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Add check for player screens too
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@ -6,7 +6,6 @@ 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.Framework.Logging;
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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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@ -55,6 +54,7 @@ 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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@ -64,9 +64,16 @@ namespace osu.Game.Tests.Visual
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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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Logger.Log($"reference count {count}");
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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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@ -78,6 +85,7 @@ 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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@ -95,6 +103,8 @@ namespace osu.Game.Tests.Visual
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var player = CreatePlayer(r);
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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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