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Fix drawable channels remaining in memory after being closed

This commit is contained in:
smoogipoo 2019-08-05 19:23:13 +09:00
parent bf0f6e1053
commit 11916782ba

View File

@ -256,6 +256,9 @@ namespace osu.Game.Overlays
loadedChannels.Add(loaded); loadedChannels.Add(loaded);
LoadComponentAsync(loaded, l => LoadComponentAsync(loaded, l =>
{ {
if (currentChannel.Value != e.NewValue)
return;
loading.Hide(); loading.Hide();
currentChannelContainer.Clear(false); currentChannelContainer.Clear(false);
@ -381,7 +384,18 @@ namespace osu.Game.Overlays
foreach (Channel channel in channels) foreach (Channel channel in channels)
{ {
ChannelTabControl.RemoveChannel(channel); ChannelTabControl.RemoveChannel(channel);
loadedChannels.Remove(loadedChannels.Find(c => c.Channel == channel));
var loaded = loadedChannels.Find(c => c.Channel == channel);
if (loaded != null)
{
loadedChannels.Remove(loaded);
// Because the container is only cleared in the async load callback of a new channel, it is forcefully cleared
// to ensure that the previous channel doesn't get updated after it's disposed
currentChannelContainer.Remove(loaded);
loaded.Dispose();
}
} }
} }