Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp64
1 files changed, 23 insertions, 41 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 208f8fc9461..84c6d374386 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -164,7 +164,6 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_lightlist= new CListValue();
m_inactivelist = new CListValue();
m_euthanasyobjects = new CListValue();
- m_delayReleaseObjects = new CListValue();
m_logicmgr = new SCA_LogicManager();
@@ -223,8 +222,6 @@ KX_Scene::~KX_Scene()
// It's still there but we remove all properties here otherwise some
// reference might be hanging and causing late release of objects
RemoveAllDebugProperties();
- // early removal of sensor map to avoid massive slow down when there are many objects
- m_logicmgr->RemoveSensorMap();
while (GetRootParentList()->GetCount() > 0)
{
@@ -249,8 +246,6 @@ KX_Scene::~KX_Scene()
if (m_euthanasyobjects)
m_euthanasyobjects->Release();
- if (m_delayReleaseObjects)
- m_delayReleaseObjects->Release();
if (m_logicmgr)
delete m_logicmgr;
@@ -419,11 +414,11 @@ void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gam
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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)
+ // object is not yet deleted because a reference is hanging somewhere.
+ // This should not happen anymore since we use proxy object for Python
+ // confident enough to put an assert?
+ //assert(false);
+ printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
orgobj->SetSGNode(NULL);
PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
if (ctrl)
@@ -550,8 +545,9 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
// disconnect the sensors and actuators
- cont->UnlinkAllSensors();
- cont->UnlinkAllActuators();
+ // do it directly on the list at this controller is not connected to anything at this stage
+ cont->GetLinkedSensors().clear();
+ cont->GetLinkedActuators().clear();
// now relink each sensor
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
@@ -908,14 +904,6 @@ void KX_Scene::RemoveObject(class CValue* gameobj)
{
KX_GameObject* newobj = (KX_GameObject*) gameobj;
- /* Invalidate the python reference, since the object may exist in script lists
- * its possible that it wont be automatically invalidated, so do it manually here,
- *
- * if for some reason the object is added back into the scene python can always get a new Proxy
- */
- gameobj->InvalidateProxy();
-
-
// disconnect child from parent
SG_Node* node = newobj->GetSGNode();
@@ -930,12 +918,6 @@ void KX_Scene::RemoveObject(class CValue* gameobj)
//newobj->SetSGNode(0);
}
-void KX_Scene::DelayedReleaseObject(CValue* gameobj)
-{
- m_delayReleaseObjects->Add(gameobj->AddRef());
-}
-
-
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
{
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
@@ -952,6 +934,13 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
int ret;
KX_GameObject* newobj = (KX_GameObject*) gameobj;
+ /* Invalidate the python reference, since the object may exist in script lists
+ * its possible that it wont be automatically invalidated, so do it manually here,
+ *
+ * if for some reason the object is added back into the scene python can always get a new Proxy
+ */
+ newobj->InvalidateProxy();
+
// keep the blender->game object association up to date
// note that all the replicas of an object will have the same
// blender object, that's why we need to check the game object
@@ -981,7 +970,7 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
for (SCA_ActuatorList::iterator ita = actuators.begin();
!(ita==actuators.end());ita++)
{
- m_logicmgr->RemoveDestroyedActuator(*ita);
+ m_logicmgr->RemoveActuator(*ita);
}
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
@@ -1464,23 +1453,16 @@ void KX_Scene::LogicEndFrame()
m_logicmgr->EndFrame();
int numobj = m_euthanasyobjects->GetCount();
int i;
- for (i = numobj - 1; i >= 0; i--)
- {
- KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
- // KX_Scene::RemoveObject will also remove the object from this list
- // that's why we start from the end
- this->RemoveObject(gameobj);
- }
+ KX_GameObject* obj;
- numobj= m_delayReleaseObjects->GetCount();
- for (i = numobj-1;i>=0;i--)
+ while ((numobj = m_euthanasyobjects->GetCount()) > 0)
{
- KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
- // This list is not for object removal, but just object release
- gameobj->Release();
+ // remove the object from this list to make sure we will not hit it again
+ obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
+ m_euthanasyobjects->Remove(numobj-1);
+ obj->Release();
+ RemoveObject(obj);
}
- // empty the list as we have removed all references
- m_delayReleaseObjects->Resize(0);
}