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Don't add nested hit objects to the sets
Only top-level hit objects are checked for layout computation caching. Also, lifetime of nested hit objects are not managed by the HitObjectContainer.
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private readonly HashSet<DrawableHitObject> toComputeLifetime = new HashSet<DrawableHitObject>();
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/// <summary>
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/// A set containing all <see cref="HitObjectContainer.AliveObjects"/> which have an up-to-date layout.
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/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
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private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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@ -150,29 +150,18 @@ namespace osu.Game.Rulesets.UI.Scrolling
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}
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}
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protected override void OnAdd(DrawableHitObject drawableHitObject) => onAddRecursive(drawableHitObject);
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protected override void OnRemove(DrawableHitObject drawableHitObject) => onRemoveRecursive(drawableHitObject);
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private void onAddRecursive(DrawableHitObject hitObject)
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protected override void OnAdd(DrawableHitObject drawableHitObject)
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{
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invalidateHitObject(hitObject);
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hitObject.DefaultsApplied += invalidateHitObject;
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foreach (var nested in hitObject.NestedHitObjects)
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onAddRecursive(nested);
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invalidateHitObject(drawableHitObject);
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drawableHitObject.DefaultsApplied += invalidateHitObject;
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}
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private void onRemoveRecursive(DrawableHitObject hitObject)
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protected override void OnRemove(DrawableHitObject drawableHitObject)
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{
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toComputeLifetime.Remove(hitObject);
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layoutComputed.Remove(hitObject);
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toComputeLifetime.Remove(drawableHitObject);
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layoutComputed.Remove(drawableHitObject);
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hitObject.DefaultsApplied -= invalidateHitObject;
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foreach (var nested in hitObject.NestedHitObjects)
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onRemoveRecursive(nested);
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drawableHitObject.DefaultsApplied -= invalidateHitObject;
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}
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/// <summary>
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