BGE memleak fixed: mesh/material not deleted when switching scene

This commit is contained in:
Benoit Bolsee 2008-03-09 21:42:03 +00:00
parent ce7a21047f
commit 822e51bd2d
7 changed files with 128 additions and 46 deletions

@ -123,29 +123,29 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
delete (ipoList);
}
vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
while (itw != m_worldinfos.end()) {
delete (*itw);
delete (*itw).second;
itw++;
}
vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
delete (*itp);
delete (*itp).second;
itp++;
}
// delete after RAS_IPolyMaterial
vector<BL_Material *>::iterator itmat = m_materials.begin();
vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
while (itmat != m_materials.end()) {
delete (*itmat);
delete (*itmat).second;
itmat++;
}
vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
while (itm != m_meshobjects.end()) {
delete (*itm);
delete (*itm).second;
itm++;
}
@ -263,6 +263,9 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
m_currentScene = destinationscene;
destinationscene->SetSceneConverter(this);
if (blenderscene)
{
@ -360,16 +363,90 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
m_alwaysUseExpandFraming
);
//These lookup are not needed during game
m_map_blender_to_gameactuator.clear();
m_map_blender_to_gamecontroller.clear();
m_map_blender_to_gameobject.clear();
m_map_mesh_to_gamemesh.clear();
//don't clear it yet, it is needed for the baking physics into ipo animation
//Clearing this lookup table has the effect of disabling the cache of meshes
//between scenes, even if they are shared in the blend file.
//This cache mecanism is buggy so I leave it disable and the memory leak
//that would result from this is fixed in RemoveScene()
m_map_mesh_to_gamemesh.clear();
//Don't clear this lookup, it is needed for the baking physics into ipo animation
//To avoid it's infinite grows, object will be unregister when they are deleted
//see KX_Scene::NewRemoveObject
//m_map_gameobject_to_blender.clear();
}
// This function removes all entities stored in the converter for that scene
// It should be used instead of direct delete scene
// Note that there was some provision for sharing entities (meshes...) between
// scenes but that is now disabled so all scene will have their own copy
// and we can delete them here. If the sharing is reactivated, change this code too..
// (see KX_BlenderSceneConverter::ConvertScene)
void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
{
int i, size;
// delete the scene first as it will stop the use of entities
delete scene;
// delete the entities of this scene
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
size = m_worldinfos.size();
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
if ((*worldit).first == scene) {
delete (*worldit).second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
} else {
i++;
worldit++;
}
}
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
size = m_polymaterials.size();
for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
if ((*polymit).first == scene) {
delete (*polymit).second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
} else {
i++;
polymit++;
}
}
vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
size = m_materials.size();
for (i=0, matit=m_materials.begin(); i<size; ) {
if ((*matit).first == scene) {
delete (*matit).second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
} else {
i++;
matit++;
}
}
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
size = m_meshobjects.size();
for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
if ((*meshit).first == scene) {
delete (*meshit).second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
} else {
i++;
meshit++;
}
}
}
// use blender materials
void KX_BlenderSceneConverter::SetMaterials(bool val)
@ -385,7 +462,7 @@ bool KX_BlenderSceneConverter::GetMaterials()
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
{
m_materials.push_back(mat);
m_materials.push_back(pair<KX_Scene*,BL_Material *>(m_currentScene,mat));
}
@ -406,6 +483,11 @@ void KX_BlenderSceneConverter::RegisterGameObject(
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
}
void KX_BlenderSceneConverter::UnregisterGameObject(
KX_GameObject *gameobject)
{
m_map_gameobject_to_blender.remove(CHashedPtr(gameobject));
}
KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
@ -433,7 +515,7 @@ void KX_BlenderSceneConverter::RegisterGameMesh(
struct Mesh *for_blendermesh)
{
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
m_meshobjects.push_back(gamemesh);
m_meshobjects.push_back(pair<KX_Scene*,RAS_MeshObject*>(m_currentScene,gamemesh));
}
@ -458,7 +540,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
{
m_polymaterials.push_back(polymat);
m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
}
@ -523,7 +605,7 @@ SCA_IController *KX_BlenderSceneConverter::FindGameController(
void KX_BlenderSceneConverter::RegisterWorldInfo(
KX_WorldInfo *worldinfo)
{
m_worldinfos.push_back(worldinfo);
m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
}
/*

@ -51,10 +51,13 @@ struct SpaceIpo;
class KX_BlenderSceneConverter : public KX_ISceneConverter
{
vector<KX_WorldInfo*> m_worldinfos;
vector<RAS_IPolyMaterial*> m_polymaterials;
vector<RAS_MeshObject*> m_meshobjects;
vector<BL_Material *> m_materials;
// Use vector of pairs to allow removal of entities between scene switch
vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
vector<pair<KX_Scene*,BL_Material *> > m_materials;
// Should also have a list of collision shapes.
// For the time being this is held in KX_Scene::m_shapes
GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
@ -72,6 +75,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
STR_String m_newfilename;
class KX_KetsjiEngine* m_ketsjiEngine;
class KX_Scene* m_currentScene; // Scene being converted
bool m_alwaysUseExpandFraming;
bool m_usemat;
@ -99,6 +103,7 @@ public:
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas
);
virtual void RemoveScene(class KX_Scene *scene);
void SetNewFileName(const STR_String& filename);
bool TryAndLoadNewFile();
@ -106,6 +111,7 @@ public:
void SetAlwaysUseExpandFraming(bool to_what);
void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
void UnregisterGameObject(KX_GameObject *gameobject);
KX_GameObject *FindGameObject(struct Object *for_blenderobject);
struct Object *FindBlenderObject(KX_GameObject *for_gameobject);

