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Merge pull request #334 from peppy/memory-fixes
Fix major memory leak when MusicController is hidden
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commit
6f45217b02
@ -23,6 +23,7 @@ using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Graphics.Sprites;
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namespace osu.Game.Overlays
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@ -229,6 +230,12 @@ namespace osu.Game.Overlays
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{
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base.Update();
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if (pendingBeatmapSwitch != null)
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{
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pendingBeatmapSwitch();
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pendingBeatmapSwitch = null;
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}
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if (current?.TrackLoaded ?? false)
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{
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@ -320,43 +327,50 @@ namespace osu.Game.Overlays
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base.PerformLoad(game);
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}
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Action pendingBeatmapSwitch;
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private void updateDisplay(WorkingBeatmap beatmap, TransformDirection direction)
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{
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Task.Run(() =>
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//we might be off-screen when this update comes in.
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//rather than Scheduling, manually handle this to avoid possible memory contention.
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pendingBeatmapSwitch = () =>
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{
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if (beatmap?.Beatmap == null)
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//todo: we may need to display some default text here (currently in the constructor).
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return;
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BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
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title.Text = unicodeString(metadata.Title, metadata.TitleUnicode);
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artist.Text = unicodeString(metadata.Artist, metadata.ArtistUnicode);
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});
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MusicControllerBackground newBackground;
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(newBackground = new MusicControllerBackground(beatmap)).Preload(game, delegate
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{
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dragContainer.Add(newBackground);
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switch (direction)
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Task.Run(() =>
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{
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case TransformDirection.Next:
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newBackground.Position = new Vector2(400, 0);
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newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
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backgroundSprite.MoveToX(-400, 500, EasingTypes.OutCubic);
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break;
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case TransformDirection.Prev:
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newBackground.Position = new Vector2(-400, 0);
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newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
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backgroundSprite.MoveToX(400, 500, EasingTypes.OutCubic);
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break;
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}
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if (beatmap?.Beatmap == null)
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//todo: we may need to display some default text here (currently in the constructor).
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return;
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backgroundSprite.Expire();
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backgroundSprite = newBackground;
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});
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BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
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title.Text = unicodeString(metadata.Title, metadata.TitleUnicode);
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artist.Text = unicodeString(metadata.Artist, metadata.ArtistUnicode);
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});
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MusicControllerBackground newBackground;
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(newBackground = new MusicControllerBackground(beatmap)).Preload(game, delegate
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{
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dragContainer.Add(newBackground);
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switch (direction)
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{
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case TransformDirection.Next:
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newBackground.Position = new Vector2(400, 0);
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newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
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backgroundSprite.MoveToX(-400, 500, EasingTypes.OutCubic);
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break;
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case TransformDirection.Prev:
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newBackground.Position = new Vector2(-400, 0);
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newBackground.MoveToX(0, 500, EasingTypes.OutCubic);
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backgroundSprite.MoveToX(400, 500, EasingTypes.OutCubic);
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break;
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}
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backgroundSprite.Expire();
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backgroundSprite = newBackground;
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});
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};
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}
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private Func<string, string, string> unicodeString;
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