// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Lists; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual.Gameplay { public class TestScenePlayerReferenceLeaking : AllPlayersTestScene { private readonly WeakList workingWeakReferences = new WeakList(); private readonly WeakList playerWeakReferences = new WeakList(); protected override void AddCheckSteps() { AddUntilStep("no leaked beatmaps", () => { GC.Collect(); GC.WaitForPendingFinalizers(); int count = 0; workingWeakReferences.ForEachAlive(_ => count++); return count == 1; }); AddUntilStep("no leaked players", () => { GC.Collect(); GC.WaitForPendingFinalizers(); int count = 0; playerWeakReferences.ForEachAlive(_ => count++); return count == 1; }); } protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock clock) { var working = base.CreateWorkingBeatmap(beatmap, clock); workingWeakReferences.Add(working); return working; } protected override Player CreatePlayer(Ruleset ruleset) { var player = base.CreatePlayer(ruleset); playerWeakReferences.Add(player); return player; } } }