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Reduce initial channel load overhead by only loading history on active channel
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@ -93,6 +93,12 @@ namespace osu.Game.Online.Chat
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{
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if (!(e.NewValue is ChannelSelectorTabItem.ChannelSelectorTabChannel))
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JoinChannel(e.NewValue);
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if (e.NewValue?.MessagesLoaded == false)
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{
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// let's fetch a small number of messages to bring us up-to-date with the backlog.
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fetchInitalMessages(e.NewValue);
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}
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}
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/// <summary>
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@ -375,12 +381,6 @@ namespace osu.Game.Online.Chat
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if (CurrentChannel.Value == null)
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CurrentChannel.Value = channel;
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if (!channel.MessagesLoaded)
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{
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// let's fetch a small number of messages to bring us up-to-date with the backlog.
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fetchInitalMessages(channel);
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}
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return channel;
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}
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@ -105,6 +105,14 @@ namespace osu.Game.Overlays.Chat
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private void newMessagesArrived(IEnumerable<Message> newMessages)
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{
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if (newMessages.Min(m => m.Id) < chatLines.Max(c => c.Message.Id))
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{
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// there is a case (on initial population) that we may receive past messages and need to reorder.
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// easiest way is to just combine messages and recreate drawables (less worrying about day separators etc.)
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newMessages = newMessages.Concat(chatLines.Select(c => c.Message)).OrderBy(m => m.Id).ToList();
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ChatLineFlow.Clear();
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}
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bool shouldScrollToEnd = scroll.IsScrolledToEnd(10) || !chatLines.Any() || newMessages.Any(m => m is LocalMessage);
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// Add up to last Channel.MAX_HISTORY messages
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