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Fix large construction/disposal overhead on beatmaps with hitobjects at same point in time
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@ -46,7 +46,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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private void addConnection(FollowPointConnection connection)
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{
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// Groups are sorted by their start time when added such that the index can be used to post-process other surrounding connections
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int index = connections.AddInPlace(connection, Comparer<FollowPointConnection>.Create((g1, g2) => g1.StartTime.Value.CompareTo(g2.StartTime.Value)));
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int index = connections.AddInPlace(connection, Comparer<FollowPointConnection>.Create((g1, g2) =>
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{
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int comp = g1.StartTime.Value.CompareTo(g2.StartTime.Value);
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if (comp != 0)
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return comp;
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// we always want to insert the new item after equal ones.
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// this is important for beatmaps with multiple hitobjects at the same point in time.
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// if we use standard comparison insert order, there will be a churn of connections getting re-updated to
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// the next object at the point-in-time, adding a construction/disposal overhead (see FollowPointConnection.End implementation's ClearInternal).
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// this is easily visible on https://osu.ppy.sh/beatmapsets/150945#osu/372245
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return -1;
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}));
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if (index < connections.Count - 1)
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{
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