From 555ce7684b9d57183a603f7469dc23bd36354d83 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 20 Jun 2023 20:04:02 +0900 Subject: [PATCH] Adjust `GameplaySampleTriggerSource` to only switch samples when close enough to the next hit object Closes #23963. To simplify things, I've removed the optimisation of using `AliveObject`s because it would break the way this whole lookup works. --- .../UI/GameplaySampleTriggerSource.cs | 56 +++++++------------ 1 file changed, 19 insertions(+), 37 deletions(-) diff --git a/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs b/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs index fbb7a20a5d..909b633a72 100644 --- a/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs +++ b/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs @@ -7,7 +7,7 @@ using System.Linq; using osu.Framework.Graphics.Containers; using osu.Game.Audio; using osu.Game.Rulesets.Objects; -using osu.Game.Rulesets.Objects.Drawables; +using osu.Game.Rulesets.Scoring; using osu.Game.Skinning; namespace osu.Game.Rulesets.UI @@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.UI }; } - private HitObjectLifetimeEntry fallbackObject; + private HitObjectLifetimeEntry mostValidObject; /// /// Play the most appropriate hit sound for the current point in time. @@ -67,56 +67,38 @@ namespace osu.Game.Rulesets.UI protected HitObject GetMostValidObject() { - // The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time. - var drawableHitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true); - - if (drawableHitObject != null) - { - // A hit object may have a more valid nested object. - drawableHitObject = getMostValidNestedDrawable(drawableHitObject); - - return drawableHitObject.HitObject; - } - - // In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play. - // This lookup can be skipped if the last entry is still valid (in the future and not yet hit). - if (fallbackObject == null || fallbackObject.Result?.HasResult == true) + if (mostValidObject == null || isAlreadyHit(mostValidObject)) { // We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty). // If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager. - fallbackObject = hitObjectContainer.Entries - .Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime); - - if (fallbackObject != null) - return getEarliestNestedObject(fallbackObject.HitObject); + var candidate = hitObjectContainer.Entries.Where(e => !isAlreadyHit(e)).MinBy(e => e.HitObject.StartTime); // In the case there are no non-judged objects, the last hit object should be used instead. - fallbackObject ??= hitObjectContainer.Entries.LastOrDefault(); + if (candidate == null) + mostValidObject = hitObjectContainer.Entries.LastOrDefault(); + else + { + if (isCloseEnoughToCurrentTime(candidate)) + mostValidObject = candidate; + else + mostValidObject ??= hitObjectContainer.Entries.FirstOrDefault(); + } } - if (fallbackObject == null) + if (mostValidObject == null) return null; - bool fallbackHasResult = fallbackObject.Result?.HasResult == true; - // If the fallback has been judged then we want the sample from the object itself. - if (fallbackHasResult) - return fallbackObject.HitObject; + if (isAlreadyHit(mostValidObject)) + return mostValidObject.HitObject; // Else we want the earliest (including nested). // In cases of nested objects, they will always have earlier sample data than their parent object. - return getEarliestNestedObject(fallbackObject.HitObject); + return getEarliestNestedObject(mostValidObject.HitObject); } - private DrawableHitObject getMostValidNestedDrawable(DrawableHitObject o) - { - var nestedWithoutResult = o.NestedHitObjects.FirstOrDefault(n => n.Result?.HasResult != true); - - if (nestedWithoutResult == null) - return o; - - return getMostValidNestedDrawable(nestedWithoutResult); - } + private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true; + private bool isCloseEnoughToCurrentTime(HitObjectLifetimeEntry h) => Time.Current > h.HitObject.StartTime - h.HitObject.HitWindows.WindowFor(HitResult.Miss) * 1.5; private HitObject getEarliestNestedObject(HitObject hitObject) {