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Merge pull request from peppy/realm-async-carousel-load

Use asynchronous loading for beatmap carousel again
This commit is contained in:
Dan Balasescu 2022-01-20 20:55:48 +09:00 committed by GitHub
commit c986c1b702
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@ -126,14 +126,8 @@ namespace osu.Game.Screens.Select
applyActiveCriteria(false); applyActiveCriteria(false);
// Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run. if (loadedTestBeatmaps)
SchedulerAfterChildren.Add(() => signalBeatmapsLoaded();
{
BeatmapSetsChanged?.Invoke();
BeatmapSetsLoaded = true;
itemsCache.Invalidate();
});
} }
private readonly List<CarouselItem> visibleItems = new List<CarouselItem>(); private readonly List<CarouselItem> visibleItems = new List<CarouselItem>();
@ -181,6 +175,12 @@ namespace osu.Game.Screens.Select
RightClickScrollingEnabled.ValueChanged += enabled => Scroll.RightMouseScrollbar = enabled.NewValue; RightClickScrollingEnabled.ValueChanged += enabled => Scroll.RightMouseScrollbar = enabled.NewValue;
RightClickScrollingEnabled.TriggerChange(); RightClickScrollingEnabled.TriggerChange();
if (!loadedTestBeatmaps)
{
using (var realm = realmFactory.CreateContext())
loadBeatmapSets(getBeatmapSets(realm));
}
} }
[Resolved] [Resolved]
@ -190,7 +190,7 @@ namespace osu.Game.Screens.Select
{ {
base.LoadComplete(); base.LoadComplete();
subscriptionSets = realmFactory.Context.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).QueryAsyncWithNotifications(beatmapSetsChanged); subscriptionSets = getBeatmapSets(realmFactory.Context).QueryAsyncWithNotifications(beatmapSetsChanged);
subscriptionBeatmaps = realmFactory.Context.All<BeatmapInfo>().Where(b => !b.Hidden).QueryAsyncWithNotifications(beatmapsChanged); subscriptionBeatmaps = realmFactory.Context.All<BeatmapInfo>().Where(b => !b.Hidden).QueryAsyncWithNotifications(beatmapsChanged);
// Can't use main subscriptions because we can't lookup deleted indices. // Can't use main subscriptions because we can't lookup deleted indices.
@ -220,8 +220,30 @@ namespace osu.Game.Screens.Select
if (changes == null) if (changes == null)
{ {
// initial load // During initial population, we must manually account for the fact that our original query was done on an async thread.
loadBeatmapSets(sender); // Since then, there may have been imports or deletions.
// Here we manually catch up on any changes.
var populatedSets = new HashSet<Guid>();
foreach (var s in beatmapSets)
populatedSets.Add(s.BeatmapSet.ID);
var realmSets = new HashSet<Guid>();
foreach (var s in sender)
realmSets.Add(s.ID);
foreach (var s in realmSets)
{
if (!populatedSets.Contains(s))
UpdateBeatmapSet(realmFactory.Context.Find<BeatmapSetInfo>(s));
}
foreach (var s in populatedSets)
{
if (!realmSets.Contains(s))
RemoveBeatmapSet(realmFactory.Context.Find<BeatmapSetInfo>(s));
}
signalBeatmapsLoaded();
return; return;
} }
@ -242,6 +264,8 @@ namespace osu.Game.Screens.Select
UpdateBeatmapSet(sender[i].BeatmapSet); UpdateBeatmapSet(sender[i].BeatmapSet);
} }
private IRealmCollection<BeatmapSetInfo> getBeatmapSets(Realm realm) => realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).AsRealmCollection();
public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() => public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
{ {
var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet)); var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
@ -518,6 +542,16 @@ namespace osu.Game.Screens.Select
} }
} }
private void signalBeatmapsLoaded()
{
Debug.Assert(BeatmapSetsLoaded == false);
BeatmapSetsChanged?.Invoke();
BeatmapSetsLoaded = true;
itemsCache.Invalidate();
}
private float? scrollTarget; private float? scrollTarget;
/// <summary> /// <summary>
@ -679,6 +713,11 @@ namespace osu.Game.Screens.Select
{ {
beatmapSet = beatmapSet.Detach(); beatmapSet = beatmapSet.Detach();
// This can be moved to the realm query if required using:
// .Filter("DeletePending == false && Protected == false && ANY Beatmaps.Hidden == false")
//
// As long as we are detaching though, it makes more sense to do it here as adding to the realm query has an overhead
// as seen at https://github.com/realm/realm-dotnet/discussions/2773#discussioncomment-2004275.
if (beatmapSet.Beatmaps.All(b => b.Hidden)) if (beatmapSet.Beatmaps.All(b => b.Hidden))
return null; return null;