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Merge pull request #2791 from peppy/fix-memory-leak
Fix gameplay memory leak due to incorrect binding
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commit
af4d4b529f
@ -161,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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};
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this.beatmap.BindTo(beatmap);
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beatmap.ValueChanged += v => calculateScale();
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this.beatmap.ValueChanged += v => calculateScale();
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cursorScale = config.GetBindable<double>(OsuSetting.GameplayCursorSize);
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cursorScale.ValueChanged += v => calculateScale();
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@ -1,9 +1,11 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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@ -51,6 +53,28 @@ namespace osu.Game.Tests.Visual
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddUntilStep(() => ContinueCondition(p));
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AddAssert("no leaked beatmaps", () =>
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{
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p = null;
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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});
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AddAssert("no leaked players", () =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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playerWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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});
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}
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}
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}
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@ -59,21 +83,32 @@ namespace osu.Game.Tests.Visual
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
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private Player loadPlayerFor(RulesetInfo ri) => loadPlayerFor(ri.CreateInstance());
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private Player loadPlayerFor(Ruleset r)
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{
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var beatmap = CreateBeatmap(r);
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var working = new TestWorkingBeatmap(beatmap);
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Beatmap.Value = new TestWorkingBeatmap(beatmap);
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workingWeakReferences.Add(working);
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Beatmap.Value = working;
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Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
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if (Player != null)
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Remove(Player);
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Player?.Exit();
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var player = CreatePlayer(r);
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LoadComponentAsync(player, LoadScreen);
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playerWeakReferences.Add(player);
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LoadComponentAsync(player, p =>
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{
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Player = p;
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LoadScreen(p);
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});
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return player;
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}
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