diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-23 18:46:43 +0400 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-23 18:46:43 +0400 |
commit | 5441323dca30c169d1ecb726d26e8cb4c5f4994d (patch) | |
tree | 1bcd7b2460f8980bacb03232498cdb7a02b9ba36 /source/gameengine/Ketsji | |
parent | 6d8d7cd768f292a7fbbcecaf5f1cbc3090973f12 (diff) |
BGE: fix memleaks.
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.
After these fix, YoFrankie runs without memleak.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 8 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.h | 4 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Camera.cpp | 17 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Camera.h | 8 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_GameActuator.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_KetsjiEngine.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_PolygonMaterial.cpp | 2 |
8 files changed, 35 insertions, 10 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 3b8917efe90..f1543d752f1 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -158,14 +158,14 @@ void KX_BlenderMaterial::ReleaseMaterial() mBlenderShader->ReloadMaterial(); } -void KX_BlenderMaterial::OnConstruction() +void KX_BlenderMaterial::OnConstruction(int layer) { if (mConstructed) // when material are reused between objects return; if(mMaterial->glslmat) - SetBlenderGLSLShader(); + SetBlenderGLSLShader(layer); // for each unique material... int i; @@ -902,10 +902,10 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") } -void KX_BlenderMaterial::SetBlenderGLSLShader(void) +void KX_BlenderMaterial::SetBlenderGLSLShader(int layer) { if(!mBlenderShader) - mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, m_lightlayer); + mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, layer); if(!mBlenderShader->Ok()) { delete mBlenderShader; diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h index 52019ed2248..b29f2df98db 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.h +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h @@ -97,7 +97,7 @@ public: // -------------------------------- // pre calculate to avoid pops/lag at startup - virtual void OnConstruction( ); + virtual void OnConstruction(int layer); static void EndFrame(); @@ -112,7 +112,7 @@ private: bool mModified; bool mConstructed; // if false, don't clean on exit - void SetBlenderGLSLShader(); + void SetBlenderGLSLShader(int layer); void ActivatGLMaterials( RAS_IRasterizer* rasty )const; void ActivateTexGen( RAS_IRasterizer *ras ) const; diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp index 4bef4936813..144ff4ac883 100644 --- a/source/gameengine/Ketsji/KX_Camera.cpp +++ b/source/gameengine/Ketsji/KX_Camera.cpp @@ -42,6 +42,7 @@ KX_Camera::KX_Camera(void* sgReplicationInfo, SG_Callbacks callbacks, const RAS_CameraData& camdata, bool frustum_culling, + bool delete_node, PyTypeObject *T) : KX_GameObject(sgReplicationInfo,callbacks,T), @@ -50,7 +51,8 @@ KX_Camera::KX_Camera(void* sgReplicationInfo, m_normalized(false), m_frustum_culling(frustum_culling), m_set_projection_matrix(false), - m_set_frustum_center(false) + m_set_frustum_center(false), + m_delete_node(delete_node) { // setting a name would be nice... m_name = "cam"; @@ -64,6 +66,12 @@ KX_Camera::KX_Camera(void* sgReplicationInfo, KX_Camera::~KX_Camera() { + if (m_delete_node && m_pSGNode) + { + // for shadow camera, avoids memleak + delete m_pSGNode; + m_pSGNode = NULL; + } } @@ -77,6 +85,13 @@ CValue* KX_Camera::GetReplica() return replica; } +void KX_Camera::ProcessReplica() +{ + KX_GameObject::ProcessReplica(); + // replicated camera are always registered in the scene + m_delete_node = false; +} + MT_Transform KX_Camera::GetWorldToCamera() const { MT_Transform camtrans; diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h index 2ec60be0404..aef21cd91e4 100644 --- a/source/gameengine/Ketsji/KX_Camera.h +++ b/source/gameengine/Ketsji/KX_Camera.h @@ -113,6 +113,11 @@ protected: bool m_set_frustum_center; /** + * whether the camera should delete the node itself (only for shadow camera) + */ + bool m_delete_node; + + /** * Extracts the camera clip frames from the projection and world-to-camera matrices. */ void ExtractClipPlanes(); @@ -138,7 +143,7 @@ public: enum { INSIDE, INTERSECT, OUTSIDE } ; - KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, PyTypeObject *T = &Type); + KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, bool delete_node = false, PyTypeObject *T = &Type); virtual ~KX_Camera(); /** @@ -149,6 +154,7 @@ public: virtual CValue* GetReplica( ); + virtual void ProcessReplica(); MT_Transform GetWorldToCamera() const; MT_Transform GetCameraToWorld() const; diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 406339586cc..76642649afc 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -980,6 +980,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, compoundShape->calculateLocalInertia(mass,localInertia); rigidbody->setMassProps(mass,localInertia); } + // delete motionstate as it's not used + delete motionstate; return; } diff --git a/source/gameengine/Ketsji/KX_GameActuator.cpp b/source/gameengine/Ketsji/KX_GameActuator.cpp index 7c18b03906e..28bf12f5e87 100644 --- a/source/gameengine/Ketsji/KX_GameActuator.cpp +++ b/source/gameengine/Ketsji/KX_GameActuator.cpp @@ -149,6 +149,8 @@ bool KX_GameActuator::Update() } else { printf("Warning: could not create marshal buffer\n"); } + if (marshal_buffer) + delete [] marshal_buffer; } break; } diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index 347634b4599..b30b79e7f23 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -1142,7 +1142,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) { /* make temporary camera */ RAS_CameraData camdata = RAS_CameraData(); - KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, false); + KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true); cam->SetName("__shadow__cam__"); MT_Transform camtrans; diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp index 98aad3943fe..506c167a905 100644 --- a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp +++ b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp @@ -220,7 +220,7 @@ PyAttributeDef KX_PolygonMaterial::Attributes[] = { KX_PYATTRIBUTE_INT_RW("tilexrep", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_tilexrep), KX_PYATTRIBUTE_INT_RW("tileyrep", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_tileyrep), KX_PYATTRIBUTE_INT_RW("drawingmode", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_drawingmode), - KX_PYATTRIBUTE_INT_RW("lightlayer", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_lightlayer), + //KX_PYATTRIBUTE_INT_RW("lightlayer", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_lightlayer), KX_PYATTRIBUTE_BOOL_RW("transparent", KX_PolygonMaterial, m_alpha), KX_PYATTRIBUTE_BOOL_RW("zsort", KX_PolygonMaterial, m_zsort), |