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Reduce allocations during beatmap selection
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commit
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@ -232,7 +232,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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IList<HitObject> nestedObjects = slider.NestedHitObjects;
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SliderTick? lastRealTick = slider.NestedHitObjects.OfType<SliderTick>().LastOrDefault();
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SliderTick? lastRealTick = null;
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foreach (var hitobject in slider.NestedHitObjects)
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{
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if (hitobject is SliderTick tick)
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lastRealTick = tick;
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}
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if (lastRealTick?.StartTime > trackingEndTime)
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{
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -149,8 +148,11 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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StackHeightBindable.BindValueChanged(height =>
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{
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foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
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nested.StackHeight = height.NewValue;
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foreach (var nested in NestedHitObjects)
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{
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if (nested is OsuHitObject osuHitObject)
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osuHitObject.StackHeight = height.NewValue;
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}
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});
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}
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@ -252,18 +252,42 @@ namespace osu.Game.Rulesets.Osu.Objects
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protected void UpdateNestedSamples()
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{
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var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)
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?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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HitSampleInfo firstSample = null;
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for (int i = 0; i < Samples.Count; i++)
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{
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// TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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if (i == 0)
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{
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firstSample = Samples[i];
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continue;
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}
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if (Samples[i].Name != HitSampleInfo.HIT_NORMAL)
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continue;
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firstSample = Samples[i];
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break;
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}
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var sampleList = new List<HitSampleInfo>();
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if (firstSample != null)
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sampleList.Add(firstSample.With("slidertick"));
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foreach (var tick in NestedHitObjects.OfType<SliderTick>())
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tick.Samples = sampleList;
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foreach (var nested in NestedHitObjects)
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{
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switch (nested)
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{
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case SliderTick tick:
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tick.Samples = sampleList;
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break;
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foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())
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repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
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case SliderRepeat repeat:
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repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
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break;
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}
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}
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if (HeadCircle != null)
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HeadCircle.Samples = this.GetNodeSamples(0);
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@ -61,16 +61,17 @@ namespace osu.Game.Rulesets.Objects
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case NotifyCollectionChangedAction.Add:
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Debug.Assert(args.NewItems != null);
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foreach (var c in args.NewItems.Cast<PathControlPoint>())
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c.Changed += invalidate;
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foreach (object? newItem in args.NewItems)
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((PathControlPoint)newItem).Changed += invalidate;
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break;
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case NotifyCollectionChangedAction.Reset:
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case NotifyCollectionChangedAction.Remove:
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Debug.Assert(args.OldItems != null);
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foreach (var c in args.OldItems.Cast<PathControlPoint>())
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c.Changed -= invalidate;
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foreach (object? oldItem in args.OldItems)
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((PathControlPoint)oldItem).Changed -= invalidate;
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break;
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}
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@ -269,10 +270,10 @@ namespace osu.Game.Rulesets.Objects
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{
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List<Vector2> subPath = calculateSubPath(segmentVertices, segmentType);
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// Skip the first vertex if it is the same as the last vertex from the previous segment
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int skipFirst = calculatedPath.Count > 0 && subPath.Count > 0 && calculatedPath.Last() == subPath[0] ? 1 : 0;
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bool skipFirst = calculatedPath.Count > 0 && subPath.Count > 0 && calculatedPath.Last() == subPath[0];
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foreach (Vector2 t in subPath.Skip(skipFirst))
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calculatedPath.Add(t);
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for (int j = skipFirst ? 1 : 0; j < subPath.Count; j++)
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calculatedPath.Add(subPath[j]);
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}
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if (i > 0)
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@ -510,12 +510,27 @@ namespace osu.Game.Screens.Select
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if (beatmapInfo?.Hidden != false)
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return false;
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foreach (CarouselBeatmapSet set in beatmapSets)
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foreach (var carouselItem in root.Items)
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{
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if (carouselItem is not CarouselBeatmapSet set)
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continue;
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if (!bypassFilters && set.Filtered.Value)
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continue;
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var item = set.Beatmaps.FirstOrDefault(p => p.BeatmapInfo.Equals(beatmapInfo));
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CarouselBeatmap? item = null;
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foreach (var setCarouselItem in set.Items)
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{
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if (setCarouselItem is not CarouselBeatmap setCarouselBeatmap)
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continue;
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if (!setCarouselBeatmap.BeatmapInfo.Equals(beatmapInfo))
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continue;
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item = setCarouselBeatmap;
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break;
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}
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if (item == null)
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// The beatmap that needs to be selected doesn't exist in this set
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