Bugfixes: fix for two memory leaks related to dupligroups,

and a missing reference count in the trackto actuator. This
showed up as leaked pose data, but actually the whole object
was not being freed.
This commit is contained in:
2008-07-30 16:15:15 +00:00
parent 2d3a57eaa3
commit 7f170c18bb
5 changed files with 31 additions and 26 deletions

View File

@@ -57,24 +57,12 @@
BL_ActionActuator::~BL_ActionActuator()
{
if (m_pose) {
free_pose_channels(m_pose);
MEM_freeN(m_pose);
m_pose = NULL;
};
if (m_userpose){
free_pose_channels(m_userpose);
MEM_freeN(m_userpose);
m_userpose=NULL;
}
if (m_blendpose) {
free_pose_channels(m_blendpose);
MEM_freeN(m_blendpose);
m_blendpose = NULL;
};
if (m_pose)
free_pose(m_pose);
if (m_userpose)
free_pose(m_userpose);
if (m_blendpose)
free_pose(m_blendpose);
}
void BL_ActionActuator::ProcessReplica(){

View File

@@ -82,10 +82,8 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
BL_ArmatureObject::~BL_ArmatureObject()
{
if (m_mrdPose){
free_pose_channels(m_mrdPose);
MEM_freeN(m_mrdPose);
}
if (m_mrdPose)
free_pose(m_mrdPose);
}
/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
@@ -172,12 +170,13 @@ void BL_ArmatureObject::GetMRDPose(bPose **pose)
// copy_pose (&m_mrdPose, m_pose, 0);
//}
if (!*pose)
if (!*pose) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
copy_pose(pose, m_objArma->pose, 1);
}
else
extract_pose_from_pose(*pose, m_objArma->pose);

View File

@@ -628,7 +628,8 @@ BL_Material* ConvertMaterial(
material->transp = TF_ALPHA;
// always zsort alpha + add
if(material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) {
if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha)
&& (material->transp != TF_CLIP)) {
material->ras_mode |= ALPHA;
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
}
@@ -1856,7 +1857,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (converter->addInitFromFrame)
if (!isInActiveLayer)
addobj=false;
if (gameobj&&addobj)
{
MT_Point3 posPrev;

View File

@@ -93,6 +93,9 @@ void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
{
KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
if(replica)
replica->Release();
return (void*)replica;
}
@@ -670,8 +673,12 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
{
gameobj = (KX_GameObject*)(*oit);
if (gameobj->GetParent() != NULL)
KX_GameObject *parent = gameobj->GetParent();
if (parent != NULL)
{
parent->Release(); // GetParent() increased the refcount
// this object is not a top parent. Either it is the child of another
// object in the group and it will be added automatically when the parent
// is added. Or it is the child of an object outside the group and the group

View File

@@ -195,6 +195,8 @@ void KX_TrackToActuator::ProcessReplica()
// the replica is tracking the same object => register it
if (m_object)
m_object->RegisterActuator(this);
if (m_parentobj)
m_parentobj->AddRef();
SCA_IActuator::ProcessReplica();
}
@@ -219,6 +221,14 @@ void KX_TrackToActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
m_object = (SCA_IObject*)(*h_obj);
m_object->RegisterActuator(this);
}
void **h_parobj = (*obj_map)[m_parentobj];
if (h_parobj) {
if (m_parentobj)
m_parentobj->Release();
m_parentobj= (KX_GameObject*)(*h_parobj);
m_parentobj->AddRef();
}
}