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Always transfer updated counts once
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8f49876fe7
commit
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@ -55,28 +55,13 @@ namespace osu.Game.Screens.Play.HUD.JudgementCounter
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scoreProcessor.OnResetFromReplayFrame += updateAllCounts;
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scoreProcessor.OnResetFromReplayFrame += updateAllCounts;
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scoreProcessor.NewJudgement += judgement => updateCount(judgement, false);
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scoreProcessor.NewJudgement += judgement => updateCount(judgement, false);
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scoreProcessor.JudgementReverted += judgement => updateCount(judgement, true);
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scoreProcessor.JudgementReverted += judgement => updateCount(judgement, true);
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updateAllCounts();
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}
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}
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private bool hasUpdatedCounts;
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private void updateAllCounts()
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private void updateAllCounts()
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{
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{
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// This flow is made to handle cases of watching from the middle of a replay / spectating session.
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if (hasUpdatedCounts)
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//
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// Once we get an initial state, we can rely on `NewJudgement` and `JudgementReverted`, so
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// as a preemptive optimisation, only do a full re-sync if we have all-zero counts.
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bool hasCounts = false;
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foreach (var r in results)
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{
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if (r.Value.ResultCount.Value > 0)
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{
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hasCounts = true;
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break;
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}
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}
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if (hasCounts)
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return;
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return;
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foreach (var kvp in scoreProcessor.Statistics)
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foreach (var kvp in scoreProcessor.Statistics)
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@ -86,6 +71,8 @@ namespace osu.Game.Screens.Play.HUD.JudgementCounter
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count.ResultCount.Value = kvp.Value;
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count.ResultCount.Value = kvp.Value;
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}
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}
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hasUpdatedCounts = true;
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}
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}
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private void updateCount(JudgementResult judgement, bool revert)
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private void updateCount(JudgementResult judgement, bool revert)
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