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Merge pull request #27556 from EVAST9919/editor-timing-alloc
Reduce allocations in editor timing screen
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commit
1ae8d341cc
@ -162,26 +162,43 @@ namespace osu.Game.Screens.Edit.Timing
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// If the selected group only has one control point, update the tracking type.
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case 1:
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trackedType = selectedGroup.Value?.ControlPoints.Single().GetType();
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trackedType = selectedGroup.Value?.ControlPoints[0].GetType();
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break;
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// If the selected group has more than one control point, choose the first as the tracking type
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// if we don't already have a singular tracked type.
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default:
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trackedType ??= selectedGroup.Value?.ControlPoints.FirstOrDefault()?.GetType();
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trackedType ??= selectedGroup.Value?.ControlPoints[0].GetType();
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break;
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}
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}
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if (trackedType != null)
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{
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double accurateTime = clock.CurrentTimeAccurate;
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// We don't have an efficient way of looking up groups currently, only individual point types.
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// To improve the efficiency of this in the future, we should reconsider the overall structure of ControlPointInfo.
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// Find the next group which has the same type as the selected one.
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var found = Beatmap.ControlPointInfo.Groups
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.Where(g => g.ControlPoints.Any(cp => cp.GetType() == trackedType))
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.LastOrDefault(g => g.Time <= clock.CurrentTimeAccurate);
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ControlPointGroup? found = null;
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for (int i = 0; i < Beatmap.ControlPointInfo.Groups.Count; i++)
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{
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var g = Beatmap.ControlPointInfo.Groups[i];
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if (g.Time > accurateTime)
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continue;
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for (int j = 0; j < g.ControlPoints.Count; j++)
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{
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if (g.ControlPoints[j].GetType() == trackedType)
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{
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found = g;
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break;
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}
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}
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}
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if (found != null)
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selectedGroup.Value = found;
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