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Refactor FPSCounter
to not use scheduled tasks
While on the surface this looks harmless (ignoring allocations), `Scheduler` doesn't clear cancelled tasks until they reach their execution time. This can cause an increase in time spent processing the scheduler itself. I don't think a per-frame updating component should use scheduled tasks in this way in the first place, so I've just rewritten the logic to avoid that overhead altogether.
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@ -11,7 +11,6 @@ using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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@ -44,8 +43,6 @@ namespace osu.Game.Graphics.UserInterface
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private bool isDisplayed;
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private ScheduledDelegate? fadeOutDelegate;
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private double aimDrawFPS;
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private double aimUpdateFPS;
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@ -54,6 +51,11 @@ namespace osu.Game.Graphics.UserInterface
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private ThrottledFrameClock updateClock = null!;
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private ThrottledFrameClock inputClock = null!;
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/// <summary>
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/// The last time value where the display was required (due to a significant change or hovering).
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/// </summary>
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private double lastDisplayRequiredTime;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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@ -131,13 +133,13 @@ namespace osu.Game.Graphics.UserInterface
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{
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base.LoadComplete();
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displayTemporarily();
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requestDisplay();
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showFpsDisplay.BindValueChanged(showFps =>
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{
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State.Value = showFps.NewValue ? Visibility.Visible : Visibility.Hidden;
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if (showFps.NewValue)
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displayTemporarily();
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requestDisplay();
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}, true);
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State.BindValueChanged(state => showFpsDisplay.Value = state.NewValue == Visibility.Visible);
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@ -150,38 +152,17 @@ namespace osu.Game.Graphics.UserInterface
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protected override bool OnHover(HoverEvent e)
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{
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background.FadeTo(1, 200);
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displayTemporarily();
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requestDisplay();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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background.FadeTo(idle_background_alpha, 200);
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displayTemporarily();
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requestDisplay();
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base.OnHoverLost(e);
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}
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private void displayTemporarily()
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{
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if (!isDisplayed)
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{
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mainContent.FadeTo(1, 300, Easing.OutQuint);
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isDisplayed = true;
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}
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fadeOutDelegate?.Cancel();
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fadeOutDelegate = null;
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if (!IsHovered)
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{
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fadeOutDelegate = Scheduler.AddDelayed(() =>
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{
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mainContent.FadeTo(0, 300, Easing.OutQuint);
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isDisplayed = false;
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}, 2000);
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}
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}
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protected override void Update()
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{
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base.Update();
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@ -221,7 +202,23 @@ namespace osu.Game.Graphics.UserInterface
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|| 1000 / displayedFrameTime < aimUpdateFPS * 0.8;
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if (hasSignificantChanges)
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displayTemporarily();
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requestDisplay();
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else if (isDisplayed && Time.Current - lastDisplayRequiredTime > 2000)
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{
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mainContent.FadeTo(0, 300, Easing.OutQuint);
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isDisplayed = false;
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}
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}
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private void requestDisplay()
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{
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lastDisplayRequiredTime = Time.Current;
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if (!isDisplayed)
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{
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mainContent.FadeTo(1, 300, Easing.OutQuint);
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isDisplayed = true;
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}
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}
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private void updateFpsDisplay()
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