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Fix DisposeTrack and improve AsyncLazy to support disposal
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@ -31,7 +31,7 @@ namespace osu.Game.Beatmaps
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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new AsyncLazy<Beatmap>(populateBeatmap);
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background = new AsyncLazy<Texture>(populateBackground);
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background = new AsyncLazy<Texture>(populateBackground, b => b == null || !b.IsDisposed);
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track = new AsyncLazy<Track>(populateTrack);
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waveform = new AsyncLazy<Waveform>(populateWaveform);
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}
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@ -99,10 +99,11 @@ namespace osu.Game.Beatmaps
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if (WaveformLoaded) Waveform?.Dispose();
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}
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public void DisposeTrack()
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{
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if (TrackLoaded) Track?.Dispose();
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}
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/// <summary>
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/// Eagerly dispose of the audio track associated with this <see cref="WorkingBeatmap"/> (if any).
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/// Accessing track again will load a fresh instance.
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/// </summary>
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public void RecycleTrack() => track.Recycle();
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private void applyRateAdjustments(Track t = null)
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{
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@ -114,11 +115,57 @@ namespace osu.Game.Beatmaps
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mod.ApplyToClock(t);
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}
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public class AsyncLazy<T> : Lazy<Task<T>>
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public class AsyncLazy<T>
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{
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public AsyncLazy(Func<T> valueFactory)
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: base(() => Task.Run(valueFactory))
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private Lazy<Task<T>> lazy;
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private readonly Func<T> valueFactory;
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private readonly Func<T, bool> stillValidFunction;
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public AsyncLazy(Func<T> valueFactory, Func<T, bool> stillValidFunction = null)
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{
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this.valueFactory = valueFactory;
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this.stillValidFunction = stillValidFunction;
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init();
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}
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public void Recycle()
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{
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if (!IsValueCreated) return;
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(lazy.Value.Result as IDisposable)?.Dispose();
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init();
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}
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public bool IsValueCreated
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{
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get
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{
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ensureValid();
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return lazy.IsValueCreated;
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}
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}
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public Task<T> Value
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{
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get
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{
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ensureValid();
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return lazy.Value;
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}
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}
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private void ensureValid()
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{
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if (!lazy.IsValueCreated || (stillValidFunction?.Invoke(lazy.Value.Result) ?? true)) return;
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init();
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}
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private void init()
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{
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lazy = new Lazy<Task<T>>(() => Task.Run(valueFactory));
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}
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}
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}
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@ -154,7 +154,7 @@ namespace osu.Game
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Debug.Assert(lastBeatmap != null);
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Debug.Assert(lastBeatmap.Track != null);
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lastBeatmap.DisposeTrack();
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lastBeatmap.RecycleTrack();
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}
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Audio.Track.AddItem(b.Track);
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