Mono/C#: Fix _update_exports() leaking temporary Object/Node instances

This commit is contained in:
Ignacio Etcheverry 2020-01-13 20:58:46 +01:00
parent 1cf387ed9d
commit ea737db43c

View file

@ -2243,7 +2243,11 @@ bool CSharpScript::_update_exports() {
MonoException *ctor_exc = NULL;
ctor->invoke(tmp_object, NULL, &ctor_exc);
Object *tmp_native = GDMonoMarshal::unbox<Object *>(CACHED_FIELD(GodotObject, ptr)->get_value(tmp_object));
if (ctor_exc) {
// TODO: Should we free 'tmp_native' if the exception was thrown after its creation?
MonoGCHandle::free_handle(tmp_pinned_gchandle);
tmp_object = NULL;
@ -2322,6 +2326,15 @@ bool CSharpScript::_update_exports() {
MonoGCHandle::free_handle(tmp_pinned_gchandle);
tmp_object = NULL;
if (tmp_native && !Object::cast_to<Reference>(tmp_native)) {
Node *node = Object::cast_to<Node>(tmp_native);
if (node && node->is_inside_tree()) {
ERR_PRINTS("Temporary instance was added to the scene tree.");
} else {
memdelete(tmp_native);
}
}
}
placeholder_fallback_enabled = false;