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Rework logic to avoid custom disposal early return handling
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@ -2,7 +2,6 @@
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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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -43,42 +42,45 @@ namespace osu.Game.Screens.OnlinePlay
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leasedInProgress = inProgress.BeginLease(true);
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leasedInProgress.Value = true;
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// for extra safety, marshal the end of operation back to the update thread if necessary.
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return new OngoingOperation(() => Scheduler.Add(endOperation, false));
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return new OngoingOperation(this, leasedInProgress);
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}
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private void endOperation()
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private void endOperationWithKnownLease(LeasedBindable<bool> lease)
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{
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leasedInProgress?.Return();
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leasedInProgress = null;
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if (lease != leasedInProgress)
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return;
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// for extra safety, marshal the end of operation back to the update thread if necessary.
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Scheduler.Add(() =>
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{
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leasedInProgress?.Return();
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leasedInProgress = null;
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}, false);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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// base call does an UnbindAllBindables().
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// clean up the leased reference here so that it doesn't get returned twice.
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leasedInProgress = null;
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}
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private class OngoingOperation : InvokeOnDisposal
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private class OngoingOperation : IDisposable
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{
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private bool isDisposed;
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private readonly OngoingOperationTracker tracker;
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private readonly LeasedBindable<bool> lease;
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public OngoingOperation(Action action)
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: base(action)
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public OngoingOperation(OngoingOperationTracker tracker, LeasedBindable<bool> lease)
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{
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this.tracker = tracker;
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this.lease = lease;
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}
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public override void Dispose()
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public void Dispose()
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{
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// base class does not check disposal state for performance reasons which aren't relevant here.
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// track locally, to avoid interfering with other operations in case of a potential double-disposal.
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if (isDisposed)
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return;
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base.Dispose();
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isDisposed = true;
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tracker.endOperationWithKnownLease(lease);
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}
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}
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}
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