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Ignore "too many ticks" in timeline (triggers in normal cases)

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Dean Herbert 2024-07-19 19:50:40 +09:00
parent 5ee645ac8f
commit c4de2bbb60
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@ -2,12 +2,10 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
@ -161,20 +159,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
if (Children.Count > 512)
{
// There should always be a sanely small number of ticks rendered.
// If this assertion triggers, either the zoom logic is broken or a beatmap is
// probably doing weird things...
//
// Let's hope the latter never happens.
// If it does, we can choose to either fix it or ignore it as an outlier.
string message = $"Timeline is rendering many ticks ({Children.Count})";
Logger.Log(message);
Debug.Fail(message);
}
int usedDrawables = drawableIndex;
// save a few drawables beyond the currently used for edge cases.