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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-10 00:51:38 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-10 00:51:38 +0300
commit52293831b26f34547acf100603c87296deba7a60 (patch)
tree1eb228a4a0c8f09170b6cf02a8fbbe4573426a97
parent822e51bd2d663f82d360d474192718660cc9a35c (diff)
BGE fix: game object to controller links consistancy maintained regardless of order of deletion
AddObject actuator forces last created object to hang in memory even after object is removed from scene => bad link between object and physic controller that causes Blender to crash in case a python script tries to use it (bad programming anyway). This patch avoids the crash by maintaining consistent links at all time.
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp27
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h2
4 files changed, 46 insertions, 11 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index aa5d1f1cec1..aa7c75e9633 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -24,7 +24,18 @@ CcdPhysicsController(ci)
KX_BulletPhysicsController::~KX_BulletPhysicsController ()
{
-
+ // The game object has a direct link to
+ if (m_pObject)
+ {
+ // If we cheat in SetObject, we must also cheat here otherwise the
+ // object will still things it has a physical controller
+ // Note that it requires that m_pObject is reset in case the object is deleted
+ // before the controller (usual case, see KX_Scene::RemoveNodeDestructObjec)
+ // The non usual case is when the object is not deleted because its reference is hanging
+ // in a AddObject actuator but the node is deleted. This case is covered here.
+ KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
+ gameobj->SetPhysicsController(NULL,false);
+ }
}
void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
@@ -58,6 +69,7 @@ void KX_BulletPhysicsController::SetObject (SG_IObject* object)
}
+
void KX_BulletPhysicsController::setMargin (float collisionMargin)
{
CcdPhysicsController::SetMargin(collisionMargin);
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 67c82ee2082..bc608d26c50 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -105,7 +105,19 @@ KX_GameObject::~KX_GameObject()
delete m_pClient_info;
//if (m_pSGNode)
// delete m_pSGNode;
-
+ if (m_pSGNode)
+ {
+ // must go through controllers and make sure they will not use us anymore
+ // This is important for KX_BulletPhysicsControllers that unregister themselves
+ // from the object when they are deleted.
+ SGControllerList::iterator contit;
+ SGControllerList& controllers = m_pSGNode->GetSGControllerList();
+ for (contit = controllers.begin();contit!=controllers.end();++contit)
+ {
+ (*contit)->ClearObject();
+ }
+ m_pSGNode->SetSGClientObject(NULL);
+ }
}
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 633b57ef209..526f893df5a 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -410,8 +410,15 @@ void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
{
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
- NewRemoveObject(orgobj);
-
+ if (NewRemoveObject(orgobj) != 0)
+ {
+ // object is not yet deleted (this can happen when it hangs in an add object actuator
+ // last object created reference. It's a bad situation, don't know how to fix it exactly
+ // The least I can do, is remove the reference to the node in the object as the node
+ // will in any case be deleted. This ensures that the object will not try to use the node
+ // when it is finally deleted (see KX_GameObject destructor)
+ orgobj->SetSGNode(NULL);
+ }
if (node)
delete node;
}
@@ -723,8 +730,9 @@ void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
-void KX_Scene::NewRemoveObject(class CValue* gameobj)
+int KX_Scene::NewRemoveObject(class CValue* gameobj)
{
+ int ret;
KX_GameObject* newobj = (KX_GameObject*) gameobj;
//todo: look at this
@@ -768,16 +776,17 @@ void KX_Scene::NewRemoveObject(class CValue* gameobj)
}
newobj->RemoveMeshes();
+ ret = 1;
if (m_objectlist->RemoveValue(newobj))
- newobj->Release();
+ ret = newobj->Release();
if (m_tempObjectList->RemoveValue(newobj))
- newobj->Release();
+ ret = newobj->Release();
if (m_parentlist->RemoveValue(newobj))
- newobj->Release();
+ ret = newobj->Release();
if (m_inactivelist->RemoveValue(newobj))
- newobj->Release();
+ ret = newobj->Release();
if (m_euthanasyobjects->RemoveValue(newobj))
- newobj->Release();
+ ret = newobj->Release();
if (newobj == m_active_camera)
{
@@ -787,6 +796,8 @@ void KX_Scene::NewRemoveObject(class CValue* gameobj)
}
if (m_sceneConverter)
m_sceneConverter->UnregisterGameObject(newobj);
+ // return value will be 0 if the object is actually deleted (all reference gone)
+ return ret;
}
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 4c3b1d2e558..58120d49dc4 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -306,7 +306,7 @@ public:
void DelayedReleaseObject(CValue* gameobj);
- void NewRemoveObject(CValue* gameobj);
+ int NewRemoveObject(CValue* gameobj);
void ReplaceMesh(CValue* gameobj,
void* meshobj);
void AddShape(class btCollisionShape* shape);