Fix memory leaks due to messed up memory handling for particles as well as their spawners

This commit is contained in:
sapier 2015-01-05 18:34:59 +01:00
parent e201620ee1
commit 63867b1a37
5 changed files with 285 additions and 184 deletions

View File

@ -248,6 +248,7 @@ Client::Client(
device->getSceneManager(),
tsrc, this, device
),
m_particle_manager(&m_env),
m_con(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, ipv6, this),
m_device(device),
m_server_ser_ver(SER_FMT_VER_INVALID),
@ -2854,6 +2855,11 @@ MtEventManager* Client::getEventManager()
return m_event;
}
ParticleManager* Client::getParticleManager()
{
return &m_particle_manager;
}
scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
{
std::map<std::string, std::string>::const_iterator i =

View File

@ -454,6 +454,7 @@ public:
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
virtual ParticleManager* getParticleManager();
virtual bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
@ -497,8 +498,10 @@ private:
ISoundManager *m_sound;
MtEventManager *m_event;
MeshUpdateThread m_mesh_update_thread;
ClientEnvironment m_env;
ParticleManager m_particle_manager;
con::Connection m_con;
IrrlichtDevice *m_device;
// Server serialization version

View File

@ -1800,8 +1800,6 @@ void Game::shutdown()
if (sky)
sky->drop();
clear_particles();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
g_menumgr.m_stack.front()->setVisible(false);
@ -3016,44 +3014,11 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
delete(event.show_formspec.formspec);
delete(event.show_formspec.formname);
} else if (event.type == CE_SPAWN_PARTICLE) {
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event.spawn_particle.texture));
new Particle(gamedef, smgr, player, client->getEnv(),
*event.spawn_particle.pos,
*event.spawn_particle.vel,
*event.spawn_particle.acc,
event.spawn_particle.expirationtime,
event.spawn_particle.size,
event.spawn_particle.collisiondetection,
event.spawn_particle.vertical,
texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0));
} else if (event.type == CE_ADD_PARTICLESPAWNER) {
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event.add_particlespawner.texture));
new ParticleSpawner(gamedef, smgr, player,
event.add_particlespawner.amount,
event.add_particlespawner.spawntime,
*event.add_particlespawner.minpos,
*event.add_particlespawner.maxpos,
*event.add_particlespawner.minvel,
*event.add_particlespawner.maxvel,
*event.add_particlespawner.minacc,
*event.add_particlespawner.maxacc,
event.add_particlespawner.minexptime,
event.add_particlespawner.maxexptime,
event.add_particlespawner.minsize,
event.add_particlespawner.maxsize,
event.add_particlespawner.collisiondetection,
event.add_particlespawner.vertical,
texture,
event.add_particlespawner.id);
} else if (event.type == CE_DELETE_PARTICLESPAWNER) {
delete_particlespawner(event.delete_particlespawner.id);
} else if ((event.type == CE_SPAWN_PARTICLE) ||
(event.type == CE_ADD_PARTICLESPAWNER) ||
(event.type == CE_DELETE_PARTICLESPAWNER)) {
client->getParticleManager()->handleParticleEvent(&event, gamedef,
smgr, player);
} else if (event.type == CE_HUDADD) {
u32 id = event.hudadd.id;
@ -3615,8 +3580,8 @@ void Game::handleDigging(GameRunData *runData,
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(n);
addPunchingParticles(gamedef, smgr, player,
client->getEnv(), nodepos, features.tiles);
client->getParticleManager()->addPunchingParticles(gamedef, smgr,
player, nodepos, features.tiles);
}
}
@ -3662,9 +3627,8 @@ void Game::handleDigging(GameRunData *runData,
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
addDiggingParticles
(gamedef, smgr, player, client->getEnv(),
nodepos, features.tiles);
client->getParticleManager()->addDiggingParticles(gamedef, smgr,
player, nodepos, features.tiles);
}
runData->dig_time = 0;
@ -3787,9 +3751,7 @@ void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
/*
Update particles
*/
allparticles_step(dtime);
allparticlespawners_step(dtime, client->getEnv());
client->getParticleManager()->step(dtime);
/*
Fog

View File

@ -31,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
#include "client.h"
/*
Utility
@ -43,14 +44,11 @@ v3f random_v3f(v3f min, v3f max)
rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}
std::vector<Particle*> all_particles;
std::map<u32, ParticleSpawner*> all_particlespawners;
Particle::Particle(
IGameDef *gamedef,
scene::ISceneManager* smgr,
LocalPlayer *player,
ClientEnvironment &env,
ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
@ -66,7 +64,7 @@ Particle::Particle(
{
// Misc
m_gamedef = gamedef;
m_env = &env;
m_env = env;
// Texture
m_material.setFlag(video::EMF_LIGHTING, false);
@ -100,8 +98,6 @@ Particle::Particle(
// Init model
updateVertices();
all_particles.push_back(this);
}
Particle::~Particle()
@ -216,98 +212,6 @@ void Particle::updateVertices()
}
}
/*
Helpers
*/
void allparticles_step (float dtime)
{
for(std::vector<Particle*>::iterator i = all_particles.begin();
i != all_particles.end();)
{
if ((*i)->get_expired())
{
(*i)->remove();
delete *i;
i = all_particles.erase(i);
}
else
{
(*i)->step(dtime);
i++;
}
}
}
void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
const TileSpec tiles[])
{
for (u16 j = 0; j < 32; j++) // set the amount of particles here
{
addNodeParticle(gamedef, smgr, player, env, pos, tiles);
}
}
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env,
v3s16 pos, const TileSpec tiles[])
{
addNodeParticle(gamedef, smgr, player, env, pos, tiles);
}
// add a particle of a node
// used by digging and punching particles
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
const TileSpec tiles[])
{
// Texture
u8 texid = myrand_range(0,5);
video::ITexture *texture = tiles[texid].texture;
// Only use first frame of animated texture
f32 ymax = 1;
if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
ymax /= tiles[texid].animation_frame_count;
float size = rand()%64/512.;
float visual_size = BS*size;
v2f texsize(size*2, ymax*size*2);
v2f texpos;
texpos.X = ((rand()%64)/64.-texsize.X);
texpos.Y = ymax*((rand()%64)/64.-texsize.Y);
// Physics
v3f velocity( (rand()%100/50.-1)/1.5,
rand()%100/35.,
(rand()%100/50.-1)/1.5);
v3f acceleration(0,-9,0);
v3f particlepos = v3f(
(f32)pos.X+rand()%100/200.-0.25,
(f32)pos.Y+rand()%100/200.-0.25,
(f32)pos.Z+rand()%100/200.-0.25
);
new Particle(
gamedef,
smgr,
player,
env,
particlepos,
velocity,
acceleration,
rand()%100/100., // expiration time
visual_size,
true,
false,
texture,
texpos,
texsize);
}
/*
ParticleSpawner
*/
@ -316,7 +220,9 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
u16 amount, float time,
v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
float minexptime, float maxexptime, float minsize, float maxsize,
bool collisiondetection, bool vertical, video::ITexture *texture, u32 id)
bool collisiondetection, bool vertical, video::ITexture *texture, u32 id,
ParticleManager *p_manager) :
m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_smgr = smgr;
@ -343,13 +249,11 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
m_spawntimes.push_back(spawntime);
}
all_particlespawners.insert(std::pair<u32, ParticleSpawner*>(id, this));
}
ParticleSpawner::~ParticleSpawner() {}
void ParticleSpawner::step(float dtime, ClientEnvironment &env)
void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
@ -372,7 +276,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment &env)
*(m_maxsize-m_minsize)
+m_minsize;
new Particle(
Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
@ -387,6 +291,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment &env)
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0));
m_particlemanager->addParticle(toadd);
i = m_spawntimes.erase(i);
}
else
@ -431,50 +336,245 @@ void ParticleSpawner::step(float dtime, ClientEnvironment &env)
}
}
void allparticlespawners_step (float dtime, ClientEnvironment &env)
ParticleManager::ParticleManager(ClientEnvironment* env) :
m_env(env)
{}
ParticleManager::~ParticleManager()
{
clearAll();
}
void ParticleManager::step(float dtime)
{
stepParticles (dtime);
stepSpawners (dtime);
}
void ParticleManager::stepSpawners (float dtime)
{
JMutexAutoLock lock(m_spawner_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
all_particlespawners.begin();
i != all_particlespawners.end();)
m_particle_spawners.begin();
i != m_particle_spawners.end();)
{
if (i->second->get_expired())
{
delete i->second;
all_particlespawners.erase(i++);
m_particle_spawners.erase(i++);
}
else
{
i->second->step(dtime, env);
i->second->step(dtime, m_env);
i++;
}
}
}
void delete_particlespawner (u32 id)
void ParticleManager::stepParticles (float dtime)
{
if (all_particlespawners.find(id) != all_particlespawners.end())
JMutexAutoLock lock(m_particle_list_lock);
for(std::vector<Particle*>::iterator i = m_particles.begin();
i != m_particles.end();)
{
delete all_particlespawners.find(id)->second;
all_particlespawners.erase(id);
}
}
void clear_particles ()
{
for(std::map<u32, ParticleSpawner*>::iterator i =
all_particlespawners.begin();
i != all_particlespawners.end();)
{
delete i->second;
all_particlespawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
all_particles.begin();
i != all_particles.end();)
if ((*i)->get_expired())
{
(*i)->remove();
delete *i;
i = all_particles.erase(i);
i = m_particles.erase(i);
}
else
{
(*i)->step(dtime);
i++;
}
}
}
void ParticleManager::clearAll ()
{
JMutexAutoLock lock(m_spawner_list_lock);
JMutexAutoLock lock2(m_particle_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
{
delete i->second;
m_particle_spawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
m_particles.begin();
i != m_particles.end();)
{
(*i)->remove();
delete *i;
i = m_particles.erase(i);
}
}
void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
scene::ISceneManager* smgr, LocalPlayer *player)
{
if (event->type == CE_DELETE_PARTICLESPAWNER) {
JMutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->delete_particlespawner.id) !=
m_particle_spawners.end())
{
delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
m_particle_spawners.erase(event->delete_particlespawner.id);
}
// no allocated memory in delete event
return;
}
if (event->type == CE_ADD_PARTICLESPAWNER) {
{
JMutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->delete_particlespawner.id) !=
m_particle_spawners.end())
{
delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
m_particle_spawners.erase(event->delete_particlespawner.id);
}
}
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture));
ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
event->add_particlespawner.amount,
event->add_particlespawner.spawntime,
*event->add_particlespawner.minpos,
*event->add_particlespawner.maxpos,
*event->add_particlespawner.minvel,
*event->add_particlespawner.maxvel,
*event->add_particlespawner.minacc,
*event->add_particlespawner.maxacc,
event->add_particlespawner.minexptime,
event->add_particlespawner.maxexptime,
event->add_particlespawner.minsize,
event->add_particlespawner.maxsize,
event->add_particlespawner.collisiondetection,
event->add_particlespawner.vertical,
texture,
event->add_particlespawner.id,
this);
/* delete allocated content of event */
delete event->add_particlespawner.minpos;
delete event->add_particlespawner.maxpos;
delete event->add_particlespawner.minvel;
delete event->add_particlespawner.maxvel;
delete event->add_particlespawner.minacc;
delete event->add_particlespawner.texture;
delete event->add_particlespawner.maxacc;
{
JMutexAutoLock lock(m_spawner_list_lock);
m_particle_spawners.insert(
std::pair<u32, ParticleSpawner*>(
event->delete_particlespawner.id,
toadd));
}
return;
}
if (event->type == CE_SPAWN_PARTICLE) {
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event->spawn_particle.texture));
Particle* toadd = new Particle(gamedef, smgr, player, m_env,
*event->spawn_particle.pos,
*event->spawn_particle.vel,
*event->spawn_particle.acc,
event->spawn_particle.expirationtime,
event->spawn_particle.size,
event->spawn_particle.collisiondetection,
event->spawn_particle.vertical,
texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0));
addParticle(toadd);
delete event->spawn_particle.pos;
delete event->spawn_particle.vel;
delete event->spawn_particle.acc;
return;
}
}
void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
for (u16 j = 0; j < 32; j++) // set the amount of particles here
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
}
}
void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
}
void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
// Texture
u8 texid = myrand_range(0, 5);
video::ITexture *texture = tiles[texid].texture;
// Only use first frame of animated texture
f32 ymax = 1;
if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
ymax /= tiles[texid].animation_frame_count;
float size = rand() % 64 / 512.;
float visual_size = BS * size;
v2f texsize(size * 2, ymax * size * 2);
v2f texpos;
texpos.X = ((rand() % 64) / 64. - texsize.X);
texpos.Y = ymax * ((rand() % 64) / 64. - texsize.Y);
// Physics
v3f velocity((rand() % 100 / 50. - 1) / 1.5,
rand() % 100 / 35.,
(rand() % 100 / 50. - 1) / 1.5);
v3f acceleration(0,-9,0);
v3f particlepos = v3f(
(f32) pos.X + rand() %100 /200. - 0.25,
(f32) pos.Y + rand() %100 /200. - 0.25,
(f32) pos.Z + rand() %100 /200. - 0.25
);
Particle* toadd = new Particle(
gamedef,
smgr,
player,
m_env,
particlepos,
velocity,
acceleration,
rand() % 100 / 100., // expiration time
visual_size,
true,
false,
texture,
texpos,
texsize);
addParticle(toadd);
}
void ParticleManager::addParticle(Particle* toadd)
{
JMutexAutoLock lock(m_particle_list_lock);
m_particles.push_back(toadd);
}

