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osu-lazer/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.cs
Dean Herbert 10c43d2273 Reduce delays and fades for carousel panels to improve song select initial display performance
Entering song select has seen a hit since the new renderer
implementations. The underlying cause is large numbers of vertex buffer
uploads (the counter hits >200k for me during the transition).

Song select is in the process of being redesigned, and we are probably
going to make improvements to the renderer to alleviate this, but in the
mean time we can greatly improve the user experience by reducing how
long the initial fade in delays take on panels.

Visually this doesn't look too jarring, and gives a more immediate
feeling when scrolling. It's also more feasible to load elements sooner
with https://github.com/ppy/osu/pull/23809 applied.
2023-06-08 17:28:58 +09:00

288 lines
9.9 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.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Collections;
using osu.Game.Database;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
namespace osu.Game.Screens.Select.Carousel
{
public partial class DrawableCarouselBeatmapSet : DrawableCarouselItem, IHasContextMenu
{
public const float HEIGHT = MAX_HEIGHT;
private Action<BeatmapSetInfo> restoreHiddenRequested = null!;
private Action<int>? viewDetails;
[Resolved]
private IDialogOverlay? dialogOverlay { get; set; }
[Resolved]
private ManageCollectionsDialog? manageCollectionsDialog { get; set; }
[Resolved]
private RealmAccess realm { get; set; } = null!;
public IEnumerable<DrawableCarouselItem> DrawableBeatmaps => beatmapContainer?.IsLoaded != true ? Enumerable.Empty<DrawableCarouselItem>() : beatmapContainer.AliveChildren;
private Container<DrawableCarouselItem>? beatmapContainer;
private BeatmapSetInfo beatmapSet = null!;
private Task? beatmapsLoadTask;
[Resolved]
private BeatmapManager manager { get; set; } = null!;
protected override void FreeAfterUse()
{
base.FreeAfterUse();
Item = null;
ClearTransforms();
}
[BackgroundDependencyLoader]
private void load(BeatmapSetOverlay? beatmapOverlay)
{
restoreHiddenRequested = s =>
{
foreach (var b in s.Beatmaps)
manager.Restore(b);
};
if (beatmapOverlay != null)
viewDetails = beatmapOverlay.FetchAndShowBeatmapSet;
}
protected override void Update()
{
base.Update();
Debug.Assert(Item != null);
// position updates should not occur if the item is filtered away.
// this avoids panels flying across the screen only to be eventually off-screen or faded out.
if (!Item.Visible) return;
float targetY = Item.CarouselYPosition;
if (Precision.AlmostEquals(targetY, Y))
Y = targetY;
else
// algorithm for this is taken from ScrollContainer.
// while it doesn't necessarily need to match 1:1, as we are emulating scroll in some cases this feels most correct.
Y = (float)Interpolation.Lerp(targetY, Y, Math.Exp(-0.01 * Time.Elapsed));
}
protected override void UpdateItem()
{
base.UpdateItem();
Content.Clear();
beatmapContainer = null;
beatmapsLoadTask = null;
if (Item == null)
return;
beatmapSet = ((CarouselBeatmapSet)Item).BeatmapSet;
DelayedLoadWrapper background;
DelayedLoadWrapper mainFlow;
Header.Children = new Drawable[]
{
// Choice of background image matches BSS implementation (always uses the lowest `beatmap_id` from the set).
background = new DelayedLoadWrapper(() => new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.MinBy(b => b.OnlineID)))
{
RelativeSizeAxes = Axes.Both,
}, 200)
{
RelativeSizeAxes = Axes.Both
},
mainFlow = new DelayedLoadWrapper(() => new SetPanelContent((CarouselBeatmapSet)Item), 50)
{
RelativeSizeAxes = Axes.Both
},
};
background.DelayedLoadComplete += fadeContentIn;
mainFlow.DelayedLoadComplete += fadeContentIn;
}
private void fadeContentIn(Drawable d) => d.FadeInFromZero(150);
protected override void Deselected()
{
base.Deselected();
