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Ignore "too many ticks" in timeline (triggers in normal cases)
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parent
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commit
c4de2bbb60
@ -2,12 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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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.Bindables;
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using osu.Framework.Caching;
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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.Configuration;
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using osu.Game.Graphics;
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@ -161,20 +159,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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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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// save a few drawables beyond the currently used for edge cases.
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