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Add assert/log output when too many ticks are being displayed
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@ -4,10 +4,12 @@
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#nullable disable
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#nullable disable
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using System;
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using System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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@ -147,6 +149,20 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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}
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}
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if (Children.Count > 512)
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{
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// There should always be a sanely small number of ticks rendered.
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// If this assertion triggers, either the zoom logic is broken or a beatmap is
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// probably doing weird things...
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//
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// Let's hope the latter never happens.
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// If it does, we can choose to either fix it or ignore it as an outlier.
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string message = $"Timeline is rendering many ticks ({Children.Count})";
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Logger.Log(message);
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Debug.Fail(message);
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}
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int usedDrawables = drawableIndex;
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int usedDrawables = drawableIndex;
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// save a few drawables beyond the currently used for edge cases.
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// save a few drawables beyond the currently used for edge cases.
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