MovementContainer.MoveToX(0, 500, Easing.OutExpo);
updateBeatmapYPositions();
}
protected override void Selected()
{
base.Selected();
MovementContainer.MoveToX(-100, 500, Easing.OutExpo);
updateBeatmapDifficulties();
}
private void updateBeatmapDifficulties()
{
Debug.Assert(Item != null);
var carouselBeatmapSet = (CarouselBeatmapSet)Item;
var visibleBeatmaps = carouselBeatmapSet.Items.Where(c => c.Visible).ToArray();
// if we are already displaying all the correct beatmaps, only run animation updates.
// note that the displayed beatmaps may change due to the applied filter.
// a future optimisation could add/remove only changed difficulties rather than reinitialise.
if (beatmapContainer != null && visibleBeatmaps.Length == beatmapContainer.Count && visibleBeatmaps.All(b => beatmapContainer.Any(c => c.Item == b)))
{
updateBeatmapYPositions();
}
else
{
// on selection we show our child beatmaps.
// for now this is a simple drawable construction each selection.
// can be improved in the future.
beatmapContainer = new Container<DrawableCarouselItem>
{
X = 100,
RelativeSizeAxes = Axes.Both,
ChildrenEnumerable = visibleBeatmaps.Select(c => c.CreateDrawableRepresentation()!)
};
beatmapsLoadTask = LoadComponentAsync(beatmapContainer, loaded =>
{
// make sure the pooled target hasn't changed.
if (beatmapContainer != loaded)
return;
Content.Child = loaded;
updateBeatmapYPositions();
});
}
}
private void updateBeatmapYPositions()
{
if (beatmapContainer == null)
return;
if (beatmapsLoadTask == null || !beatmapsLoadTask.IsCompleted)
return;
float yPos = DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
bool isSelected = Item?.State.Value == CarouselItemState.Selected;
foreach (var panel in beatmapContainer.Children)
{
Debug.Assert(panel.Item != null);
if (isSelected)
{
panel.MoveToY(yPos, 800, Easing.OutQuint);
yPos += panel.Item.TotalHeight;
}
else
panel.MoveToY(0, 800, Easing.OutQuint);
}
}
public MenuItem[] ContextMenuItems
{
get
{
Debug.Assert(beatmapSet != null);
List<MenuItem> items = new List<MenuItem>();
if (Item?.State.Value == CarouselItemState.NotSelected)
items.Add(new OsuMenuItem("Expand", MenuItemType.Highlighted, () => Item.State.Value = CarouselItemState.Selected));
if (beatmapSet.OnlineID > 0 && viewDetails != null)
items.Add(new OsuMenuItem("Details...", MenuItemType.Standard, () => viewDetails(beatmapSet.OnlineID)));
var collectionItems = realm.Realm.All<BeatmapCollection>().AsEnumerable().Select(createCollectionMenuItem).ToList();
if (manageCollectionsDialog != null)
collectionItems.Add(new OsuMenuItem("Manage...", MenuItemType.Standard, manageCollectionsDialog.Show));
items.Add(new OsuMenuItem("Collections") { Items = collectionItems });
if (beatmapSet.Beatmaps.Any(b => b.Hidden))
items.Add(new OsuMenuItem("Restore all hidden", MenuItemType.Standard, () => restoreHiddenRequested(beatmapSet)));
if (dialogOverlay != null)
items.Add(new OsuMenuItem("Delete...", MenuItemType.Destructive, () => dialogOverlay.Push(new BeatmapDeleteDialog(beatmapSet))));
return items.ToArray();
}
}
private MenuItem createCollectionMenuItem(BeatmapCollection collection)
{
Debug.Assert(beatmapSet != null);
TernaryState state;
int countExisting = beatmapSet.Beatmaps.Count(b => collection.BeatmapMD5Hashes.Contains(b.MD5Hash));
if (countExisting == beatmapSet.Beatmaps.Count)
state = TernaryState.True;
else if (countExisting > 0)
state = TernaryState.Indeterminate;
else
state = TernaryState.False;
var liveCollection = collection.ToLive(realm);
return new TernaryStateToggleMenuItem(collection.Name, MenuItemType.Standard, s =>
{
liveCollection.PerformWrite(c =>
{
foreach (var b in beatmapSet.Beatmaps)
{
switch (s)
{
case TernaryState.True:
if (c.BeatmapMD5Hashes.Contains(b.MD5Hash))
continue;
c.BeatmapMD5Hashes.Add(b.MD5Hash);
break;
case TernaryState.False:
c.BeatmapMD5Hashes.Remove(b.MD5Hash);
break;
}
}
});
})
{
State = { Value = state }
};
}
}
}