Added lookup table system to TimingData so that GetBeatAndBPS and GetElapsedTime don't have to walk through the entire list of timing segments several times every frame during gameplay.

This commit is contained in:
Kyzentun
2015-03-14 23:17:35 -06:00
parent 0d309e633d
commit 2b7ebb3729
7 changed files with 410 additions and 237 deletions
+13
View File
@@ -198,6 +198,19 @@ bool ScreenSyncOverlay::Input( const InputEventPlus &input )
return true;
}
// Release the lookup tables being used for the timing data because
// changing the timing data invalidates them. -Kyz
if(a != Action_Invalid)
{
FOREACH_EnabledPlayer(pn)
{
if(GAMESTATE->m_pCurSteps[pn])
{
GAMESTATE->m_pCurSteps[pn]->GetTimingData()->ReleaseLookup();
}
}
}
switch( a )
{
case RevertSyncChanges: