diff --git a/osu.Game/Screens/Edit/Compose/HitObjectContainerEventQueue.cs b/osu.Game/Screens/Edit/Compose/HitObjectContainerEventQueue.cs index 7c21573b18..363f08cb41 100644 --- a/osu.Game/Screens/Edit/Compose/HitObjectContainerEventQueue.cs +++ b/osu.Game/Screens/Edit/Compose/HitObjectContainerEventQueue.cs @@ -68,6 +68,9 @@ namespace osu.Game.Screens.Edit.Compose switch (existingEvent, newEvent) { + // This mostly exists as a safeguard to ensure that the sequence: Began -> { Finished -> Began } -> Finished, where { ... } indicates a transferral within a single frame, + // correctly leads into a final "Finished" state. It's unlikely for this to happen normally as it requires the hitobject usage to finish (for the final time) + // immediately after the HitObjectContainer updates lifetime, but it's not inconceivable to occur with the Editor's scheduling and execution order. case (EventType.Transferred, EventType.Finished): pendingEvents[hitObject] = EventType.Finished; break; @@ -117,8 +120,24 @@ namespace osu.Game.Screens.Edit.Compose private enum EventType { + /// + /// A has started being used by a . + /// Began, + + /// + /// A has finished being used by a . + /// Finished, + + /// + /// An internal intermediate state that occurs when a has finished being used by one + /// and started being used by another in the same frame. The may be the same instance in both cases. + /// + /// + /// This usually occurs when a is transferred between s, + /// but also occurs if the dies and becomes alive again in the same frame within the same . + /// Transferred } }