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Fix not removing queued hit objects.

This commit is contained in:
smoogipooo 2017-08-08 13:23:46 +09:00
parent a95aa90adc
commit e54abe8d0a
2 changed files with 14 additions and 16 deletions

View File

@ -87,7 +87,10 @@ namespace osu.Game.Rulesets.Timing
RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 0);
}
else
{
RelativeChildSize = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)VisibleTimeRange : 1, (ScrollingAxes & Axes.Y) > 0 ? (float)VisibleTimeRange : 1);
RelativeChildOffset = Vector2.Zero;
}
}
public override double LifetimeStart => ControlPoint.StartTime - VisibleTimeRange;

View File

@ -170,7 +170,7 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// Hit objects that are to be re-processed on the next update.
/// </summary>
private readonly Queue<DrawableHitObject<TObject, TJudgement>> queuedHitObjects = new Queue<DrawableHitObject<TObject, TJudgement>>();
private readonly List<DrawableHitObject<TObject, TJudgement>> queuedHitObjects = new List<DrawableHitObject<TObject, TJudgement>>();
private readonly Axes scrollingAxes;
@ -208,14 +208,15 @@ namespace osu.Game.Rulesets.UI
if (!(hitObject is IScrollingHitObject))
throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}.");
queuedHitObjects.Enqueue(hitObject);
queuedHitObjects.Add(hitObject);
}
public override bool Remove(DrawableHitObject<TObject, TJudgement> hitObject)
{
foreach (var c in InternalChildren.OfType<SpeedAdjustmentContainer>())
c.Remove(hitObject);
return true;
bool removed = InternalChildren.OfType<SpeedAdjustmentContainer>().Any(c => c.Remove(hitObject));
removed = removed || queuedHitObjects.Remove(hitObject);
return removed;
}
protected override void Update()
@ -225,22 +226,16 @@ namespace osu.Game.Rulesets.UI
// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
// An external count is kept because hit objects that can't be added are re-queued
int count = queuedHitObjects.Count;
while (count-- > 0)
for (int i = queuedHitObjects.Count - 1; i >= 0; i--)
{
var hitObject = queuedHitObjects.Dequeue();
var hitObject = queuedHitObjects[i];
var target = adjustmentContainerFor(hitObject);
if (target == null)
if (target != null)
{
// We can't add this hit object to a speed adjustment container yet, so re-queue it
// for re-processing when the layout next invalidated
queuedHitObjects.Enqueue(hitObject);
continue;
target.Add(hitObject);
queuedHitObjects.RemoveAt(i);
}
target.Add(hitObject);
}
}