fix memory leaks caused by world not being properly disposed

This commit is contained in:
RandomityGuy 2023-10-01 14:06:36 +05:30
parent 628a2627ff
commit 0ae13d5acc
4 changed files with 44 additions and 11 deletions

View file

@ -989,6 +989,7 @@ class DtsObject extends GameObject {
public override function dispose() { public override function dispose() {
super.dispose(); super.dispose();
this.level = null;
this.dtsResource.release(); this.dtsResource.release();
} }
} }

View file

@ -13,16 +13,25 @@ import h3d.scene.Object;
import h3d.scene.Mesh; import h3d.scene.Mesh;
import h3d.scene.MeshBatch; import h3d.scene.MeshBatch;
typedef MeshBatchInfo = { @:publicFields
class MeshBatchInfo {
var instances:Array<MeshInstance>; var instances:Array<MeshInstance>;
var meshbatch:MeshBatch; var meshbatch:MeshBatch;
var ?transparencymeshbatch:MeshBatch; var transparencymeshbatch:MeshBatch;
var mesh:Mesh; var mesh:Mesh;
public function new() {}
} }
typedef MeshInstance = { @:publicFields
class MeshInstance {
var emptyObj:Object; var emptyObj:Object;
var gameObject:GameObject; var gameObject:GameObject;
public function new(eo, go) {
this.emptyObj = eo;
this.gameObject = go;
}
} }
class InstanceManager { class InstanceManager {
@ -108,7 +117,7 @@ class InstanceManager {
var objs = getAllChildren(object); var objs = getAllChildren(object);
var minfos = objects[objectMap.get(object.identifier)]; // objects.get(object.identifier); var minfos = objects[objectMap.get(object.identifier)]; // objects.get(object.identifier);
for (i in 0...objs.length) { for (i in 0...objs.length) {
minfos[i].instances.push({emptyObj: objs[i], gameObject: object}); minfos[i].instances.push(new MeshInstance(objs[i], object));
} }
} else { } else {
// First time appending the thing so bruh // First time appending the thing so bruh
@ -117,11 +126,11 @@ class InstanceManager {
var minfos = []; var minfos = [];
for (obj in objs) { for (obj in objs) {
var isMesh = obj is Mesh; var isMesh = obj is Mesh;
var minfo:MeshBatchInfo = { var minfo:MeshBatchInfo = new MeshBatchInfo();
instances: [{emptyObj: obj, gameObject: object}], minfo.instances = [new MeshInstance(obj, object)];
meshbatch: isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null, minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null;
mesh: isMesh ? cast obj : null minfo.mesh = isMesh ? cast obj : null;
}
if (isMesh) { if (isMesh) {
var mat = cast(obj, Mesh).material; var mat = cast(obj, Mesh).material;
var dtsshader = mat.mainPass.getShader(DtsTexture); var dtsshader = mat.mainPass.getShader(DtsTexture);

View file

@ -194,10 +194,12 @@ class MarbleGame {
}, (sender) -> { }, (sender) -> {
canvas.popDialog(exitGameDlg); canvas.popDialog(exitGameDlg);
paused = !paused; paused = !paused;
world.setCursorLock(true); var w = getWorld();
w.setCursorLock(true);
}, (sender) -> { }, (sender) -> {
canvas.popDialog(exitGameDlg); canvas.popDialog(exitGameDlg);
world.restart(); var w = getWorld();
w.restart();
// world.setCursorLock(true); // world.setCursorLock(true);
paused = !paused; paused = !paused;
}); });
@ -211,6 +213,11 @@ class MarbleGame {
} }
} }
public function getWorld() {
// So that we don't actually store this somewhere in any closure stack
return world;
}
public function quitMission() { public function quitMission() {
world.setCursorLock(false); world.setCursorLock(false);
paused = false; paused = false;

View file

@ -1545,27 +1545,43 @@ class MarbleWorld extends Scheduler {
for (interior in this.interiors) { for (interior in this.interiors) {
interior.dispose(); interior.dispose();
} }
interiors = null;
for (pathedInteriors in this.pathedInteriors) { for (pathedInteriors in this.pathedInteriors) {
pathedInteriors.dispose(); pathedInteriors.dispose();
} }
pathedInteriors = null;
for (marble in this.marbles) { for (marble in this.marbles) {
marble.dispose(); marble.dispose();
} }
marbles = null;
for (dtsObject in this.dtsObjects) { for (dtsObject in this.dtsObjects) {
dtsObject.dispose(); dtsObject.dispose();
} }
dtsObjects = null;
for (trigger in this.triggers) { for (trigger in this.triggers) {
trigger.dispose(); trigger.dispose();
} }
triggers = null;
for (soundResource in this.soundResources) { for (soundResource in this.soundResources) {
soundResource.release(); soundResource.release();
} }
for (textureResource in this.textureResources) { for (textureResource in this.textureResources) {
textureResource.release(); textureResource.release();
} }
gems = null;
sky.dispose(); sky.dispose();
instanceManager = null;
collisionWorld = null;
particleManager = null;
namedObjects = null;
shapeOrTriggerInside = null;
shapeImmunity = null;
currentCheckpoint = null;
checkpointCollectedGems = null;
marble = null;
this._disposed = true; this._disposed = true;
AudioManager.stopAllSounds(); AudioManager.stopAllSounds();
AudioManager.playShell(); AudioManager.playShell();