@ -682,8 +682,6 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
#endif //WIN32
static GEN_Map<GEN_HashedPtr,btCollisionShape*> map_gamemesh_to_bulletshape;
// forward declarations
static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
{
@ -701,14 +699,6 @@ static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool
int numPoints = 0;
btVector3* points = 0;
btCollisionShape** shapeptr = map_gamemesh_to_bulletshape[GEN_HashedPtr(meshobj)];
// Mesh has already been converted: reuse
if (shapeptr)
{
//return *shapeptr;
}
// Mesh has no polygons!
int numpolys = meshobj->NumPolygons();
if (!numpolys)
@ -850,7 +840,6 @@ static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool
if (numvalidpolys > 0)
{
//map_gamemesh_to_bulletshape.insert(GEN_HashedPtr(meshobj),collisionMeshShape);
if (!polytope)
{
bool useQuantization = true;
@ -1200,17 +1189,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
void KX_ClearBulletSharedShapes()
{
int numshapes = map_gamemesh_to_bulletshape.size();
int i;
btCollisionShape*shape=0;
for (i=0;i<numshapes ;i++)
{
shape = *map_gamemesh_to_bulletshape.at(i);
//delete shape;
}
map_gamemesh_to_bulletshape.clear();
}
#endif

@ -55,6 +55,8 @@ public:
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas)=0;
virtual void RemoveScene(class KX_Scene *scene)=0;
virtual void SetAlwaysUseExpandFraming(bool to_what) = 0;
virtual void SetNewFileName(const STR_String& filename) = 0;

@ -993,7 +993,7 @@ void KX_KetsjiEngine::StopEngine()
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
delete scene;
m_sceneconverter->RemoveScene(scene);
}
m_scenes.clear();
@ -1217,7 +1217,7 @@ void KX_KetsjiEngine::RemoveScheduledScenes()
KX_Scene* scene = *sceneit;
if (scene->GetName()==scenename)
{
delete scene;
m_sceneconverter->RemoveScene(scene);
m_scenes.erase(sceneit);
break;
}
@ -1315,7 +1315,7 @@ void KX_KetsjiEngine::ReplaceScheduledScenes()
KX_Scene* scene = *sceneit;
if (scene->GetName() == oldscenename)
{
delete scene;
m_sceneconverter->RemoveScene(scene);
KX_Scene* tmpscene = CreateScene(newscenename);
m_scenes[i]=tmpscene;
PostProcessScene(tmpscene);

@ -75,6 +75,7 @@
#include "NG_NetworkScene.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_IPhysicsController.h"
#include "KX_BlenderSceneConverter.h"
#include "BL_SkinDeformer.h"
#include "BL_DeformableGameObject.h"
@ -120,7 +121,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_adi(adi),
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0)
m_ueberExecutionPriority(0),
m_sceneConverter(NULL)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
@ -783,6 +785,8 @@ void KX_Scene::NewRemoveObject(class CValue* gameobj)
//m_active_camera->Release();
m_active_camera = NULL;
}
if (m_sceneConverter)
m_sceneConverter->UnregisterGameObject(newobj);
}
@ -1277,6 +1281,11 @@ void KX_Scene::SetNodeTree(SG_Tree* root)
m_objecttree = root;
}
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
{
m_sceneConverter = sceneConverter;
}
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
{
m_physicsEnvironment = physEnv;

@ -86,6 +86,7 @@ class RAS_IRasterizer;
class RAS_IRenderTools;
class SCA_JoystickManager;
class btCollisionShape;
class KX_BlenderSceneConverter;
/**
* The KX_Scene holds all data for an independent scene. It relates
* KX_Objects to the specific objects in the modules.
@ -136,10 +137,12 @@ protected:
SCA_MouseManager* m_mousemgr;
SCA_TimeEventManager* m_timemgr;
// Scene converter where many scene entities are registered
// Used to deregister objects that are deleted
class KX_BlenderSceneConverter* m_sceneConverter;
/**
* physics engine abstraction
*/
//e_PhysicsEngine m_physicsEngine; //who needs this ?
class PHY_IPhysicsEnvironment* m_physicsEnvironment;
@ -517,6 +520,8 @@ public:
bool IsClearingZBuffer();
void EnableZBufferClearing(bool isclearingZbuffer);
void SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter);
class PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
{
return m_physicsEnvironment;