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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-01 22:46:50 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-01 22:46:50 +0300
commit0db0f5734d358676b11eccc702cf02adb3174b7e (patch)
treedbed0e86663eeabe8d333892958310878bfbe533 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent44314581dc934dc99c9504edf671118a9f988b68 (diff)
Various mem leaks related to CValue reference count fixed
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp29
1 files changed, 24 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index fde54025fc7..271385bb144 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1514,7 +1514,8 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
default:
break;
}
-
+ delete shapeprops;
+ delete smmaterial;
}
@@ -1599,7 +1600,8 @@ static KX_GameObject *gameobject_from_blenderobject(
KX_Camera* gamecamera = gamecamera_from_bcamera(static_cast<Camera*>(ob->data), kxscene, converter);
gameobj = gamecamera;
- gamecamera->AddRef();
+ //don't add a reference: the camera list in kxscene->m_cameras is not released at the end
+ //gamecamera->AddRef();
kxscene->AddCamera(gamecamera);
break;
@@ -1845,6 +1847,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
vector<parentChildLink> vec_parent_child;
CListValue* objectlist = kxscene->GetObjectList();
+ CListValue* inactivelist = kxscene->GetInactiveList();
CListValue* parentlist = kxscene->GetRootParentList();
SCA_LogicManager* logicmgr = kxscene->GetLogicManager();
@@ -1852,7 +1855,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
CListValue* logicbrick_conversionlist = new CListValue();
- SG_TreeFactory tf;
+ //SG_TreeFactory tf;
// Convert actions to actionmap
bAction *curAct;
@@ -1990,19 +1993,35 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (isInActiveLayer)
{
objectlist->Add(gameobj->AddRef());
- tf.Add(gameobj->GetSGNode());
+ //tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
gameobj->Bucketize();
}
+ else
+ {
+ //we must store this object otherwise it will be deleted
+ //at the end of this function if it is not a root object
+ inactivelist->Add(gameobj->AddRef());
+ }
if (converter->addInitFromFrame){
gameobj->NodeSetLocalPosition(posPrev);
gameobj->NodeSetLocalOrientation(angor);
}
}
-
+ /* Note about memory leak issues:
+ When a CValue derived class is created, m_refcount is initialized to 1
+ so the class must be released after being used to make sure that it won't
+ hang in memory. If the object needs to be stored for a long time,
+ use AddRef() so that this Release() does not free the object.
+ Make sure that for any AddRef() there is a Release()!!!!
+ Do the same for any object derived from CValue, CExpression and NG_NetworkMessage
+ */
+ if (gameobj)
+ gameobj->Release();
+
base = base->next;
}