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