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Rewrite object lookup to use previous entry regardless
This changes the fallback logic to always prefer the previous resolved lifetime entry rather than fallback to the first entry ever. I think this is more correct in all cases. Also rewrites the inline comments to hopefully be easier to parse.
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@ -16,15 +16,15 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public class GameplaySampleTriggerSource : CompositeDrawable
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{
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private readonly HitObjectContainer hitObjectContainer;
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private int nextHitSoundIndex;
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/// <summary>
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/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
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/// </summary>
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private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
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private readonly HitObjectContainer hitObjectContainer;
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private int nextHitSoundIndex;
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private readonly Container<SkinnableSound> hitSounds;
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[Resolved]
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@ -44,32 +44,38 @@ namespace osu.Game.Rulesets.UI
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};
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}
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private HitObject fallbackObject;
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private HitObjectLifetimeEntry fallbackObject;
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/// <summary>
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/// Play the most appropriate hit sound for the current point in time.
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/// </summary>
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public void Play()
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{
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// 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.
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var nextObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current)?.HitObject;
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// 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.
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if (nextObject == null)
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{
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if (fallbackObject == null || fallbackObject.StartTime < Time.Current)
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// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
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if (fallbackObject == null || fallbackObject.HitObject.StartTime < Time.Current || fallbackObject.Result.IsHit)
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{
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// 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.
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// note that we don't want to cache the object if it is an alive object, as once it is hit we don't want to continue playing its sound.
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// check whether we can use the previous computed sample.
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// 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).
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// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
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var lookup = hitObjectContainer.Entries
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.Where(e => e.Result?.HasResult != true && e.HitObject.StartTime > Time.Current)
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.OrderBy(e => e.HitObject.StartTime)
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.FirstOrDefault();
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// fallback to non-alive objects to find next off-screen object
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// TODO: make lookup more efficient?
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fallbackObject = hitObjectContainer.Entries
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.Where(e => e.Result?.HasResult != true && e.HitObject.StartTime > Time.Current)?
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.OrderBy(e => e.HitObject.StartTime)
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.FirstOrDefault()?.HitObject ?? hitObjectContainer.Entries.FirstOrDefault()?.HitObject;
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// If the lookup failed, use the previously resolved lookup (we still want to play a sound, and it is still likely the most valid result).
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if (lookup != null)
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fallbackObject = lookup;
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// If we still can't find anything, just play whatever we can to get a sound out.
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fallbackObject ??= hitObjectContainer.Entries.FirstOrDefault();
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}
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nextObject = fallbackObject;
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nextObject = fallbackObject?.HitObject;
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}
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if (nextObject != null)
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