diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/Connections/FollowPointRenderer.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/Connections/FollowPointRenderer.cs index 4d73e711bb..11571ea761 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/Connections/FollowPointRenderer.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/Connections/FollowPointRenderer.cs @@ -46,7 +46,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections private void addConnection(FollowPointConnection connection) { // Groups are sorted by their start time when added such that the index can be used to post-process other surrounding connections - int index = connections.AddInPlace(connection, Comparer.Create((g1, g2) => g1.StartTime.Value.CompareTo(g2.StartTime.Value))); + int index = connections.AddInPlace(connection, Comparer.Create((g1, g2) => + { + int comp = g1.StartTime.Value.CompareTo(g2.StartTime.Value); + + if (comp != 0) + return comp; + + // we always want to insert the new item after equal ones. + // this is important for beatmaps with multiple hitobjects at the same point in time. + // if we use standard comparison insert order, there will be a churn of connections getting re-updated to + // the next object at the point-in-time, adding a construction/disposal overhead (see FollowPointConnection.End implementation's ClearInternal). + // this is easily visible on https://osu.ppy.sh/beatmapsets/150945#osu/372245 + return -1; + })); if (index < connections.Count - 1) {