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Merge pull request #31775 from peppy/avoid-beatmap-access-beat-sync-container

Avoid accessing `WorkingBeatmap.Beatmap` every update call
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Bartłomiej Dach 2025-02-03 12:24:05 +01:00 committed by GitHub
commit 1793b8ccb4
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GPG Key ID: B5690EEEBB952194
2 changed files with 18 additions and 17 deletions

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@ -203,6 +203,8 @@ namespace osu.Game.Beatmaps
{
try
{
// TODO: This is a touch expensive and can become an issue if being accessed every Update call.
// Optimally we would not involve the async flow if things are already loaded.
return loadBeatmapAsync().GetResultSafely();
}
catch (AggregateException ae)

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@ -12,6 +12,7 @@ using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Overlays;
using osu.Game.Storyboards;
namespace osu.Game.Screens.Play
{
@ -53,7 +54,7 @@ namespace osu.Game.Screens.Play
private readonly Bindable<bool> playbackRateValid = new Bindable<bool>(true);
private readonly WorkingBeatmap beatmap;
private readonly IBeatmap beatmap;
private Track track;
@ -63,20 +64,19 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Create a new master gameplay clock container.
/// </summary>
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
/// <param name="working">The beatmap to be used for time and metadata references.</param>
/// <param name="gameplayStartTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
: base(beatmap.Track, applyOffsets: true, requireDecoupling: true)
public MasterGameplayClockContainer(WorkingBeatmap working, double gameplayStartTime)
: base(working.Track, applyOffsets: true, requireDecoupling: true)
{
this.beatmap = beatmap;
track = beatmap.Track;
beatmap = working.Beatmap;
track = working.Track;
GameplayStartTime = gameplayStartTime;
StartTime = findEarliestStartTime(gameplayStartTime, beatmap);
StartTime = findEarliestStartTime(gameplayStartTime, beatmap, working.Storyboard);
}
private static double findEarliestStartTime(double gameplayStartTime, WorkingBeatmap beatmap)
private static double findEarliestStartTime(double gameplayStartTime, IBeatmap beatmap, Storyboard storyboard)
{
// here we are trying to find the time to start playback from the "zero" point.
// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
@ -86,15 +86,15 @@ namespace osu.Game.Screens.Play
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
double? firstStoryboardEvent = storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
time = Math.Min(time, firstStoryboardEvent.Value);
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
if (beatmap.Beatmap.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.Beatmap.AudioLeadIn);
double firstHitObjectTime = beatmap.HitObjects.First().StartTime;
if (beatmap.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.AudioLeadIn);
return time;
}
@ -136,7 +136,7 @@ namespace osu.Game.Screens.Play
{
removeAdjustmentsFromTrack();
track = new TrackVirtual(beatmap.Track.Length);
track = new TrackVirtual(track.Length);
track.Seek(CurrentTime);
if (IsRunning)
track.Start();
@ -228,9 +228,8 @@ namespace osu.Game.Screens.Play
removeAdjustmentsFromTrack();
}
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.ControlPointInfo;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => track.CurrentAmplitudes;
IClock IBeatSyncProvider.Clock => this;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}