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Fix performance overhead from ternary state bindable callbacks when s…
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…election is changing

Closes ppy#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.
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bdach committed Jun 4, 2024
1 parent 7b14c77 commit f13ca28
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Showing 2 changed files with 18 additions and 0 deletions.
6 changes: 6 additions & 0 deletions osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,9 @@ private void load()

public void SetStrongState(bool state)
{
if (SelectedItems.OfType<Hit>().All(h => h.IsStrong == state))
return;

EditorBeatmap.PerformOnSelection(h =>
{
if (!(h is Hit taikoHit)) return;
Expand All @@ -67,6 +70,9 @@ public void SetStrongState(bool state)

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)
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12 changes: 12 additions & 0 deletions osu.Game/Screens/Edit/Compose/Components/EditorSelectionHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -198,6 +198,9 @@ protected virtual void UpdateTernaryStates()
/// <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))
Expand All @@ -214,6 +217,9 @@ public void AddSampleBank(string bankName)
/// <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
Expand All @@ -231,6 +237,9 @@ public void AddHitSample(string sampleName)
/// <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);
Expand All @@ -245,6 +254,9 @@ public void RemoveHitSample(string sampleName)
/// <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;
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