401 lines
14 KiB
C#
401 lines
14 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Collections;
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public class TrackKeyManager : MonoBehaviour
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{
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public static TrackKeyManager Instance { get; private set; }
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// store note instance IDs (as strings) in queue order per track
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// Format: trackIndex -> Queue of (noteId, noteType) tuples
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private Dictionary<int, Queue<(string noteId, string noteType)>> trackKeyMappings =
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new Dictionary<int, Queue<(string, string)>>();
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// Track notes currently being judged to prevent double-judging the same note
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// Format: trackIndex -> HashSet of note IDs being judged
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private Dictionary<int, HashSet<string>> trackNotesBeingJudged = new Dictionary<int, HashSet<string>>();
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// transient per-frame consumption: ensures one physical press only affects one note per track per frame
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private Dictionary<int, int> trackConsumedFrame = new Dictionary<int, int>();
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// track last frame we checked for focus loss
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private int lastCheckedFrame = -1;
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private bool lastFocusedState = true;
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// --- Anti-deadlock housekeeping ---
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// Some notes can be pooled/disabled without firing OnTriggerExit2D, leaving stale ids in the queue.
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// To guarantee the track never blocks forever, each queued id gets a TTL.
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// When TTL expires, we prune it as stale.
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private readonly Dictionary<string, float> noteIdExpiry = new Dictionary<string, float>();
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[Header("TrackKeyManager housekeeping")]
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[Tooltip("Seconds a queued note id is allowed to stay without being removed. Prevents permanent deadlocks when OnTriggerExit2D is missed.")]
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[Range(0.5f, 10f)]
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public float queuedIdTtlSeconds = 3f;
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[Tooltip("Maximum number of stale head entries to prune per track per call.")]
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[Range(1, 20)]
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public int pruneBatchSize = 5;
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private Coroutine cleanupCoroutine;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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// start periodic cleanup to defend against stale locks that can survive missed Unregister/Unlock calls
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StartCleanupRoutine();
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}
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private void OnDestroy()
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{
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StopCleanupRoutine();
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}
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private void StartCleanupRoutine()
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{
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if (cleanupCoroutine == null)
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cleanupCoroutine = StartCoroutine(CleanupStaleLocksRoutine());
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}
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private void StopCleanupRoutine()
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{
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if (cleanupCoroutine != null)
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{
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StopCoroutine(cleanupCoroutine);
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cleanupCoroutine = null;
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}
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}
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// Periodically scan locks and queued ids to remove stale entries that can cause deadlocks.
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private IEnumerator CleanupStaleLocksRoutine()
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{
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while (true)
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{
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// run once per second (unscaled so it runs during pause)
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yield return new WaitForSecondsRealtime(1f);
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float now = Time.unscaledTime;
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// 1) Prune head entries for all tracks (defensive)
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var trackKeys = new List<int>(trackKeyMappings.Keys);
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foreach (var ti in trackKeys)
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{
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PruneStaleHeads(ti);
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}
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// 2) Inspect locks and release any that reference ids that are expired or not present in any queue
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var trackLockKeys = new List<int>(trackNotesBeingJudged.Keys);
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foreach (var t in trackLockKeys)
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{
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var locks = trackNotesBeingJudged[t];
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if (locks == null || locks.Count == 0) continue;
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var toRemove = new List<string>();
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foreach (var noteId in locks)
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{
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bool hasExpiry = noteIdExpiry.TryGetValue(noteId, out var expiry);
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bool expired = hasExpiry && now > expiry;
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// If expiry missing or expired, consider the id stale and remove lock
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if (!hasExpiry || expired)
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{
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toRemove.Add(noteId);
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continue;
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}
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// Also if the queues do not contain this id anywhere, it is likely stale
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bool foundInQueues = false;
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foreach (var qpair in trackKeyMappings)
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{
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foreach (var item in qpair.Value)
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{
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if (!string.IsNullOrEmpty(item.noteId) && item.noteId == noteId)
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{
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foundInQueues = true;
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break;
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}
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}
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if (foundInQueues) break;
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}
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if (!foundInQueues)
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{
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toRemove.Add(noteId);
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}
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}
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foreach (var id in toRemove)
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{
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locks.Remove(id);
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noteIdExpiry.Remove(id);
