From 14f5c814a69b66237840ede64c389f99c56409c2 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 13 Jun 2018 15:12:10 +0900 Subject: [PATCH] Add test for WorkingBeatmap leakage --- osu.Game/Tests/Visual/TestCasePlayer.cs | 34 ++++++++++++++++++++++--- 1 file changed, 30 insertions(+), 4 deletions(-) diff --git a/osu.Game/Tests/Visual/TestCasePlayer.cs b/osu.Game/Tests/Visual/TestCasePlayer.cs index 3cdc496ee1..55fb9c483b 100644 --- a/osu.Game/Tests/Visual/TestCasePlayer.cs +++ b/osu.Game/Tests/Visual/TestCasePlayer.cs @@ -1,9 +1,12 @@ // Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE +using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics.Shapes; +using osu.Framework.Lists; +using osu.Framework.Logging; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; @@ -43,6 +46,7 @@ namespace osu.Game.Tests.Visual Player p = null; AddStep(ruleset.RulesetInfo.Name, () => p = loadPlayerFor(ruleset)); AddUntilStep(() => ContinueCondition(p)); + } else { @@ -51,6 +55,20 @@ namespace osu.Game.Tests.Visual Player p = null; AddStep(r.Name, () => p = loadPlayerFor(r)); AddUntilStep(() => ContinueCondition(p)); + AddAssert("no leaked beatmaps", () => + { + p = null; + + GC.Collect(); + GC.WaitForPendingFinalizers(); + int count = 0; + + workingWeakReferences.ForEachAlive(_ => count++); + + Logger.Log($"reference count {count}"); + + return count == 1; + }); } } } @@ -59,21 +77,29 @@ namespace osu.Game.Tests.Visual protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo); + private readonly WeakList workingWeakReferences = new WeakList(); + private Player loadPlayerFor(RulesetInfo ri) => loadPlayerFor(ri.CreateInstance()); private Player loadPlayerFor(Ruleset r) { var beatmap = CreateBeatmap(r); + var working = new TestWorkingBeatmap(beatmap); - Beatmap.Value = new TestWorkingBeatmap(beatmap); + workingWeakReferences.Add(working); + + Beatmap.Value = working; Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) }; - if (Player != null) - Remove(Player); + Player?.Exit(); var player = CreatePlayer(r); - LoadComponentAsync(player, LoadScreen); + LoadComponentAsync(player, p => + { + Player = p; + LoadScreen(p); + }); return player; }