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 345f6486b4
commit f91e474126
4 changed files with 46 additions and 12 deletions

View file

@ -1544,6 +1544,7 @@ class DtsObject extends GameObject {
public override function dispose() {
super.dispose();
this.level = null;
this.dtsResource.release();
}
}

View file

@ -20,16 +20,25 @@ import h3d.scene.MeshBatch;
import src.MarbleGame;
import src.ProfilerUI;
typedef MeshBatchInfo = {
@:publicFields
class MeshBatchInfo {
var instances:Array<MeshInstance>;
var meshbatch:MeshBatch;
var ?transparencymeshbatch:MeshBatch;
var transparencymeshbatch:MeshBatch;
var mesh:Mesh;
public function new() {}
}
typedef MeshInstance = {
@:publicFields
class MeshInstance {
var emptyObj:Object;
var gameObject:GameObject;
public function new(eo, go) {
this.emptyObj = eo;
this.gameObject = go;
}
}
class InstanceManager {
@ -152,7 +161,7 @@ class InstanceManager {
var objs = getAllChildren(object);
var minfos = objects[objectMap.get(object.identifier)]; // objects.get(object.identifier);
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 {
// First time appending the thing so bruh
@ -161,11 +170,11 @@ class InstanceManager {
var minfos = [];
for (obj in objs) {
var isMesh = obj is Mesh;
var minfo:MeshBatchInfo = {
instances: [{emptyObj: obj, gameObject: object}],
meshbatch: isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null,
mesh: isMesh ? cast obj : null
}
var minfo:MeshBatchInfo = new MeshBatchInfo();
minfo.instances = [new MeshInstance(obj, object)];
minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null;
minfo.mesh = isMesh ? cast obj : null;
if (isMesh) {
var mat = cast(obj, Mesh).material;
var minfoshaders = [];

View file

@ -224,7 +224,8 @@ class MarbleGame {
public function showPauseUI() {
exitGameDlg = new ExitGameDlg((sender) -> {
canvas.popDialog(exitGameDlg);
if (world.isRecording) {
var w = getWorld();
if (w.isRecording) {
MarbleGame.canvas.pushDialog(new ReplayNameDlg(() -> {
quitMission();
}));
@ -235,11 +236,13 @@ class MarbleGame {
@:privateAccess world.playGui.setGuiVisibility(true);
canvas.popDialog(exitGameDlg);
paused = !paused;
world.setCursorLock(true);
var w = getWorld();
w.setCursorLock(true);
}, (sender) -> {
@:privateAccess world.playGui.setGuiVisibility(true);
canvas.popDialog(exitGameDlg);
world.restart(true);
var w = getWorld();
w.restart(true);
// world.setCursorLock(true);
paused = !paused;
});
@ -268,6 +271,11 @@ class MarbleGame {
}
}
public function getWorld() {
// So that we don't actually store this somewhere in any closure stack
return world;
}
public function quitMission() {
Console.log("Quitting mission");
var watching = world.isWatching;

View file

@ -1816,28 +1816,44 @@ class MarbleWorld extends Scheduler {
for (interior in this.interiors) {
interior.dispose();
}
interiors = null;
for (pathedInteriors in this.pathedInteriors) {
pathedInteriors.dispose();
}
pathedInteriors = null;
for (marble in this.marbles) {
marble.dispose();
}
marbles = null;
for (dtsObject in this.dtsObjects) {
dtsObject.dispose();
}
dtsObjects = null;
for (trigger in this.triggers) {
trigger.dispose();
}
triggers = null;
for (soundResource in this.soundResources) {
soundResource.release();
}
for (textureResource in this.textureResources) {
textureResource.release();
}
gems = null;
if (sky != null)
sky.dispose();
instanceManager = null;
collisionWorld = null;
particleManager = null;
namedObjects = null;
shapeOrTriggerInside = null;
shapeImmunity = null;
currentCheckpoint = null;
checkpointCollectedGems = null;
marble = null;
this._disposed = true;
AudioManager.stopAllSounds();
// AudioManager.playShell();