mirror of
https://github.com/ppy/osu.git
synced 2026-05-24 04:09:53 +08:00
Fix performance overhead from ternary state bindable callbacks when selection is changing
Closes https://github.com/ppy/osu/issues/28369. The reporter of the issue was incorrect; it's not the beat snap grid that is causing the problem, it's something far stupider than that. When the current selection changes, `EditorSelectionHandler.UpdateTernaryStates()` is supposed to update the state of ternary bindables to reflect the reality of the current selection. This in turn will fire bindable change callbacks for said ternary toggles, which heavily use `EditorBeatmap.PerformOnSelection()`. The thing about that method is that it will attempt to check whether any changes were actually made to avoid producing empty undo states, *but* to do this, it must *serialise out the entire beatmap to a stream* and then *binary equality check that* to determine whether any changes were actually made: https://github.com/ppy/osu/blob/7b14c77e43e4ee96775a9fcb6843324170fa70bb/osu.Game/Screens/Edit/EditorChangeHandler.cs#L65-L69 As goes without saying, this is very expensive and unnecessary, which leads to stuff like keeping a selection box active while a taiko beatmap is playing under it dog slow. So to attempt to mitigate that, add precondition checks to every single ternary callback of this sort to avoid this serialisation overhead. And yes, those precondition checks use linq, and that is *still* faster than not having them.
This commit is contained in:
@@ -53,6 +53,9 @@ namespace osu.Game.Rulesets.Taiko.Edit
|
||||
|
||||
public void SetStrongState(bool state)
|
||||
{
|
||||
if (SelectedItems.OfType<Hit>().All(h => h.IsStrong == state))
|
||||
return;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
if (!(h is Hit taikoHit)) return;
|
||||
@@ -67,6 +70,9 @@ namespace osu.Game.Rulesets.Taiko.Edit
|
||||
|
||||
public void SetRimState(bool state)
|
||||
{
|
||||
if (SelectedItems.OfType<Hit>().All(h => h.Type == (state ? HitType.Rim : HitType.Centre)))
|
||||
return;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
if (h is Hit taikoHit)
|
||||
|
||||
@@ -198,6 +198,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// <param name="bankName">The name of the sample bank.</param>
|
||||
public void AddSampleBank(string bankName)
|
||||
{
|
||||
if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName)))
|
||||
return;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
if (h.Samples.All(s => s.Bank == bankName))
|
||||
@@ -214,6 +217,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// <param name="sampleName">The name of the hit sample.</param>
|
||||
public void AddHitSample(string sampleName)
|
||||
{
|
||||
if (SelectedItems.All(h => h.Samples.Any(s => s.Name == sampleName)))
|
||||
return;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
// Make sure there isn't already an existing sample
|
||||
@@ -231,6 +237,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// <param name="sampleName">The name of the hit sample.</param>
|
||||
public void RemoveHitSample(string sampleName)
|
||||
{
|
||||
if (SelectedItems.All(h => h.Samples.All(s => s.Name != sampleName)))
|
||||
return;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
|
||||
@@ -245,6 +254,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
|
||||
public void SetNewCombo(bool state)
|
||||
{
|
||||
if (SelectedItems.OfType<IHasComboInformation>().All(h => h.NewCombo == state))
|
||||
return;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
var comboInfo = h as IHasComboInformation;
|
||||
|
||||
Reference in New Issue
Block a user