2394425147 / 2394425147/astrodx
[BUG] autoplay memory leakage
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- C#
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Mô tả
**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
```
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