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Fix judgement disposals causing huge LOH pressure
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parent
1a19cf0739
commit
9f6ff63634
@ -12,6 +12,7 @@ using osu.Game.Rulesets.UI;
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using System.Linq;
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using System.Linq;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.UI
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namespace osu.Game.Rulesets.Osu.UI
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{
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{
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@ -39,7 +40,13 @@ namespace osu.Game.Rulesets.Osu.UI
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Depth = 1,
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Depth = 1,
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},
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},
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HitObjectContainer,
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// Todo: This should not exist, but currently helps to reduce LOH allocations due to unbinding skin source events on judgement disposal
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// Todo: Remove when hitobjects are properly pooled
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new LocalSkinOverrideContainer(null)
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{
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RelativeSizeAxes = Axes.Both,
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Child = HitObjectContainer,
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},
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approachCircles = new ApproachCircleProxyContainer
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approachCircles = new ApproachCircleProxyContainer
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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@ -34,7 +34,7 @@ namespace osu.Game.Skinning
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public Drawable GetDrawableComponent(string componentName)
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public Drawable GetDrawableComponent(string componentName)
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{
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{
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Drawable sourceDrawable;
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Drawable sourceDrawable;
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if (beatmapSkins.Value && (sourceDrawable = skin.GetDrawableComponent(componentName)) != null)
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if (beatmapSkins.Value && (sourceDrawable = skin?.GetDrawableComponent(componentName)) != null)
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return sourceDrawable;
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return sourceDrawable;
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return fallbackSource?.GetDrawableComponent(componentName);
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return fallbackSource?.GetDrawableComponent(componentName);
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@ -43,7 +43,7 @@ namespace osu.Game.Skinning
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public Texture GetTexture(string componentName)
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public Texture GetTexture(string componentName)
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{
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{
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Texture sourceTexture;
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Texture sourceTexture;
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if (beatmapSkins.Value && (sourceTexture = skin.GetTexture(componentName)) != null)
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if (beatmapSkins.Value && (sourceTexture = skin?.GetTexture(componentName)) != null)
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return sourceTexture;
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return sourceTexture;
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return fallbackSource.GetTexture(componentName);
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return fallbackSource.GetTexture(componentName);
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@ -52,7 +52,7 @@ namespace osu.Game.Skinning
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public SampleChannel GetSample(string sampleName)
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public SampleChannel GetSample(string sampleName)
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{
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{
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SampleChannel sourceChannel;
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SampleChannel sourceChannel;
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if (beatmapHitsounds.Value && (sourceChannel = skin.GetSample(sampleName)) != null)
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if (beatmapHitsounds.Value && (sourceChannel = skin?.GetSample(sampleName)) != null)
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return sourceChannel;
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return sourceChannel;
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return fallbackSource?.GetSample(sampleName);
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return fallbackSource?.GetSample(sampleName);
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