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if (GameConfig.verboseLogs) Debug.LogWarning($"[TrackKeyManager] Cleanup: removed stale lock id={id} on track {t}");
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}
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// If locks become empty, remove dictionary entry to keep structure clean
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if (locks.Count == 0)
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{
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trackNotesBeingJudged.Remove(t);
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}
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}
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// 3) Defensive: if a track has no queued ids but has consumed-frame or locks, clear them
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var allTracks = new HashSet<int>();
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foreach (var k in trackKeyMappings.Keys) allTracks.Add(k);
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foreach (var k in trackNotesBeingJudged.Keys) allTracks.Add(k);
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foreach (var k in trackConsumedFrame.Keys) allTracks.Add(k);
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foreach (var track in allTracks)
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{
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bool hasQueue = trackKeyMappings.ContainsKey(track) && trackKeyMappings[track].Count > 0;
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bool hasLocks = trackNotesBeingJudged.ContainsKey(track) && trackNotesBeingJudged[track].Count > 0;
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if (!hasQueue && hasLocks)
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{
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// clear locks for this track
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trackNotesBeingJudged.Remove(track);
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if (GameConfig.verboseLogs) Debug.LogWarning($"[TrackKeyManager] Cleanup: cleared locks for empty track {track}");
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}
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}
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}
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}
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private void Update()
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{
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// Clear per-frame consumption dictionary when focus is regained or at frame boundaries
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int currentFrame = Time.frameCount;
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bool isFocused = Application.isFocused;
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// If we've moved to a new frame or focus state changed, clear consumption tracking
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if (lastCheckedFrame != currentFrame || (isFocused && !lastFocusedState))
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{
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// On focus regain, clear the consumed frame dictionary to allow input again
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if (isFocused && !lastFocusedState)
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{
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trackConsumedFrame.Clear();
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if (GameConfig.verboseLogs) Debug.Log("[TrackKeyManager] Focus regained, cleared track consumption");
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}
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}
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lastCheckedFrame = currentFrame;
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lastFocusedState = isFocused;
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}
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private void PruneStaleHeads(int trackIndex)
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{
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if (!trackKeyMappings.TryGetValue(trackIndex, out var q) || q == null || q.Count == 0)
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return;
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int pruned = 0;
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float now = Time.unscaledTime;
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while (q.Count > 0 && pruned < Mathf.Max(1, pruneBatchSize))
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{
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var head = q.Peek();
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if (string.IsNullOrEmpty(head.noteId))
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{
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q.Dequeue();
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pruned++;
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continue;
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}
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// never prune if this id is currently locked for judgement
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if (trackNotesBeingJudged.TryGetValue(trackIndex, out var locks) && locks != null && locks.Contains(head.noteId))
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break;
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// if an expiry exists and has passed, prune
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if (noteIdExpiry.TryGetValue(head.noteId, out var expiry) && now > expiry)
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{
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q.Dequeue();
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noteIdExpiry.Remove(head.noteId);
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pruned++;
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if (GameConfig.verboseLogs)
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Debug.LogWarning($"[TrackKeyManager] Pruned stale head on track {trackIndex}: id={head.noteId} type={head.noteType} now={now:F2} expiry={expiry:F2}");
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continue;
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}
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// head is still within TTL
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break;
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}
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}
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/// <summary>
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/// 当音符进入判定区域时,添加音符 id 到队列(包含note类型信息)
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/// noteType: "tap" 或 "hold"
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/// </summary>
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public void RegisterKey(int trackIndex, string noteInstanceId, string noteType = "tap")
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{
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if (!trackKeyMappings.ContainsKey(trackIndex))
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trackKeyMappings[trackIndex] = new Queue<(string, string)>();
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trackKeyMappings[trackIndex].Enqueue((noteInstanceId, noteType));
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// record/refresh TTL so the id can't block forever if exit/unregister is missed
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if (!string.IsNullOrEmpty(noteInstanceId))
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{
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noteIdExpiry[noteInstanceId] = Time.unscaledTime + Mathf.Max(0.25f, queuedIdTtlSeconds);
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}
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}
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/// <summary>
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/// 当音符离开判定区域时,移除音符 id
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/// </summary>
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public void UnregisterKey(int trackIndex, string noteInstanceId)
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{
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if (!trackKeyMappings.ContainsKey(trackIndex) || trackKeyMappings[trackIndex].Count == 0)
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{
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// still clear TTL record
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if (!string.IsNullOrEmpty(noteInstanceId)) noteIdExpiry.Remove(noteInstanceId);
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return;
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}
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// If the head matches, dequeue. Otherwise try to remove from queue by rebuilding it.
