fix for [#17878] Scripts operating on blender objects don't clear memory after a crash
This is an interesting bug since it is likely the cause of many other suspicious python crashes in blender. sys.last_traceback would store references to PyObjects at the point of the crash. it would only free these when sys.last_traceback was set again or on exit. This caused many crashes in the BGE while testing since python would end up freeing invalid game objects - When running scripts with errors, Blender would crash every 2-5 runs - in my test just now it crashed after 4 trys. It could also segfault blender, when (for eg) you run a script that has objects referenced. then load a new file and run another script that raises an error. In this case all the invalid Blender-Object's user counts would be decremented, even though none of the pointers were still valid.
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@@ -616,7 +616,12 @@ static void BPY_Err_Handle( char *script_name )
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}
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Py_DECREF( tb );
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}
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/* Added in 2.48a, the last_traceback can reference Objects for example, increasing
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* their user count. Not to mention holding references to wrapped data.
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* This is especially bad when the PyObject for the wrapped data is free'd, after blender
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* has alredy dealocated the pointer */
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PySys_SetObject( "last_traceback", Py_None);
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return;
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}
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@@ -2727,6 +2732,8 @@ int BPY_call_importloader( char *name )
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* Description: This function executes the python script passed by text.
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* The Python dictionary containing global variables needs to
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* be passed in globaldict.
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* NOTE: Make sure BPY_Err_Handle() runs if this returns NULL
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* otherwise pointers can be left in sys.last_traceback that become invalid.
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*****************************************************************************/
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static PyObject *RunPython( Text * text, PyObject * globaldict )
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{
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