diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2019-10-19 18:45:17 +0200 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2019-10-19 18:45:17 +0200 |
commit | 1a9801f7007ceb5dc894a0da1d90d1f8201b44fc (patch) | |
tree | 3b411d304017688930308db4c58463bdfb54df3d | |
parent | 119bf237209414a49879fba40459f22315ab1467 (diff) |
Fixed leak on exit when using yield with SceneTreeTimer
Use case:
yield(get_tree().create_timer(2), "timeout")
Some resources were never released because the SceneTreeTimer was keeping a reference to GDScriptFunctionState in its signal connections, while GDScriptFunctionState was holding a reference to the SceneTreeTimer object. Cleaning all signal connections on game exit fixes the issue.
Fixes #29946
-rw-r--r-- | scene/main/scene_tree.cpp | 17 | ||||
-rw-r--r-- | scene/main/scene_tree.h | 2 |
2 files changed, 19 insertions, 0 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 830d314245..38ad6886b1 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -78,6 +78,17 @@ bool SceneTreeTimer::is_pause_mode_process() { return process_pause; } +void SceneTreeTimer::release_connections() { + + List<Connection> connections; + get_all_signal_connections(&connections); + + for (List<Connection>::Element *E = connections.front(); E; E = E->next()) { + Connection const &connection = E->get(); + disconnect(connection.signal, connection.target, connection.method); + } +} + SceneTreeTimer::SceneTreeTimer() { time_left = 0; process_pause = true; @@ -611,6 +622,12 @@ void SceneTree::finish() { memdelete(root); //delete root root = NULL; } + + // cleanup timers + for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E; E = E->next()) { + E->get()->release_connections(); + } + timers.clear(); } void SceneTree::quit() { diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h index d387886d61..ef847ebb5b 100644 --- a/scene/main/scene_tree.h +++ b/scene/main/scene_tree.h @@ -61,6 +61,8 @@ public: void set_pause_mode_process(bool p_pause_mode_process); bool is_pause_mode_process(); + void release_connections(); + SceneTreeTimer(); }; |