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08c02e29b9
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.
112 lines
3.3 KiB
C#
112 lines
3.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.Leaderboards;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using osuTK;
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using Realms;
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namespace osu.Game.Screens.Select
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{
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public partial class PanelLocalRankDisplay : CompositeDrawable
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{
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private BeatmapInfo? beatmap;
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public BeatmapInfo? Beatmap
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{
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get => beatmap;
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set
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{
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beatmap = value;
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if (IsLoaded)
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updateSubscription();
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}
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}
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[Resolved]
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private IBindable<RulesetInfo> ruleset { get; set; } = null!;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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private IDisposable? scoreSubscription;
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private readonly UpdateableRank updateable;
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public bool HasRank => updateable.Rank != null;
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public PanelLocalRankDisplay(BeatmapInfo? beatmap = null)
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{
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AutoSizeAxes = Axes.Both;
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InternalChild = updateable = new UpdateableRank(animate: false)
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{
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Size = new Vector2(40, 20),
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Alpha = 0,
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};
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Beatmap = beatmap;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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ruleset.BindValueChanged(_ => updateSubscription(), true);
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}
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private void updateSubscription()
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{
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scoreSubscription?.Dispose();
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setRankFromScore(null);
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if (beatmap == null)
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return;
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scoreSubscription = realm.RegisterForNotifications(r => r.All<ScoreInfo>().Where(s => s.BeatmapHash == beatmap.Hash && !s.DeletePending), localScoresChanged);
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}
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private void localScoresChanged(IRealmCollection<ScoreInfo> sender, ChangeSet? changes)
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{
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// This subscription may fire from changes to linked beatmaps, which we don't care about.
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// It's currently not possible for a score to be modified after insertion, so we can safely ignore callbacks with only modifications.
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if (changes?.HasCollectionChanges() == false)
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return;
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ScoreInfo? topScore = sender
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// doing these post realm filter is most efficient.
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.Where(s => s.UserID == api.LocalUser.Value.Id || s.UserID <= 1)
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.Where(s => s.Ruleset.ShortName == ruleset.Value.ShortName)
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.MaxBy(info => (info.TotalScore, -info.Date.UtcDateTime.Ticks));
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setRankFromScore(topScore);
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}
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private void setRankFromScore(ScoreInfo? topScore)
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{
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updateable.Rank = topScore?.Rank;
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updateable.Alpha = topScore != null ? 1 : 0;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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scoreSubscription?.Dispose();
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}
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}
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}
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