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Avoid accessing WorkingBeatmap.Beatmap every update call

Notice in passing.

Comes with overheads that can be easily avoided. Left a note for a
future (slightly more involved) optimisation.
This commit is contained in:
Dean Herbert 2025-02-03 16:29:39 +09:00
parent f65be009a3
commit a23de0b188
No known key found for this signature in database
2 changed files with 17 additions and 17 deletions

View File

@ -203,6 +203,8 @@ namespace osu.Game.Beatmaps
{
try
{
// TODO: This is a touch expensive and can become an issue if being accessed every Update call.
// Optimally we would not involve the async flow if things are already loaded.
return loadBeatmapAsync().GetResultSafely();
}
catch (AggregateException ae)

View File

@ -53,7 +53,7 @@ namespace osu.Game.Screens.Play
private readonly Bindable<bool> playbackRateValid = new Bindable<bool>(true);
private readonly WorkingBeatmap beatmap;
private readonly IBeatmap beatmap;
private Track track;
@ -63,20 +63,19 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Create a new master gameplay clock container.
/// </summary>
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
/// <param name="working">The beatmap to be used for time and metadata references.</param>
/// <param name="gameplayStartTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
: base(beatmap.Track, applyOffsets: true, requireDecoupling: true)
public MasterGameplayClockContainer(WorkingBeatmap working, double gameplayStartTime)
: base(working.Track, applyOffsets: true, requireDecoupling: true)
{
this.beatmap = beatmap;
track = beatmap.Track;
beatmap = working.Beatmap;
track = working.Track;
GameplayStartTime = gameplayStartTime;
StartTime = findEarliestStartTime(gameplayStartTime, beatmap);
StartTime = findEarliestStartTime(gameplayStartTime, working);
}
private static double findEarliestStartTime(double gameplayStartTime, WorkingBeatmap beatmap)
private static double findEarliestStartTime(double gameplayStartTime, WorkingBeatmap working)
{
// here we are trying to find the time to start playback from the "zero" point.
// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
@ -86,15 +85,15 @@ namespace osu.Game.Screens.Play
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
double? firstStoryboardEvent = working.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
time = Math.Min(time, firstStoryboardEvent.Value);
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
if (beatmap.Beatmap.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.Beatmap.AudioLeadIn);
double firstHitObjectTime = working.Beatmap.HitObjects.First().StartTime;
if (working.Beatmap.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - working.Beatmap.AudioLeadIn);
return time;
}
@ -136,7 +135,7 @@ namespace osu.Game.Screens.Play
{
removeAdjustmentsFromTrack();
track = new TrackVirtual(beatmap.Track.Length);
track = new TrackVirtual(track.Length);
track.Seek(CurrentTime);
if (IsRunning)
track.Start();
@ -228,9 +227,8 @@ namespace osu.Game.Screens.Play
removeAdjustmentsFromTrack();
}
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.ControlPointInfo;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => track.CurrentAmplitudes;
IClock IBeatSyncProvider.Clock => this;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}