Fix DataHeightCache logic, cleanup some loose ends and edge cases, add rebuild fix

This commit is contained in:
Sinai 2021-04-24 16:45:17 +10:00
parent 38bd19c243
commit 0cf8309a82

View File

@ -35,6 +35,12 @@ namespace UnityExplorer.UI.Widgets
private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>();
public DataViewInfo this[int index]
{
get => heightCache[index];
set => SetIndex(index, value);
}
public int Count => heightCache.Count;
public float TotalHeight => totalHeight;
@ -43,9 +49,6 @@ namespace UnityExplorer.UI.Widgets
public float DefaultHeight => m_defaultHeight ?? (float)(m_defaultHeight = ScrollPool.PrototypeCell.rect.height);
private float? m_defaultHeight;
/// <summary>Get the first range (division of DefaultHeight) which the position appears in.</summary>
private int GetRangeIndexOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
/// <summary>
/// Lookup table for "which data index first appears at this position"<br/>
/// Index: DefaultHeight * index from top of data<br/>
@ -53,11 +56,11 @@ namespace UnityExplorer.UI.Widgets
/// </summary>
private readonly List<int> rangeCache = new List<int>();
public DataViewInfo this[int index]
{
get => heightCache[index];
set => SetIndex(index, value);
}
/// <summary>Get the first range (division of DefaultHeight) which the position appears in.</summary>
private int GetRangeIndexOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
/// <summary>Same as GetRangeIndexOfPosition, except this rounds up to the next division if there was remainder from the previous cell.</summary>
private int GetRangeCeilingOfPosition(float position) => (int)Math.Ceiling((decimal)position / (decimal)DefaultHeight);
/// <summary>
/// Get the spread of the height, starting from the start position.<br/><br/>
@ -118,11 +121,11 @@ namespace UnityExplorer.UI.Widgets
cache = null;
int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
if (rangeIndex <= 0)
return 0;
if (rangeIndex < 0)
throw new Exception("Range index (" + rangeIndex + ") is below 0");
if (rangeCache.Count <= rangeIndex)
return rangeCache[rangeCache.Count - 1];
throw new Exception("Range index (" + rangeIndex + ") exceeded rangeCache count (" + rangeCache.Count + ")");
int dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
@ -157,7 +160,7 @@ namespace UnityExplorer.UI.Widgets
var diff = height - prevHeight;
if (diff != 0.0f)
{
// ExplorerCore.LogWarning("Height for data index " + dataIndex + " changed by " + diff);
// LogWarning("Height for data index " + dataIndex + " changed by " + diff);
totalHeight += diff;
cache.height = height;
}
@ -169,59 +172,79 @@ namespace UnityExplorer.UI.Widgets
cache.startPosition = prev.startPosition + prev.height;
}
int rangeIndex = GetRangeIndexOfPosition(cache.startPosition);
// var spread = GetRangeIndexOfPosition(value);
int rangeIndex = GetRangeCeilingOfPosition(cache.startPosition);
int spread = GetRangeSpread(cache.startPosition, height);
if (rangeCache.Count <= rangeIndex)
// check if our range cache is "corrupt" or not. If so we need to do a quick rebuild,
// so that each cell's start position is correct again.
if (rangeCache.Count <= rangeIndex || rangeCache[rangeIndex] != dataIndex)
{
// This should never happen, there is a gap in the previous data. Trigger rebuild?
// I stress-tested the scroll pool and didn't seem to encounter this, leaving for now.
ExplorerCore.LogWarning($"rangeToDataIndex.Count ({rangeCache.Count}) <= rangeIndex ({rangeIndex})?");
RebuildStartPositions(ignoreDataCount);
// get these values again after rebuilding
rangeIndex = GetRangeCeilingOfPosition(cache.startPosition);
spread = GetRangeSpread(cache.startPosition, height);
}
else if (spread != cache.normalizedSpread)
if (spread != cache.normalizedSpread)
{
// The cell's spread has changed, need to update.
int spreadDiff = spread - cache.normalizedSpread;
cache.normalizedSpread = spread;
int rangeStart = -1;
// the start will always be at LEAST (no less) PrototypeHeight * index, cells can never be smaller than that.
int minStart = rangeCache[dataIndex];
for (int i = minStart; i < rangeCache.Count; i++)
if (rangeCache[rangeIndex] != dataIndex)
{
if (rangeCache[i] == dataIndex)
// In some rare cases we may not find our data index at the expected range index.
// We can make some educated guesses and find the real index pretty quickly.
int minStart = rangeCache[dataIndex];
for (int i = minStart; i < rangeCache.Count; i++)
{
rangeStart = i;
break;
if (rangeCache[i] == dataIndex)
{
rangeIndex = i;
break;
}
// If we somehow reached the end and didn't find the data index...
if (i == rangeCache.Count - 1)
{
// This should never happen. We might be in a rebuild right now so don't
// rebuild again, we could overflow the stack. Just log it.
ExplorerCore.LogWarning($"DataHeightCache: Looking for range index of data {dataIndex} but reached the end and didn't find it.");
ExplorerCore.Log($"startPos: {cache.startPosition}, rangeIndex: {rangeIndex}, total height: {TotalHeight}");
return;
}
// our data index is further down. add the min difference and try again.
// the iterator will add 1 on the next loop so account for that.
// also, add the (spread - 1) of the cell we found at this index to skip it.
int jmp = dataIndex - rangeCache[i] - 1;
jmp += heightCache[rangeCache[i]].normalizedSpread - 1;
i += jmp < 1 ? 0 : jmp;
}
// our index is further down. add the min difference and try again.
// the iterator will add 1 on the next loop so account for that.
int jmp = dataIndex - rangeCache[i] - 1;
i += jmp < 1 ? 0 : jmp;
}
if (rangeStart == -1)
{
ExplorerCore.LogWarning($"DataHeightCache corrupt? Couldn't find dataIndex {dataIndex} anywhere in range cache.");
return;
}
if (spreadDiff > 0)
{
// need to insert
for (int i = 0; i < spreadDiff; i++)
rangeCache.Insert(rangeStart, dataIndex);
{
if (rangeCache[rangeIndex] == dataIndex)
rangeCache.Insert(rangeIndex, dataIndex);
else
ExplorerCore.LogWarning($"DataHeightCache Error increading spread of data {dataIndex}, " +
$"the value at range {rangeIndex} is {rangeCache[rangeIndex]}!");
}
}
else
{
// need to remove
for (int i = 0; i < -spreadDiff; i++)
rangeCache.RemoveAt(rangeStart);
if (rangeCache[rangeIndex] == dataIndex)
rangeCache.RemoveAt(rangeIndex);
else
ExplorerCore.LogWarning($"DataHeightCache Error decreasing spread of data {dataIndex}, " +
$"the value at range {rangeIndex} is {rangeCache[rangeIndex]}!");
}
}
@ -233,5 +256,12 @@ namespace UnityExplorer.UI.Widgets
SisterCache.SetIndex(realIdx, height, true);
}
}
private void RebuildStartPositions(bool ignoreDataCount)
{
//start at 1 because 0's start pos is always 0
for (int i = 1; i < heightCache.Count; i++)
SetIndex(i, heightCache[i].height, ignoreDataCount);
}
}
}