Fix memory leaks due to audio track recycle order

This commit is contained in:
smoogipoo
2019-10-01 13:48:56 +09:00
parent 4880fd9e02
commit 04ac414249
3 changed files with 12 additions and 26 deletions

View File

@ -73,10 +73,13 @@ namespace osu.Game.Tests.Visual
// This is the earliest we can get OsuGameBase, which is used by the dummy working beatmap to find textures
var working = new DummyWorkingBeatmap(parent.Get<AudioManager>(), parent.Get<TextureStore>());
beatmap = new OsuTestBeatmap(working)
beatmap = new OsuTestBeatmap(working) { Default = working };
beatmap.BindValueChanged(b => ScheduleAfterChildren(() =>
{
Default = working
};
// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
if (b.OldValue?.TrackLoaded == true && b.OldValue?.Track != b.NewValue?.Track)
b.OldValue.RecycleTrack();
}));
Dependencies = new DependencyContainer(base.CreateChildDependencies(parent));