Fix leak in the bookkeeping of GDScript lambdas
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ac29e8e3fe
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1ed6919148
3 changed files with 14 additions and 12 deletions
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@ -1394,7 +1394,7 @@ String GDScript::debug_get_script_name(const Ref<Script> &p_script) {
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thread_local GDScript::UpdatableFuncPtr GDScript::func_ptrs_to_update_thread_local;
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GDScript::UpdatableFuncPtr *GDScript::func_ptrs_to_update_main_thread = &func_ptrs_to_update_thread_local;
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GDScript::UpdatableFuncPtrElement *GDScript::_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr) {
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List<GDScript::UpdatableFuncPtrElement>::Element *GDScript::_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr) {
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MutexLock lock(func_ptrs_to_update_mutex);
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List<UpdatableFuncPtrElement>::Element *result = func_ptrs_to_update_elems.push_back(UpdatableFuncPtrElement());
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@ -1405,7 +1405,7 @@ GDScript::UpdatableFuncPtrElement *GDScript::_add_func_ptr_to_update(GDScriptFun
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result->get().mutex = &func_ptrs_to_update_thread_local.mutex;
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if (likely(func_ptrs_to_update_thread_local.initialized)) {
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return &result->get();
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return result;
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}
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func_ptrs_to_update_thread_local.initialized = true;
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@ -1413,18 +1413,20 @@ GDScript::UpdatableFuncPtrElement *GDScript::_add_func_ptr_to_update(GDScriptFun
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func_ptrs_to_update.push_back(&func_ptrs_to_update_thread_local);
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return &result->get();
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return result;
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}
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void GDScript::_remove_func_ptr_to_update(const UpdatableFuncPtrElement *p_func_ptr_element) {
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void GDScript::_remove_func_ptr_to_update(List<UpdatableFuncPtrElement>::Element *p_func_ptr_element) {
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// None of these checks should ever fail, unless there's a bug.
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// They can be removed once we are sure they never catch anything.
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// Left here now due to extra safety needs late in the release cycle.
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ERR_FAIL_NULL(p_func_ptr_element);
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MutexLock lock(*p_func_ptr_element->mutex);
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ERR_FAIL_NULL(p_func_ptr_element->element);
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ERR_FAIL_NULL(p_func_ptr_element->mutex);
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p_func_ptr_element->element->erase();
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MutexLock lock(func_ptrs_to_update_thread_local.mutex);
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ERR_FAIL_NULL(p_func_ptr_element->get().element);
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ERR_FAIL_NULL(p_func_ptr_element->get().mutex);
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MutexLock lock2(*p_func_ptr_element->get().mutex);
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p_func_ptr_element->get().element->erase();
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p_func_ptr_element->erase();
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}
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void GDScript::_fixup_thread_function_bookkeeping() {
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@ -134,8 +134,8 @@ class GDScript : public Script {
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List<UpdatableFuncPtrElement> func_ptrs_to_update_elems;
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Mutex func_ptrs_to_update_mutex;
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UpdatableFuncPtrElement *_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr);
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static void _remove_func_ptr_to_update(const UpdatableFuncPtrElement *p_func_ptr_element);
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List<UpdatableFuncPtrElement>::Element *_add_func_ptr_to_update(GDScriptFunction **p_func_ptr_ptr);
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static void _remove_func_ptr_to_update(List<UpdatableFuncPtrElement>::Element *p_func_ptr_element);
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static void _fixup_thread_function_bookkeeping();
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@ -45,7 +45,7 @@ class GDScriptLambdaCallable : public CallableCustom {
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GDScriptFunction *function = nullptr;
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Ref<GDScript> script;
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uint32_t h;
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GDScript::UpdatableFuncPtrElement *updatable_func_ptr_element = nullptr;
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List<GDScript::UpdatableFuncPtrElement>::Element *updatable_func_ptr_element = nullptr;
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Vector<Variant> captures;
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@ -72,7 +72,7 @@ class GDScriptLambdaSelfCallable : public CallableCustom {
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Ref<RefCounted> reference; // For objects that are RefCounted, keep a reference.
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Object *object = nullptr; // For non RefCounted objects, use a direct pointer.
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uint32_t h;
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GDScript::UpdatableFuncPtrElement *updatable_func_ptr_element = nullptr;
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List<GDScript::UpdatableFuncPtrElement>::Element *updatable_func_ptr_element = nullptr;
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Vector<Variant> captures;
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