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Fix beatmap carousel not preloading panels when off-screen

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Dean Herbert 2024-01-04 18:48:13 +09:00
parent 8e6f6521a9
commit adac3b65ce
No known key found for this signature in database
2 changed files with 51 additions and 26 deletions

View File

@ -96,12 +96,12 @@ namespace osu.Game.Screens.Select
/// <summary>
/// Extend the range to retain already loaded pooled drawables.
/// </summary>
private const float distance_offscreen_before_unload = 1024;
private const float distance_offscreen_before_unload = 2048;
/// <summary>
/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
/// </summary>
private const float distance_offscreen_to_preload = 512; // todo: adjust this appropriately once we can make set panel contents load while off-screen.
private const float distance_offscreen_to_preload = 768;
/// <summary>
/// Whether carousel items have completed asynchronously loaded.

View File

@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
@ -46,6 +47,8 @@ namespace osu.Game.Screens.Select.Carousel
private MenuItem[]? mainMenuItems;
private double timeSinceUnpool;
[Resolved]
private BeatmapManager manager { get; set; } = null!;
@ -54,6 +57,7 @@ namespace osu.Game.Screens.Select.Carousel
base.FreeAfterUse();
Item = null;
timeSinceUnpool = 0;
ClearTransforms();
}
@ -92,13 +96,21 @@ namespace osu.Game.Screens.Select.Carousel
// algorithm for this is taken from ScrollContainer.
// while it doesn't necessarily need to match 1:1, as we are emulating scroll in some cases this feels most correct.
Y = (float)Interpolation.Lerp(targetY, Y, Math.Exp(-0.01 * Time.Elapsed));
loadContentIfRequired();
}
private CancellationTokenSource? loadCancellation;
protected override void UpdateItem()
{
loadCancellation?.Cancel();
loadCancellation = null;
base.UpdateItem();
Content.Clear();
Header.Clear();
beatmapContainer = null;
beatmapsLoadTask = null;
@ -107,32 +119,8 @@ namespace osu.Game.Screens.Select.Carousel
return;
beatmapSet = ((CarouselBeatmapSet)Item).BeatmapSet;
DelayedLoadWrapper background;
DelayedLoadWrapper mainFlow;
Header.Children = new Drawable[]
{
// Choice of background image matches BSS implementation (always uses the lowest `beatmap_id` from the set).
background = new DelayedLoadWrapper(() => new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.MinBy(b => b.OnlineID)))
{
RelativeSizeAxes = Axes.Both,
}, 200)
{
RelativeSizeAxes = Axes.Both
},
mainFlow = new DelayedLoadWrapper(() => new SetPanelContent((CarouselBeatmapSet)Item), 50)
{
RelativeSizeAxes = Axes.Both
},
};
background.DelayedLoadComplete += fadeContentIn;
mainFlow.DelayedLoadComplete += fadeContentIn;
}
private void fadeContentIn(Drawable d) => d.FadeInFromZero(150);
protected override void Deselected()
{
base.Deselected();
@ -190,6 +178,43 @@ namespace osu.Game.Screens.Select.Carousel
}
}
private void loadContentIfRequired()
{
// Using DelayedLoadWrappers would only allow us to load content when on screen, but we want to preload while off-screen
// to provide a better user experience.
// This is tracking time that this drawable is updating since the last pool.
// This is intended to provide a debounce so very fast scrolls (from one end to the other of the carousel)
// don't cause huge overheads.
const double time_updating_before_load = 150;
Debug.Assert(Item != null);
if (loadCancellation == null && (timeSinceUnpool += Time.Elapsed) > time_updating_before_load)
{
loadCancellation = new CancellationTokenSource();
LoadComponentAsync(new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.MinBy(b => b.OnlineID)))
{
RelativeSizeAxes = Axes.Both,
}, background =>
{
Header.Add(background);
background.FadeInFromZero(150);
}, loadCancellation.Token);
LoadComponentAsync(new SetPanelContent((CarouselBeatmapSet)Item)
{
Depth = float.MinValue,
RelativeSizeAxes = Axes.Both,
}, mainFlow =>
{
Header.Add(mainFlow);
mainFlow.FadeInFromZero(150);
}, loadCancellation.Token);
}
}
private void updateBeatmapYPositions()
{
if (beatmapContainer == null)