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if (trackKeyMappings[trackIndex].Count > 0 && trackKeyMappings[trackIndex].Peek().noteId == noteInstanceId)
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{
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trackKeyMappings[trackIndex].Dequeue();
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if (!string.IsNullOrEmpty(noteInstanceId)) noteIdExpiry.Remove(noteInstanceId);
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return;
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}
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// Otherwise remove matching id if present (preserve order of others)
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var q = trackKeyMappings[trackIndex];
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var temp = new Queue<(string, string)>();
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while (q.Count > 0)
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{
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var item = q.Dequeue();
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if (item.noteId != noteInstanceId)
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{
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temp.Enqueue(item);
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}
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}
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trackKeyMappings[trackIndex] = temp;
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if (!string.IsNullOrEmpty(noteInstanceId)) noteIdExpiry.Remove(noteInstanceId);
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}
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/// <summary>
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/// 获取轨道当前排在队首的音符实例 id(队列头)
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/// </summary>
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public string GetCurrentNoteId(int trackIndex)
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{
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PruneStaleHeads(trackIndex);
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if (trackKeyMappings.ContainsKey(trackIndex) && trackKeyMappings[trackIndex].Count > 0)
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{
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return trackKeyMappings[trackIndex].Peek().noteId;
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}
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return null; // 无音符
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}
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/// <summary>
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/// 获取当前队头note的类型("tap" 或 "hold")
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/// </summary>
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public string GetCurrentNoteType(int trackIndex)
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{
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PruneStaleHeads(trackIndex);
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if (trackKeyMappings.ContainsKey(trackIndex) && trackKeyMappings[trackIndex].Count > 0)
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{
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return trackKeyMappings[trackIndex].Peek().noteType;
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}
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return null;
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}
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/// <summary>
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/// Try to register a note as being judged on a track. Returns true if successful (no other note is currently being judged).
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/// This prevents multiple notes on the same track from being judged by a single key press.
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/// </summary>
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public bool TryLockTrackForJudge(int trackIndex, string noteId)
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{
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if (trackIndex < 0) return false;
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// Before locking, prune any expired heads so they can't block judgement.
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PruneStaleHeads(trackIndex);
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if (!trackNotesBeingJudged.ContainsKey(trackIndex))
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{
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trackNotesBeingJudged[trackIndex] = new HashSet<string>();
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}
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// If there are already notes being judged on this track, reject
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if (trackNotesBeingJudged[trackIndex].Count > 0)
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{
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return false;
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}
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// Lock this note
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trackNotesBeingJudged[trackIndex].Add(noteId);
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return true;
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}
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/// <summary>
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/// Release the lock for a note on a track. Call this after judgment is complete.
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/// </summary>
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public void UnlockTrackForJudge(int trackIndex, string noteId)
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{
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if (trackIndex < 0) return;
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if (trackNotesBeingJudged.ContainsKey(trackIndex))
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{
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trackNotesBeingJudged[trackIndex].Remove(noteId);
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}
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// also clear any expiry record for this note id (it has finished its lifecycle)
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if (!string.IsNullOrEmpty(noteId)) noteIdExpiry.Remove(noteId);
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}
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/// <summary>
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/// Try to mark this track as consumed for the current frame. Returns true if this call
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/// successfully consumes the track (no other note on the same track has consumed this frame).
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/// </summary>
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public bool TryConsumeTrackForFrame(int trackIndex)
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{
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if (trackIndex < 0) return false;
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int currentFrame = Time.frameCount;
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// If the recorded frame is old or invalid, allow consumption
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if (!trackConsumedFrame.ContainsKey(trackIndex))
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{
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trackConsumedFrame[trackIndex] = currentFrame;
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return true;
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}
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// If we're in a different frame, reset and allow
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int recordedFrame = trackConsumedFrame[trackIndex];
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if (recordedFrame != currentFrame)
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{
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trackConsumedFrame[trackIndex] = currentFrame;
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return true;
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}
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// Same frame, already consumed - reject
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return false;
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}
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/// <summary>
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/// Force reset the consumption state (useful for testing or specific scenarios)
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/// </summary>
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public void ResetConsumptionState()
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{
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trackConsumedFrame.Clear();
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}
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/// <summary>
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/// Force clear all track locks and per-frame consumption state.
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/// Used to simulate a global input release (e.g. when ending playback).
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/// </summary>
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public void ClearAllLocks()
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{
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trackNotesBeingJudged.Clear();
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trackConsumedFrame.Clear();
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noteIdExpiry.Clear();
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if (GameConfig.verboseLogs) Debug.Log("[TrackKeyManager] ClearAllLocks called: cleared locks and consumption state");
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}
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}
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