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Merge pull request #20375 from peppy/fix-score-reference-leak
Fix mods potentially keeping reference to runtime gameplay elements
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commit
2499493347
@ -15,8 +15,10 @@ using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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@ -101,6 +103,37 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for last played to update", () => getLastPlayed() != null);
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}
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[Test]
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public void TestModReferenceNotRetained()
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{
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AddStep("allow fail", () => allowFail = false);
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Mod[] originalMods = { new OsuModDaycore { SpeedChange = { Value = 0.8 } } };
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Mod[] playerMods = null!;
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AddStep("load player with mods", () => LoadPlayer(originalMods));
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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AddStep("get mods at start of gameplay", () => playerMods = Player.Score.ScoreInfo.Mods.ToArray());
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// Player creates new instance of mods during load.
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AddAssert("player score has copied mods", () => playerMods.First(), () => Is.Not.SameAs(originalMods.First()));
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AddAssert("player score has matching mods", () => playerMods.First(), () => Is.EqualTo(originalMods.First()));
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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// Player creates new instance of mods after gameplay to ensure any runtime references to drawables etc. are not retained.
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AddAssert("results screen score has copied mods", () => (Player.GetChildScreen() as ResultsScreen)?.Score.Mods.First(), () => Is.Not.SameAs(playerMods.First()));
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AddAssert("results screen score has matching", () => (Player.GetChildScreen() as ResultsScreen)?.Score.Mods.First(), () => Is.EqualTo(playerMods.First()));
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AddUntilStep("score in database", () => Realm.Run(r => r.Find<ScoreInfo>(Player.Score.ScoreInfo.ID) != null));
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AddUntilStep("databased score has correct mods", () => Realm.Run(r => r.Find<ScoreInfo>(Player.Score.ScoreInfo.ID)).Mods.First(), () => Is.EqualTo(playerMods.First()));
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}
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[Test]
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public void TestScoreStoredLocally()
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{
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@ -137,6 +137,11 @@ namespace osu.Game.Scoring
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clone.Statistics = new Dictionary<HitResult, int>(clone.Statistics);
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clone.MaximumStatistics = new Dictionary<HitResult, int>(clone.MaximumStatistics);
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// Ensure we have fresh mods to avoid any references (ie. after gameplay).
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clone.clearAllMods();
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clone.ModsJson = ModsJson;
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clone.RealmUser = new RealmUser
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{
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OnlineID = RealmUser.OnlineID,
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@ -7,7 +7,6 @@ using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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@ -57,7 +56,9 @@ namespace osu.Game.Tests.Visual
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protected virtual bool Autoplay => false;
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protected void LoadPlayer()
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protected void LoadPlayer() => LoadPlayer(Array.Empty<Mod>());
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protected void LoadPlayer(Mod[] mods)
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{
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var ruleset = CreatePlayerRuleset();
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Ruleset.Value = ruleset.RulesetInfo;
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@ -65,20 +66,21 @@ namespace osu.Game.Tests.Visual
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var beatmap = CreateBeatmap(ruleset.RulesetInfo);
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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SelectedMods.Value = Array.Empty<Mod>();
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SelectedMods.Value = mods;
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if (!AllowFail)
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{
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var noFailMod = ruleset.CreateMod<ModNoFail>();
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if (noFailMod != null)
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SelectedMods.Value = new[] { noFailMod };
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SelectedMods.Value = SelectedMods.Value.Append(noFailMod).ToArray();
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}
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if (Autoplay)
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{
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var mod = ruleset.GetAutoplayMod();
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if (mod != null)
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SelectedMods.Value = SelectedMods.Value.Concat(mod.Yield()).ToArray();
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SelectedMods.Value = SelectedMods.Value.Append(mod).ToArray();
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}
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Player = CreatePlayer(ruleset);
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