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Cache buffered background to fix multiplayer lounge performance
Consider this a request for comment. It's the cleanest solution I can come up with without dropping either the blur, or use of `ModelBackedDrawable`. Intended to resolve https://github.com/ppy/osu/issues/14276.
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@ -10,12 +10,12 @@ namespace osu.Game.Screens.OnlinePlay.Components
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{
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{
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public class OnlinePlayBackgroundSprite : OnlinePlayComposite
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public class OnlinePlayBackgroundSprite : OnlinePlayComposite
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{
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{
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private readonly BeatmapSetCoverType beatmapSetCoverType;
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protected readonly BeatmapSetCoverType BeatmapSetCoverType;
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private UpdateableBeatmapBackgroundSprite sprite;
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private UpdateableBeatmapBackgroundSprite sprite;
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public OnlinePlayBackgroundSprite(BeatmapSetCoverType beatmapSetCoverType = BeatmapSetCoverType.Cover)
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public OnlinePlayBackgroundSprite(BeatmapSetCoverType beatmapSetCoverType = BeatmapSetCoverType.Cover)
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{
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{
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this.beatmapSetCoverType = beatmapSetCoverType;
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BeatmapSetCoverType = beatmapSetCoverType;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -33,6 +33,6 @@ namespace osu.Game.Screens.OnlinePlay.Components
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sprite.Beatmap.Value = Playlist.FirstOrDefault()?.Beatmap.Value;
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sprite.Beatmap.Value = Playlist.FirstOrDefault()?.Beatmap.Value;
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}
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}
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protected virtual UpdateableBeatmapBackgroundSprite CreateBackgroundSprite() => new UpdateableBeatmapBackgroundSprite(beatmapSetCoverType) { RelativeSizeAxes = Axes.Both };
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protected virtual UpdateableBeatmapBackgroundSprite CreateBackgroundSprite() => new UpdateableBeatmapBackgroundSprite(BeatmapSetCoverType) { RelativeSizeAxes = Axes.Both };
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}
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}
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}
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}
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Logging;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input;
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using osu.Game.Input;
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@ -104,14 +105,9 @@ namespace osu.Game.Screens.OnlinePlay
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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new BufferedContainer
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new BeatmapBackgroundSprite
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both
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BlurSigma = new Vector2(10),
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Child = new BeatmapBackgroundSprite
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{
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RelativeSizeAxes = Axes.Both
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}
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},
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},
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new Box
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new Box
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{
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{
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@ -306,11 +302,45 @@ namespace osu.Game.Screens.OnlinePlay
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private class BeatmapBackgroundSprite : OnlinePlayBackgroundSprite
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private class BeatmapBackgroundSprite : OnlinePlayBackgroundSprite
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{
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{
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protected override UpdateableBeatmapBackgroundSprite CreateBackgroundSprite() => new BackgroundSprite { RelativeSizeAxes = Axes.Both };
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protected override UpdateableBeatmapBackgroundSprite CreateBackgroundSprite() => new BlurredBackgroundSprite(BeatmapSetCoverType) { RelativeSizeAxes = Axes.Both };
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private class BackgroundSprite : UpdateableBeatmapBackgroundSprite
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public class BlurredBackgroundSprite : UpdateableBeatmapBackgroundSprite
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{
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{
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public BlurredBackgroundSprite(BeatmapSetCoverType type)
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: base(type)
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{
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}
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protected override double LoadDelay => 200;
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protected override double LoadDelay => 200;
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protected override Drawable CreateDrawable(BeatmapInfo model) =>
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new BufferedLoader(base.CreateDrawable(model));
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}
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// This class is an unfortunate requirement due to `LongRunningLoad` requiring direct async loading.
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// It means that if the web request fetching the beatmap background takes too long, it will suddenly appear.
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internal class BufferedLoader : BufferedContainer
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{
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private readonly Drawable drawable;
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public BufferedLoader(Drawable drawable)
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{
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this.drawable = drawable;
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RelativeSizeAxes = Axes.Both;
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BlurSigma = new Vector2(10);
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CacheDrawnFrameBuffer = true;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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LoadComponentAsync(drawable, d =>
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{
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Add(d);
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ForceRedraw();
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});
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}
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}
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}
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}
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}
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