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osu-lazer/osu.Game.Tests/Visual/SongSelect/TestScenePanelBeatmap.cs
T
Dean Herbert 08c02e29b9 Fix song select scrolling performance when user has many beatmaps loaded (#37666)
Also fixes wrong rank showing briefly in some scenarios.

---

I'm quite confused why the overhead is in the post-async-filter
collection access, but it is. It occurs when using `MaxBy` (realm
snapshot creation), but also when calling `.Count` on the collection, or
even just accessing `sender[0]`. I tried everything, and ended up
settling on simplifying the realm part enough that we can do
post-filtering without much sweat or mess.

Before:


https://github.com/user-attachments/assets/59aed895-03ed-4923-9515-9a5426156f7e

After:


https://github.com/user-attachments/assets/9a37f34a-c955-45bf-877f-89f248d8ea72

Tested using [this realm](https://screvillshot.s-ul.eu/YJUJ4SR1).

- Closes https://github.com/ppy/osu/issues/37574.
- Closes https://github.com/ppy/osu/issues/37661.
2026-05-08 13:25:55 +02:00

137 lines
4.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Carousel;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.Leaderboards;
using osu.Game.Overlays;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Osu;
using osu.Game.Scoring;
using osu.Game.Screens.Select;
using osu.Game.Tests.Resources;
using osu.Game.Tests.Visual.UserInterface;
using osuTK;
namespace osu.Game.Tests.Visual.SongSelect
{
public partial class TestScenePanelBeatmap : ThemeComparisonTestScene
{
[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;
private BeatmapInfo beatmap = null!;
public TestScenePanelBeatmap()
: base(false)
{
}
[SetUp]
public void SetUp() => Schedule(() =>
{
var beatmapSet = beatmaps.GetAllUsableBeatmapSets().FirstOrDefault(b => b.OnlineID == 241526)
?? beatmaps.GetAllUsableBeatmapSets().FirstOrDefault(b => !b.Protected)
?? TestResources.CreateTestBeatmapSetInfo();
beatmap = beatmapSet.Beatmaps.First();
});
[Test]
public void TestDisplay()
{
AddStep("display", () => CreateThemedContent(OverlayColourScheme.Aquamarine));
}
[Test]
public void TestRandomBeatmap()
{
AddStep("random beatmap", () =>
{
var randomSet = beatmaps.GetAllUsableBeatmapSets().MinBy(_ => RNG.Next());
randomSet ??= TestResources.CreateTestBeatmapSetInfo();
beatmap = randomSet.Beatmaps.MinBy(_ => RNG.Next())!;
CreateThemedContent(OverlayColourScheme.Aquamarine);
});
}
[Test]
public void TestManiaRuleset()
{
AddToggleStep("mania ruleset", v => Ruleset.Value = v ? new ManiaRuleset().RulesetInfo : new OsuRuleset().RulesetInfo);
}
[Test]
public void TestLocalRank()
{
AddStep("set null rank", () => this.ChildrenOfType<UpdateableRank>().ForEach(p =>
{
p.Hide();
p.Rank = null;
}));
foreach (var rank in Enum.GetValues<ScoreRank>())
{
AddStep($"set {rank.GetDescription()} rank", () => this.ChildrenOfType<UpdateableRank>().ForEach(p =>
{
p.Show();
p.Rank = rank;
}));
}
}
protected override Drawable CreateContent()
{
return new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.Both,
Child = new FillFlowContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Width = 0.5f,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0f, 5f),
Children = new Drawable[]
{
new PanelBeatmap
{
Item = new CarouselItem(new GroupedBeatmap(null, beatmap))
},
new PanelBeatmap
{
Item = new CarouselItem(new GroupedBeatmap(null, beatmap)),
KeyboardSelected = { Value = true }
},
new PanelBeatmap
{
Item = new CarouselItem(new GroupedBeatmap(null, beatmap)),
Selected = { Value = true }
},
new PanelBeatmap
{
Item = new CarouselItem(new GroupedBeatmap(null, beatmap)),
KeyboardSelected = { Value = true },
Selected = { Value = true }
},
}
}
};
}
}
}