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Apply general refactoring from review

This commit is contained in:
smoogipoo 2020-07-24 13:38:53 +09:00
parent 76284a0f01
commit 264bd7ced1

View File

@ -24,7 +24,7 @@ namespace osu.Game.Beatmaps
// Too many simultaneous updates can lead to stutters. One thread seems to work fine for song select display purposes.
private readonly ThreadedTaskScheduler updateScheduler = new ThreadedTaskScheduler(1, nameof(BeatmapDifficultyManager));
// A cache that keeps references to BeatmapInfos for 60sec.
// A permanent cache to prevent re-computations.
private readonly ConcurrentDictionary<DifficultyCacheLookup, StarDifficulty> difficultyCache = new ConcurrentDictionary<DifficultyCacheLookup, StarDifficulty>();
// All bindables that should be updated along with the current ruleset + mods.
@ -48,29 +48,29 @@ namespace osu.Game.Beatmaps
}
/// <summary>
/// Retrieves an <see cref="IBindable{StarDifficulty}"/> containing the star difficulty of a <see cref="BeatmapInfo"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
/// Retrieves a bindable containing the star difficulty of a <see cref="BeatmapInfo"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
/// </summary>
/// <remarks>
/// This <see cref="Bindable{StarDifficulty}"/> will not update to follow the currently-selected ruleset and mods.
/// The bindable will not update to follow the currently-selected ruleset and mods.
/// </remarks>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
/// <param name="rulesetInfo">The <see cref="RulesetInfo"/> to get the difficulty with.</param>
/// <param name="mods">The <see cref="Mod"/>s to get the difficulty with.</param>
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
/// <returns>An <see cref="IBindable{StarDifficulty}"/> that is updated to contain the star difficulty when it becomes available.</returns>
/// <returns>A bindable that is updated to contain the star difficulty when it becomes available.</returns>
public IBindable<StarDifficulty> GetUntrackedBindable([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null,
CancellationToken cancellationToken = default)
=> createBindable(beatmapInfo, rulesetInfo, mods, cancellationToken);
/// <summary>
/// Retrieves a <see cref="IBindable{StarDifficulty}"/> containing the star difficulty of a <see cref="BeatmapInfo"/> that follows the user's currently-selected ruleset and mods.
/// Retrieves a bindable containing the star difficulty of a <see cref="BeatmapInfo"/> that follows the user's currently-selected ruleset and mods.
/// </summary>
/// <remarks>
/// Ensure to hold a local reference of the returned <see cref="Bindable{StarDifficulty}"/> in order to receive value-changed events.
/// Ensure to hold a local reference of the returned bindable in order to receive value-changed events.
/// </remarks>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to get the difficulty of.</param>
/// <param name="cancellationToken">An optional <see cref="CancellationToken"/> which stops updating the star difficulty for the given <see cref="BeatmapInfo"/>.</param>
/// <returns>An <see cref="IBindable{StarDifficulty}"/> that is updated to contain the star difficulty when it becomes available, or when the currently-selected ruleset and mods change.</returns>
/// <returns>A bindable that is updated to contain the star difficulty when it becomes available, or when the currently-selected ruleset and mods change.</returns>
public IBindable<StarDifficulty> GetTrackedBindable([NotNull] BeatmapInfo beatmapInfo, CancellationToken cancellationToken = default)
{
var bindable = createBindable(beatmapInfo, currentRuleset.Value, currentMods.Value, cancellationToken);
@ -89,7 +89,7 @@ namespace osu.Game.Beatmaps
public async Task<StarDifficulty> GetDifficultyAsync([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null,
CancellationToken cancellationToken = default)
{
if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
return existing;
return await Task.Factory.StartNew(() => computeDifficulty(key, beatmapInfo, rulesetInfo), cancellationToken,
@ -105,7 +105,7 @@ namespace osu.Game.Beatmaps
/// <returns>The <see cref="StarDifficulty"/>.</returns>
public StarDifficulty GetDifficulty([NotNull] BeatmapInfo beatmapInfo, [CanBeNull] RulesetInfo rulesetInfo = null, [CanBeNull] IReadOnlyList<Mod> mods = null)
{
if (tryGetGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
if (tryGetExisting(beatmapInfo, rulesetInfo, mods, out var existing, out var key))
return existing;
return computeDifficulty(key, beatmapInfo, rulesetInfo);
@ -204,7 +204,7 @@ namespace osu.Game.Beatmaps
/// <param name="existingDifficulty">The existing difficulty value, if present.</param>
/// <param name="key">The <see cref="DifficultyCacheLookup"/> key that was used to perform this lookup. This can be further used to query <see cref="computeDifficulty"/>.</param>
/// <returns>Whether an existing difficulty was found.</returns>
private bool tryGetGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IReadOnlyList<Mod> mods, out StarDifficulty existingDifficulty, out DifficultyCacheLookup key)
private bool tryGetExisting(BeatmapInfo beatmapInfo, RulesetInfo rulesetInfo, IReadOnlyList<Mod> mods, out StarDifficulty existingDifficulty, out DifficultyCacheLookup key)
{
// In the case that the user hasn't given us a ruleset, use the beatmap's default ruleset.
rulesetInfo ??= beatmapInfo.Ruleset;