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authorBenoit Bolsee <benoit.bolsee@online.be>2008-10-17 13:24:35 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-10-17 13:24:35 +0400
commitbf0440add886761706476b69b5355ec7d94650c2 (patch)
tree47f0813742aebb493ebdca7a17e76b166784b8aa /source/gameengine/Ketsji/KX_NearSensor.cpp
parentc119fb6e51b07faec288c5b20739b773f24cc748 (diff)
BGE bug fix (continuation of previous bug fix):
- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference. - Don't record collision on inactive sensor. This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors. The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
Diffstat (limited to 'source/gameengine/Ketsji/KX_NearSensor.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_NearSensor.cpp b/source/gameengine/Ketsji/KX_NearSensor.cpp
index 397aedb3fa3..bae87c28123 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.cpp
+++ b/source/gameengine/Ketsji/KX_NearSensor.cpp
@@ -252,8 +252,10 @@ bool KX_NearSensor::NewHandleCollision(void* obj1,void* obj2,const PHY_CollData
client_info->m_gameobject :
NULL);
- // these checks are done already in BroadPhaseFilterCollision()
- if (gameobj /*&& (gameobj != parent)*/)
+ // Add the same check as in SCA_ISensor::Activate(),
+ // we don't want to record collision when the sensor is not active.
+ if (m_links && !m_suspended &&
+ gameobj /* done in BroadPhaseFilterCollision() && (gameobj != parent)*/)
{
if (!m_colliders->SearchValue(gameobj))
m_colliders->Add(gameobj->AddRef());