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mirror of https://github.com/ppy/osu.git synced 2024-12-14 07:42:57 +08:00

Fix game texture store being disposed by rulesets

This commit is contained in:
smoogipoo 2020-09-24 14:29:44 +09:00
parent fb9d2cb05c
commit 600b823a30

View File

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