-
-
Notifications
You must be signed in to change notification settings - Fork 2.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix slider tails sometimes not dimming correctly #27401
Conversation
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); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Hmm, my concern is that UpdateInitialTransforms
seems like it can be called more than once, which would bind this each time.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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;
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
If the former diff works it makes most sense to me, I would go with that to keep the ball rolling.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Have applied it. I tend to agree it's the less bad option.
…allbacks Should fix ppy#28629. First of all, to support the claim that this does fix the issue - reproduction is rather difficult, but I believe I found a way to maximise the chances of it reproducing by performing the following steps: 1. Apply the following diff: diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs index eacd2b3e75..4c00da031a 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs @@ -6,6 +6,7 @@ using System; using System.Collections.Generic; using System.Linq; +using System.Threading; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; @@ -95,6 +96,8 @@ public DrawableSlider([CanBeNull] Slider s = null) [BackgroundDependencyLoader] private void load() { + Thread.Sleep(100); + tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both }; AddRangeInternal(new Drawable[] 2. Download https://osu.ppy.sh/beatmapsets/1470790#osu/3023028 and open it in the editor. 3. Select all objects using Ctrl-A. Yes, it'll take a while, especially so with the patch above. 4. Rotate the selection by any amount using the right toolbox. 5. Press undo. The game should crash. If it doesn't spam redo and undo until it does. Now to explain what the fix is. In the issue thread I spent a considerable time hemming and hawing about which of the dimmable pieces was null, which was a complete miss and a failure at reading. Let's see the stack trace again: 2024-06-27 02:15:20 [error]: at osu.Game.Rulesets.Osu.Objects.Drawables.DrawableOsuHitObject.<UpdateInitialTransforms>g__applyDim|15_0(Drawable piece) in /home/runner/work/osu-auth-client/osu-auth-client/osu/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs:line 101 Line 101, you say? What could be null here? https://github.com/ppy/osu/blob/bd8addfb5f71568479d2c037d1b6e811de6e7fe6/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs#L101 Okay, what's `InitialLifetimeOffset`, then? https://github.com/ppy/osu/blob/bd8addfb5f71568479d2c037d1b6e811de6e7fe6/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs#L108 Yes, that's right. It's `HitObject` that is null here. Now why does *that* happen? First, let's note that all stacks where this died went through `UpdateState()`, which means that the problematic `applyDim()` calls had to be `ApplyCustomUpdateState` event callbacks. Meaning that the pieces where `HitObject` was null were DHOs themselves. Recall that parent DHOs and child DHOs are pooled separately. Therefore, there is no guarantee that any parent and child DHOs will remain associated with each other for the entire duration of a gameplay session; it is quite the contrary, and nobody should rely on that. Unfortunately for us, adding a `applyDimToDrawableHitObject` callback to a child object's `ApplyCustomUpdateState` *implicitly creates* such an association, because it ends up allocating a closure that captures `this` (meaning the parent in this context). Therefore, this now creates a situation where a child DHO can attempt to read state from a former parent DHO which can be in an indeterminate state, and in fact, when this crashes, the former parent DHO is most likely not even in use - hence the null `HitObject`. Thus, the fix is to clear the association by unsubscribing from the event when nested objects are cleared. My hypothesis why the reproduction scenario is like it is, is that both the sleep and the increased pressure on the pool (by way of selecting all objects and therefore forcing the DHOs to be materialised beyond pool capacity) increases the likelihood of getting a crosslink. When pool pressure is low, it is much more likely that a parent DHO *will* get the same child DHO again on re-application, even though that is not guaranteed. Just as an additional detail, note that the sentry issue for this lists the "first seen" version as 2024.312.0, which is the release that included ppy#27401 which would be directly responsible for this mess.
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 viaLoadComplete()
on theDrawableSlider
, but then, also viaLoadComplete()
, theDrawableSliderTail
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