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57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Lists;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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public class TestCasePlayerReferenceLeaking : AllPlayersTestCase
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{
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
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protected override void AddCheckSteps()
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{
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AddUntilStep(() =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked beatmaps");
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AddUntilStep(() =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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playerWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked players");
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock clock)
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{
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var working = base.CreateWorkingBeatmap(beatmap, clock);
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workingWeakReferences.Add(working);
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return working;
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}
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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var player = base.CreatePlayer(ruleset);
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playerWeakReferences.Add(player);
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return player;
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}
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}
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}
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