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Fix slider tails sometimes not dimming correctly #27401

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merged 2 commits into from Feb 28, 2024

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bdach
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@bdach bdach commented Feb 27, 2024

Originally noticed during review of another change: #27369 (comment).

DrawableOsuHitObject tries to solve the initial dimming of objects by applying transform to a list of dimmable parts. For plain drawables this is safe, but if one of the parts is a DHO, it is not safe, because drawable transforms can be cleared at will.

In particular, on first use of a drawable slider, UpdateInitialTransforms() would fire via LoadComplete() on the DrawableSlider, but then, also via LoadComplete(), the DrawableSliderTail would update its own state and by doing so inadvertently clear the dim transform just added by the slider.

To fix, ensure dim transforms are applied to DHOs via ApplyCustomUpdateState.

Untitled.mp4

Originally noticed during review of another change:
ppy#27369 (comment).

`DrawableOsuHitObject` tries to solve the initial dimming of objects
by applying transform to a list of dimmable parts. For plain drawables
this is safe, but if one of the parts is a DHO, it is not safe,
because drawable transforms can be cleared at will.

In particular, on first use of a drawable slider,
`UpdateInitialTransforms()` would fire via `LoadComplete()` on the
`DrawableSlider`, but *then*, also via `LoadComplete()`,
the `DrawableSliderTail` would update its own state and by doing so
inadvertently clear the dim transform just added by the slider.

To fix, ensure dim transforms are applied to DHOs
via `ApplyCustomUpdateState`.
// as they may be cleared via the `updateState()` DHO flow,
// so use `ApplyCustomUpdateState` instead. which does not have this pitfall.
if (piece is DrawableHitObject drawableObjectPiece)
drawableObjectPiece.ApplyCustomUpdateState += (dho, _) => applyDim(dho);
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Hmm, my concern is that UpdateInitialTransforms seems like it can be called more than once, which would bind this each time.

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It's a good spot but I don't necessarily know what the best option forward is here.

It's either this atrocity:

diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
index 35cab6459b..2e2831f9ae 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
@@ -85,11 +85,16 @@ protected override void UpdateInitialTransforms()
                 // as they may be cleared via the `updateState()` DHO flow,
                 // so use `ApplyCustomUpdateState` instead. which does not have this pitfall.
                 if (piece is DrawableHitObject drawableObjectPiece)
-                    drawableObjectPiece.ApplyCustomUpdateState += (dho, _) => applyDim(dho);
+                {
+                    drawableObjectPiece.ApplyCustomUpdateState -= applyDimToDrawableObject;
+                    drawableObjectPiece.ApplyCustomUpdateState += applyDimToDrawableObject;
+                }
                 else
                     applyDim(piece);
             }
 
+            void applyDimToDrawableObject(DrawableHitObject drawableHitObject, ArmedState _) => applyDim(drawableHitObject);
+
             void applyDim(Drawable piece)
             {
                 piece.FadeColour(new Color4(195, 195, 195, 255));

or splitting the application in two for DHOs and non-DHOs? which also feels pretty crap...

diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
index 35cab6459b..6bdf7ca82b 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
@@ -75,29 +75,43 @@ protected override void OnFree()
 
         protected virtual IEnumerable<Drawable> DimmablePieces => Enumerable.Empty<Drawable>();
 
-        protected override void UpdateInitialTransforms()
+        protected override void LoadComplete()
         {
-            base.UpdateInitialTransforms();
+            base.LoadComplete();
 
             foreach (var piece in DimmablePieces)
             {
                 // if the specified dimmable piece is a DHO, it is generally not safe to tack transforms onto it directly
                 // as they may be cleared via the `updateState()` DHO flow,
                 // so use `ApplyCustomUpdateState` instead. which does not have this pitfall.
-                if (piece is DrawableHitObject drawableObjectPiece)
-                    drawableObjectPiece.ApplyCustomUpdateState += (dho, _) => applyDim(dho);
-                else
-                    applyDim(piece);
+                if (piece is not DrawableHitObject drawableObjectPiece)
+                    continue;
+
+                drawableObjectPiece.ApplyCustomUpdateState += (dho, _) => applyDim(dho);
             }
+        }
 
-            void applyDim(Drawable piece)
+        protected override void UpdateInitialTransforms()
+        {
+            base.UpdateInitialTransforms();
+
+            foreach (var piece in DimmablePieces)
             {
-                piece.FadeColour(new Color4(195, 195, 195, 255));
-                using (piece.BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
-                    piece.FadeColour(Color4.White, 100);
+                // see `LoadComplete()`.
+                if (piece is DrawableHitObject)
+                    continue;
+
+                applyDim(piece);
             }
         }
 
+        private void applyDim(Drawable piece)
+        {
+            piece.FadeColour(new Color4(195, 195, 195, 255));
+            using (piece.BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
+                piece.FadeColour(Color4.White, 100);
+        }
+
         protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
 
         private OsuInputManager osuActionInputManager;

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If the former diff works it makes most sense to me, I would go with that to keep the ball rolling.

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Have applied it. I tend to agree it's the less bad option.

@peppy peppy merged commit 4506ad2 into ppy:master Feb 28, 2024
13 of 17 checks passed
@bdach bdach deleted the fix-slider-tail-dim branch February 28, 2024 14:28
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3 participants