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Perform a custom binary search to remove thread-unsafeness

This commit is contained in:
smoogipoo 2018-10-17 11:23:18 +09:00
parent d431dd59a8
commit 336b6fa38e

View File

@ -12,11 +12,6 @@ namespace osu.Game.Beatmaps.ControlPoints
[Serializable]
public class ControlPointInfo
{
private readonly TimingControlPoint timingSearchPoint = new TimingControlPoint();
private readonly DifficultyControlPoint difficultySearchPoint = new DifficultyControlPoint();
private readonly SampleControlPoint sampleSearchPoint = new SampleControlPoint();
private readonly EffectControlPoint effectSearchPoint = new EffectControlPoint();
/// <summary>
/// All timing points.
/// </summary>
@ -46,28 +41,28 @@ namespace osu.Game.Beatmaps.ControlPoints
/// </summary>
/// <param name="time">The time to find the difficulty control point at.</param>
/// <returns>The difficulty control point.</returns>
public DifficultyControlPoint DifficultyPointAt(double time) => binarySearch(DifficultyPoints, time, difficultySearchPoint);
public DifficultyControlPoint DifficultyPointAt(double time) => binarySearch(DifficultyPoints, time);
/// <summary>
/// Finds the effect control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the effect control point at.</param>
/// <returns>The effect control point.</returns>
public EffectControlPoint EffectPointAt(double time) => binarySearch(EffectPoints, time, effectSearchPoint);
public EffectControlPoint EffectPointAt(double time) => binarySearch(EffectPoints, time);
/// <summary>
/// Finds the sound control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the sound control point at.</param>
/// <returns>The sound control point.</returns>
public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, sampleSearchPoint, SamplePoints.Count > 0 ? SamplePoints[0] : null);
public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : null);
/// <summary>
/// Finds the timing control point that is active at <paramref name="time"/>.
/// </summary>
/// <param name="time">The time to find the timing control point at.</param>
/// <returns>The timing control point.</returns>
public TimingControlPoint TimingPointAt(double time) => binarySearch(TimingPoints, time, timingSearchPoint, TimingPoints.Count > 0 ? TimingPoints[0] : null);
public TimingControlPoint TimingPointAt(double time) => binarySearch(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : null);
/// <summary>
/// Finds the maximum BPM represented by any timing control point.
@ -97,7 +92,7 @@ namespace osu.Game.Beatmaps.ControlPoints
/// <param name="time">The time to find the control point at.</param>
/// <param name="prePoint">The control point to use when <paramref name="time"/> is before any control points. If null, a new control point will be constructed.</param>
/// <returns>The active control point at <paramref name="time"/>.</returns>
private T binarySearch<T>(SortedList<T> list, double time, T searchPoint, T prePoint = null)
private T binarySearch<T>(SortedList<T> list, double time, T prePoint = null)
where T : ControlPoint, new()
{
if (list == null)
@ -109,18 +104,23 @@ namespace osu.Game.Beatmaps.ControlPoints
if (time < list[0].Time)
return prePoint ?? new T();
searchPoint.Time = time;
int index = list.BinarySearch(searchPoint);
int l = 0;
int r = list.Count - 1;
// Check if we've found an exact match (t == time)
if (index >= 0)
return list[index];
while (l <= r)
{
int pivot = l + ((r - l) >> 1);
index = ~index;
if (list[pivot].Time < time)
l = pivot + 1;
else if (list[pivot].Time > time)
r = pivot - 1;
else
return list[pivot];
}
// BinarySearch will return the index of the first element _greater_ than the search
// This is the inactive point - the active point is the one before it (index - 1)
return list[index - 1];
// l will be the first control point with Time > time, but we want the one before it
return list[l - 1];
}
}
}