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[BUG] autoplay memory leakage #165

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Aike0126 opened this issue Dec 13, 2024 · 0 comments
Open

[BUG] autoplay memory leakage #165

Aike0126 opened this issue Dec 13, 2024 · 0 comments
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bug Something isn't working in-progress This issue is being worked on

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@Aike0126
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Aike0126 commented Dec 13, 2024

How the error is reproduced

  1. First of all, play any beatmap without adding any mods, pause and exit the game during the game
  2. After returning to the main screen, add AutoPlay MOD to the you just played
  3. After clicking start, the game interface will freeze, and then there will be a warning and an error repeatedly, causing the memory usage to surge

Here is the screen recording for your reference
https://github.com/user-attachments/assets/2dacabdc-e6f1-4710-8331-82b882a9d7f7

My device information
Model: OnePlus Ace3 (The corresponding international version is OnePlus 12R)
System version: ColorOS 15 PJE110_15.0.0.300(CN01)(But the international version uses OxygenOS.They may be the same)(Oh, by the way, it's Android 15)
Software Version: v2.0.0 Beta 2 (Patch C)

Additional Information
The details of the error are as follows:

InvalidOperationException: History buffer has been disposed
UnityEngine.InputSystem.LowLevel.InputStateHistory.GetRecord (System.Int32 index) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.LowLevel.InputStateHistory`1+Record[TValue].CheckValid () (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.LowLevel.InputStateHistory`1+Record[TValue].GetUnsafeMemoryPtr () (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.EnhancedTouch.Touch.get_startTime () (at <00000000000000000000000000000000>:0)
AstroDX.Contexts.Gameplay.Input.TouchInputProvider.DrawInteractions (UnityEngine.Camera cam) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <00000000000000000000000000000000>:0)

The details of the warning are as follows:
Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
 #0 0x7005e0c44c (libunity.so) ? 0x0
 #1 0x700631cf84 (libunity.so) ? 0x0
 #2 0x7005ad3ce8 (libunity.so) ? 0x0
 #3 0x7005ad3bfc (libunity.so) ? 0x0
 #4 0x70044cddd0 (libil2cpp.so) ? 0x0
 #5 0x70045d9564 (libil2cpp.so) ? 0x0
 #6 0x70045d80dc (libil2cpp.so) ? 0x0
 #7 0x70046fea90 (libil2cpp.so) ? 0x0
 #8 0x700286d9a8 (libil2cpp.so) ? 0x0
 #9 0x700286d8f4 (libil2cpp.so) ? 0x0
 #10 0x7005d15910 (libunity.so) ? 0x0
 #11 0x7005d25470 (libunity.so) ? 0x0
 #12 0x7005c0ada8 (libunity.so) ? 0x0
 #13 0x70060e76dc (libunity.so) ? 0x0
 #14 0x70060e7c50 (libunity.so) ? 0x0
 #15 0x7005c435c0 (libunity.so) ? 0x0
 #16 0x7005c381b8 (libunity.so) ? 0x0
 #17 0x7005c381f8 (libunity.so) ? 0x0
 #18 0x7005c3848c (libunity.so) ? 0x0
 #19 0x7005da9500 (libunity.so) ? 0x0
 #20 0x7005dc0420 (libunity.so) ? 0x0
 #21 0x71943460 (boot.oat) ? 0x0
@Aike0126 Aike0126 added the bug Something isn't working label Dec 13, 2024
@Soneoylys Soneoylys changed the title AutoPlay导致内存泄漏! [BUG] autoplay memory leakage Jan 5, 2025
@Soneoylys Soneoylys added the in-progress This issue is being worked on label Jan 5, 2025
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