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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2019-10-19 18:45:17 +0200
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2019-10-19 18:45:17 +0200
commit1a9801f7007ceb5dc894a0da1d90d1f8201b44fc (patch)
tree3b411d304017688930308db4c58463bdfb54df3d
parent119bf237209414a49879fba40459f22315ab1467 (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.cpp17
-rw-r--r--scene/main/scene_tree.h2
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();
};