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Reduce startup overhead during default key binding handling

This commit is contained in:
Dean Herbert 2021-09-07 15:19:23 +09:00
parent a2a850fb00
commit 5b13b566b5
3 changed files with 39 additions and 40 deletions

View File

@ -11,6 +11,7 @@ using osu.Framework.Platform;
using osu.Game.Database;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets;
using Realms;
namespace osu.Game.Tests.Database
@ -42,7 +43,7 @@ namespace osu.Game.Tests.Database
KeyBindingContainer testContainer = new TestKeyBindingContainer();
keyBindingStore.Register(testContainer);
keyBindingStore.Register(testContainer, Enumerable.Empty<RulesetInfo>());
Assert.That(queryCount(), Is.EqualTo(3));
@ -66,7 +67,7 @@ namespace osu.Game.Tests.Database
{
KeyBindingContainer testContainer = new TestKeyBindingContainer();
keyBindingStore.Register(testContainer);
keyBindingStore.Register(testContainer, Enumerable.Empty<RulesetInfo>());
using (var primaryUsage = realmContextFactory.GetForRead())
{

View File

@ -46,52 +46,53 @@ namespace osu.Game.Input
}
/// <summary>
/// Register a new type of <see cref="KeyBindingContainer{T}"/>, adding default bindings from <see cref="KeyBindingContainer.DefaultKeyBindings"/>.
/// Register all defaults for this store.
/// </summary>
/// <param name="container">The container to populate defaults from.</param>
public void Register(KeyBindingContainer container) => insertDefaults(container.DefaultKeyBindings);
/// <summary>
/// Register a ruleset, adding default bindings for each of its variants.
/// </summary>
/// <param name="ruleset">The ruleset to populate defaults from.</param>
public void Register(RulesetInfo ruleset)
{
var instance = ruleset.CreateInstance();
foreach (var variant in instance.AvailableVariants)
insertDefaults(instance.GetDefaultKeyBindings(variant), ruleset.ID, variant);
}
private void insertDefaults(IEnumerable<IKeyBinding> defaults, int? rulesetId = null, int? variant = null)
/// <param name="rulesets">The rulesets to populate defaults from.</param>
public void Register(KeyBindingContainer container, IEnumerable<RulesetInfo> rulesets)
{
using (var usage = realmFactory.GetForWrite())
{
// compare counts in database vs defaults
foreach (var defaultsForAction in defaults.GroupBy(k => k.Action))
// intentionally flattened to a list rather than querying against the IQueryable, as nullable fields being queried against aren't indexed.
// this is much faster as a result.
var existingBindings = usage.Realm.All<RealmKeyBinding>().ToList();
insertDefaults(usage, existingBindings, container.DefaultKeyBindings);
foreach (var ruleset in rulesets)
{
int existingCount = usage.Realm.All<RealmKeyBinding>().Count(k => k.RulesetID == rulesetId && k.Variant == variant && k.ActionInt == (int)defaultsForAction.Key);
if (defaultsForAction.Count() <= existingCount)
continue;
foreach (var k in defaultsForAction.Skip(existingCount))
{
// insert any defaults which are missing.
usage.Realm.Add(new RealmKeyBinding
{
KeyCombinationString = k.KeyCombination.ToString(),
ActionInt = (int)k.Action,
RulesetID = rulesetId,
Variant = variant
});
}
var instance = ruleset.CreateInstance();
foreach (var variant in instance.AvailableVariants)
insertDefaults(usage, existingBindings, instance.GetDefaultKeyBindings(variant), ruleset.ID, variant);
}
usage.Commit();
}
}
private void insertDefaults(RealmContextFactory.RealmUsage usage, List<RealmKeyBinding> existingBindings, IEnumerable<IKeyBinding> defaults, int? rulesetId = null, int? variant = null)
{
// compare counts in database vs defaults for each action type.
foreach (var defaultsForAction in defaults.GroupBy(k => k.Action))
{
// avoid performing redundant queries when the database is empty and needs to be re-filled.
int existingCount = existingBindings.Count(k => k.RulesetID == rulesetId && k.Variant == variant && k.ActionInt == (int)defaultsForAction.Key);
if (defaultsForAction.Count() <= existingCount)
continue;
// insert any defaults which are missing.
usage.Realm.Add(defaultsForAction.Skip(existingCount).Select(k => new RealmKeyBinding
{
KeyCombinationString = k.KeyCombination.ToString(),
ActionInt = (int)k.Action,
RulesetID = rulesetId,
Variant = variant
}));
}
}
/// <summary>
/// Keys which should not be allowed for gameplay input purposes.
/// </summary>

View File

@ -351,10 +351,7 @@ namespace osu.Game
base.Content.Add(CreateScalingContainer().WithChildren(mainContent));
KeyBindingStore = new RealmKeyBindingStore(realmFactory);
KeyBindingStore.Register(globalBindings);
foreach (var r in RulesetStore.AvailableRulesets)
KeyBindingStore.Register(r);
KeyBindingStore.Register(globalBindings, RulesetStore.AvailableRulesets);
dependencies.Cache(globalBindings);