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Fix background loaded player never being disposed if early exit occurs
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@ -1,6 +1,7 @@
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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.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -27,6 +28,8 @@ namespace osu.Game.Screens.Play
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private bool showOverlays = true;
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public override bool ShowOverlaysOnEnter => showOverlays;
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private Task loadTask;
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public PlayerLoader(Player player)
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{
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this.player = player;
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@ -55,7 +58,7 @@ namespace osu.Game.Screens.Play
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Margin = new MarginPadding(25)
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});
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LoadComponentAsync(player);
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loadTask = LoadComponentAsync(player);
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}
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protected override void OnResuming(Screen last)
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@ -65,7 +68,7 @@ namespace osu.Game.Screens.Play
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contentIn();
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//we will only be resumed if the player has requested a re-run (see ValidForResume setting above)
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LoadComponentAsync(player = new Player
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loadTask = LoadComponentAsync(player = new Player
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{
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RestartCount = player.RestartCount + 1,
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RestartRequested = player.RestartRequested,
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@ -154,6 +157,8 @@ namespace osu.Game.Screens.Play
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{
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if (!IsCurrentScreen) return;
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loadTask = null;
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if (!Push(player))
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Exit();
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else
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@ -192,6 +197,14 @@ namespace osu.Game.Screens.Play
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return base.OnExiting(next);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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// if the player never got pushed, we should explicitly dispose it.
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loadTask?.ContinueWith(_ => player.Dispose());
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}
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private class BeatmapMetadataDisplay : Container
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{
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private class MetadataLine : Container
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