = sender[i];
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var beatmapSet = beatmapInfo.BeatmapSet;
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Debug.Assert(beatmapSet != null);
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// Only require to action here if the beatmap is missing.
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// This avoids processing these events unnecessarily when new beatmaps are imported, for example.
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if (root.BeatmapSetsByID.TryGetValue(beatmapSet.ID, out var existingSet)
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&& existingSet.BeatmapSet.Beatmaps.All(b => b.ID != beatmapInfo.ID))
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{
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UpdateBeatmapSet(beatmapSet.Detach());
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}
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}
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}
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private IRealmCollection<BeatmapSetInfo> getBeatmapSets(Realm realm) => realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).AsRealmCollection();
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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
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var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) =>
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removeBeatmapSet(beatmapSet.ID);
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if (existingSet == null)
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private void removeBeatmapSet(Guid beatmapSetID) => Schedule(() =>
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{
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if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet))
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return;
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root.RemoveChild(existingSet);
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@ -281,33 +292,27 @@ namespace osu.Game.Screens.Select
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{
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Guid? previouslySelectedID = null;
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CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
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// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
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if (existingSet?.State?.Value == CarouselItemState.Selected)
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if (selectedBeatmapSet?.BeatmapSet.ID == beatmapSet.ID)
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previouslySelectedID = selectedBeatmap?.BeatmapInfo.ID;
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var newSet = createCarouselSet(beatmapSet);
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if (existingSet != null)
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root.RemoveChild(existingSet);
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root.RemoveChild(beatmapSet.ID);
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if (newSet == null)
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if (newSet != null)
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{
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itemsCache.Invalidate();
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return;
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root.AddChild(newSet);
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// only reset scroll position if already near the scroll target.
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// without this, during a large beatmap import it is impossible to navigate the carousel.
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applyActiveCriteria(false, alwaysResetScrollPosition: false);
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// check if we can/need to maintain our current selection.
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if (previouslySelectedID != null)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
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}
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root.AddChild(newSet);
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// only reset scroll position if already near the scroll target.
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// without this, during a large beatmap import it is impossible to navigate the carousel.
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applyActiveCriteria(false, alwaysResetScrollPosition: false);
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// check if we can/need to maintain our current selection.
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if (previouslySelectedID != null)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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});
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@ -911,6 +916,8 @@ namespace osu.Game.Screens.Select
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{
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private readonly BeatmapCarousel carousel;
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public readonly Dictionary<Guid, CarouselBeatmapSet> BeatmapSetsByID = new Dictionary<Guid, CarouselBeatmapSet>();
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public CarouselRoot(BeatmapCarousel carousel)
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{
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// root should always remain selected. if not, PerformSelection will not be called.
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@ -920,6 +927,28 @@ namespace osu.Game.Screens.Select
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this.carousel = carousel;
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}
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public override void AddChild(CarouselItem i)
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{
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CarouselBeatmapSet set = (CarouselBeatmapSet)i;
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BeatmapSetsByID[set.BeatmapSet.ID] = set;
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base.AddChild(i);
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}
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public void RemoveChild(Guid beatmapSetID)
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{
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if (BeatmapSetsByID.TryGetValue(beatmapSetID, out var carouselBeatmapSet))
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RemoveChild(carouselBeatmapSet);
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}
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public override void RemoveChild(CarouselItem i)
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{
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CarouselBeatmapSet set = (CarouselBeatmapSet)i;
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BeatmapSetsByID.Remove(set.BeatmapSet.ID);
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base.RemoveChild(i);
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}
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protected override void PerformSelection()
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{
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if (LastSelected == null || LastSelected.Filtered.Value)
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