View File

@ -28,6 +28,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "localplayer.h"
#include "environment.h"
struct ClientEvent;
class ParticleManager;
class Particle : public scene::ISceneNode
{
public:
@ -35,7 +38,7 @@ class Particle : public scene::ISceneNode
IGameDef* gamedef,
scene::ISceneManager* mgr,
LocalPlayer *player,
ClientEnvironment &env,
ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
@ -114,16 +117,18 @@ class ParticleSpawner
bool collisiondetection,
bool vertical,
video::ITexture *texture,
u32 id);
u32 id,
ParticleManager* p_manager);
~ParticleSpawner();
void step(float dtime, ClientEnvironment &env);
void step(float dtime, ClientEnvironment *env);
bool get_expired ()
{ return (m_amount <= 0) && m_spawntime != 0; }
private:
ParticleManager* m_particlemanager;
float m_time;
IGameDef *m_gamedef;
scene::ISceneManager *m_smgr;
@ -144,24 +149,49 @@ class ParticleSpawner
std::vector<float> m_spawntimes;
bool m_collisiondetection;
bool m_vertical;
};
void allparticles_step (float dtime);
void allparticlespawners_step (float dtime, ClientEnvironment &env);
/**
* Class doing particle as well as their spawners handling
*/
class ParticleManager
{
friend class ParticleSpawner;
public:
ParticleManager(ClientEnvironment* env);
~ParticleManager();
void delete_particlespawner (u32 id);
void clear_particles ();
void step (float dtime);
void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
const TileSpec tiles[]);
void handleParticleEvent(ClientEvent *event,IGameDef *gamedef,
scene::ISceneManager* smgr, LocalPlayer *player);
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
const TileSpec tiles[]);
void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
const TileSpec tiles[]);
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
protected:
void addParticle(Particle* toadd);
private:
void stepParticles (float dtime);
void stepSpawners (float dtime);
void clearAll ();
std::vector<Particle*> m_particles;
std::map<u32, ParticleSpawner*> m_particle_spawners;
ClientEnvironment* m_env;
JMutex m_particle_list_lock;
JMutex m_spawner_list_lock;
};
#endif