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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.
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parent
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@ -203,6 +203,8 @@ namespace osu.Game.Beatmaps
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{
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try
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{
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// TODO: This is a touch expensive and can become an issue if being accessed every Update call.
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// Optimally we would not involve the async flow if things are already loaded.
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return loadBeatmapAsync().GetResultSafely();
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}
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catch (AggregateException ae)
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@ -53,7 +53,7 @@ namespace osu.Game.Screens.Play
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private readonly Bindable<bool> playbackRateValid = new Bindable<bool>(true);
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private readonly WorkingBeatmap beatmap;
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private readonly IBeatmap beatmap;
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private Track track;
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@ -63,20 +63,19 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Create a new master gameplay clock container.
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/// </summary>
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/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
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/// <param name="working">The beatmap to be used for time and metadata references.</param>
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/// <param name="gameplayStartTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
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public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
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: base(beatmap.Track, applyOffsets: true, requireDecoupling: true)
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public MasterGameplayClockContainer(WorkingBeatmap working, double gameplayStartTime)
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: base(working.Track, applyOffsets: true, requireDecoupling: true)
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{
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this.beatmap = beatmap;
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track = beatmap.Track;
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beatmap = working.Beatmap;
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track = working.Track;
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GameplayStartTime = gameplayStartTime;
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StartTime = findEarliestStartTime(gameplayStartTime, beatmap);
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StartTime = findEarliestStartTime(gameplayStartTime, working);
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}
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private static double findEarliestStartTime(double gameplayStartTime, WorkingBeatmap beatmap)
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private static double findEarliestStartTime(double gameplayStartTime, WorkingBeatmap working)
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{
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// here we are trying to find the time to start playback from the "zero" point.
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// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
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@ -86,15 +85,15 @@ namespace osu.Game.Screens.Play
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
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double? firstStoryboardEvent = working.Storyboard.EarliestEventTime;
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if (firstStoryboardEvent != null)
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time = Math.Min(time, firstStoryboardEvent.Value);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
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if (beatmap.Beatmap.AudioLeadIn > 0)
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time = Math.Min(time, firstHitObjectTime - beatmap.Beatmap.AudioLeadIn);
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double firstHitObjectTime = working.Beatmap.HitObjects.First().StartTime;
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if (working.Beatmap.AudioLeadIn > 0)
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time = Math.Min(time, firstHitObjectTime - working.Beatmap.AudioLeadIn);
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return time;
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}
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@ -136,7 +135,7 @@ namespace osu.Game.Screens.Play
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{
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removeAdjustmentsFromTrack();
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track = new TrackVirtual(beatmap.Track.Length);
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track = new TrackVirtual(track.Length);
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track.Seek(CurrentTime);
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if (IsRunning)
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track.Start();
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@ -228,9 +227,8 @@ namespace osu.Game.Screens.Play
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removeAdjustmentsFromTrack();
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}
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ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
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ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.ControlPointInfo;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => track.CurrentAmplitudes;
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IClock IBeatSyncProvider.Clock => this;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
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}
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}
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