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Merge pull request #334 from peppy/memory-fixes

Fix major memory leak when MusicController is hidden
This commit is contained in:
Thomas Müller 2017-02-09 08:34:41 +01:00 committed by GitHub
commit 6f45217b02

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@ -23,6 +23,7 @@ using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Threading;
using osu.Game.Graphics.Sprites;
namespace osu.Game.Overlays
@ -229,6 +230,12 @@ namespace osu.Game.Overlays
{
base.Update();
if (pendingBeatmapSwitch != null)
{
pendingBeatmapSwitch();
pendingBeatmapSwitch = null;
}
if (current?.TrackLoaded ?? false)
{
@ -320,43 +327,50 @@ namespace osu.Game.Overlays
base.PerformLoad(game);
}
Action pendingBeatmapSwitch;
private void updateDisplay(WorkingBeatmap beatmap, TransformDirection direction)
{
Task.Run(() =>
//we might be off-screen when this update comes in.
//rather than Scheduling, manually handle this to avoid possible memory contention.
pendingBeatmapSwitch = () =>
{
if (beatmap?.Beatmap == null)
//todo: we may need to display some default text here (currently in the constructor).
return;
BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
title.Text = unicodeString(metadata.Title, metadata.TitleUnicode);
artist.Text = unicodeString(metadata.Artist, metadata.ArtistUnicode);
});
MusicControllerBackground newBackground;
(newBackground = new MusicControllerBackground(beatmap)).Preload(game, delegate
{
dragContainer.Add(newBackground);
switch (direction)
Task.Run(() =>
{
case TransformDirection.Next:
newBackground.Position = new Vector2(400, 0);
newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
backgroundSprite.MoveToX(-400, 500, EasingTypes.OutCubic);
break;
case TransformDirection.Prev:
newBackground.Position = new Vector2(-400, 0);
newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
backgroundSprite.MoveToX(400, 500, EasingTypes.OutCubic);
break;
}
if (beatmap?.Beatmap == null)
//todo: we may need to display some default text here (currently in the constructor).
return;
backgroundSprite.Expire();
backgroundSprite = newBackground;
});
BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
title.Text = unicodeString(metadata.Title, metadata.TitleUnicode);
artist.Text = unicodeString(metadata.Artist, metadata.ArtistUnicode);
});
MusicControllerBackground newBackground;
(newBackground = new MusicControllerBackground(beatmap)).Preload(game, delegate
{
dragContainer.Add(newBackground);
switch (direction)
{
case TransformDirection.Next:
newBackground.Position = new Vector2(400, 0);
newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
backgroundSprite.MoveToX(-400, 500, EasingTypes.OutCubic);
break;
case TransformDirection.Prev:
newBackground.Position = new Vector2(-400, 0);
newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
backgroundSprite.MoveToX(400, 500, EasingTypes.OutCubic);
break;
}
backgroundSprite.Expire();
backgroundSprite = newBackground;
});
};
}
private Func<string, string, string> unicodeString;