示例#1
0
        protected override void FreeAfterUse()
        {
            base.FreeAfterUse();

            Entry.Invalidated -= onEntryInvalidated;

            // Return points to the pool.
            ClearInternal(false);

            Entry = null;
        }
        private void addEntry(OsuHitObject hitObject)
        {
            var newEntry = new FollowPointLifetimeEntry(hitObject);

            var index = lifetimeEntries.AddInPlace(newEntry, Comparer <FollowPointLifetimeEntry> .Create((e1, e2) =>
            {
                int comp = e1.Start.StartTime.CompareTo(e2.Start.StartTime);

                if (comp != 0)
                {
                    return(comp);
                }

                // we always want to insert the new item after equal ones.
                // this is important for beatmaps with multiple hitobjects at the same point in time.
                // if we use standard comparison insert order, there will be a churn of connections getting re-updated to
                // the next object at the point-in-time, adding a construction/disposal overhead (see FollowPointConnection.End implementation's ClearInternal).
                // this is easily visible on https://osu.ppy.sh/beatmapsets/150945#osu/372245
                return(-1);
            }));

            if (index < lifetimeEntries.Count - 1)
            {
                // Update the connection's end point to the next connection's start point
                //     h1 -> -> -> h2
                //    connection    nextGroup

                FollowPointLifetimeEntry nextEntry = lifetimeEntries[index + 1];
                newEntry.End = nextEntry.Start;
            }
            else
            {
                // The end point may be non-null during re-ordering
                newEntry.End = null;
            }

            if (index > 0)
            {
                // Update the previous connection's end point to the current connection's start point
                //     h1 -> -> -> h2
                //  prevGroup    connection

                FollowPointLifetimeEntry previousEntry = lifetimeEntries[index - 1];
                previousEntry.End = newEntry.Start;
            }

            lifetimeManager.AddEntry(newEntry);
        }
        private void removeEntry(OsuHitObject hitObject)
        {
            int index = lifetimeEntries.FindIndex(e => e.Start == hitObject);

            var entry = lifetimeEntries[index];

            entry.UnbindEvents();

            lifetimeEntries.RemoveAt(index);
            lifetimeManager.RemoveEntry(entry);

            if (index > 0)
            {
                // Update the previous connection's end point to the next connection's start point
                //     h1 -> -> -> h2 -> -> -> h3
                //  prevGroup    connection       nextGroup
                // The current connection's end point is used since there may not be a next connection
                FollowPointLifetimeEntry previousEntry = lifetimeEntries[index - 1];
                previousEntry.End = entry.End;
            }
        }