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Fix game texture store being disposed by rulesets
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fb9d2cb05c
commit
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@ -10,6 +10,7 @@ using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.IO.Stores;
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using osu.Game.Rulesets.Configuration;
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@ -46,12 +47,11 @@ namespace osu.Game.Rulesets.UI
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if (resources != null)
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{
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TextureStore = new TextureStore(new TextureLoaderStore(new NamespacedResourceStore<byte[]>(resources, @"Textures")));
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TextureStore.AddStore(parent.Get<TextureStore>());
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Cache(TextureStore);
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CacheAs(TextureStore = new FallbackTextureStore(TextureStore, parent.Get<TextureStore>()));
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SampleStore = parent.Get<AudioManager>().GetSampleStore(new NamespacedResourceStore<byte[]>(resources, @"Samples"));
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SampleStore.PlaybackConcurrency = OsuGameBase.SAMPLE_CONCURRENCY;
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CacheAs<ISampleStore>(new FallbackSampleStore(SampleStore, parent.Get<ISampleStore>()));
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CacheAs(SampleStore = new FallbackSampleStore(SampleStore, parent.Get<ISampleStore>()));
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}
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RulesetConfigManager = parent.Get<RulesetConfigCache>().GetConfigFor(ruleset);
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@ -82,6 +82,7 @@ namespace osu.Game.Rulesets.UI
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isDisposed = true;
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SampleStore?.Dispose();
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TextureStore?.Dispose();
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RulesetConfigManager = null;
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}
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@ -89,27 +90,24 @@ namespace osu.Game.Rulesets.UI
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}
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/// <summary>
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/// A sample store which adds a fallback source.
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/// A sample store which adds a fallback source and prevents disposal of the fallback source.
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/// </summary>
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/// <remarks>
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/// This is a temporary implementation to workaround ISampleStore limitations.
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/// </remarks>
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public class FallbackSampleStore : ISampleStore
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{
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private readonly ISampleStore primary;
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private readonly ISampleStore secondary;
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private readonly ISampleStore fallback;
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public FallbackSampleStore(ISampleStore primary, ISampleStore secondary)
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public FallbackSampleStore(ISampleStore primary, ISampleStore fallback)
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{
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this.primary = primary;
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this.secondary = secondary;
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this.fallback = fallback;
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}
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public SampleChannel Get(string name) => primary.Get(name) ?? secondary.Get(name);
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public SampleChannel Get(string name) => primary.Get(name) ?? fallback.Get(name);
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public Task<SampleChannel> GetAsync(string name) => primary.GetAsync(name) ?? secondary.GetAsync(name);
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public Task<SampleChannel> GetAsync(string name) => primary.GetAsync(name) ?? fallback.GetAsync(name);
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public Stream GetStream(string name) => primary.GetStream(name) ?? secondary.GetStream(name);
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public Stream GetStream(string name) => primary.GetStream(name) ?? fallback.GetStream(name);
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public IEnumerable<string> GetAvailableResources() => throw new NotSupportedException();
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@ -145,6 +143,31 @@ namespace osu.Game.Rulesets.UI
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public void Dispose()
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{
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primary?.Dispose();
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}
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}
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/// <summary>
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/// A texture store which adds a fallback source and prevents disposal of the fallback source.
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/// </summary>
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public class FallbackTextureStore : TextureStore
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{
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private readonly TextureStore primary;
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private readonly TextureStore fallback;
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public FallbackTextureStore(TextureStore primary, TextureStore fallback)
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{
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this.primary = primary;
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this.fallback = fallback;
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}
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public override Texture Get(string name, WrapMode wrapModeS, WrapMode wrapModeT)
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=> primary.Get(name, wrapModeS, wrapModeT) ?? fallback.Get(name, wrapModeS, wrapModeT);
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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primary?.Dispose();
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}
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}
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}
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