Fixed IDisposable implementation and usage.
- Implement IDisposable interface correctly, with sealed classes where possible for simplicity. - Add using statement around undisposed local variables.
This commit is contained in:
@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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public class CallLuaFunc : Activity, IDisposable
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public sealed class CallLuaFunc : Activity, IDisposable
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{
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LuaFunction function;
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@@ -39,28 +39,11 @@ namespace OpenRA.Mods.RA.Activities
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base.Cancel(self);
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}
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protected void Dispose(bool disposing)
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{
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if (function == null)
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return;
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if (disposing)
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{
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function.Dispose();
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function = null;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~CallLuaFunc()
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{
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// Dispose unmanaged resources only
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Dispose(false);
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if (function == null) return;
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function.Dispose();
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function = null;
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}
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}
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}
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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@@ -21,7 +22,7 @@ namespace OpenRA.Mods.RA.Scripting
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public object Create(ActorInitializer init) { return new LuaScript(this); }
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}
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public class LuaScript : ITick, IWorldLoaded
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public sealed class LuaScript : ITick, IWorldLoaded, IDisposable
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{
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readonly LuaScriptInfo info;
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ScriptContext context;
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@@ -42,5 +43,11 @@ namespace OpenRA.Mods.RA.Scripting
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{
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context.Tick(self);
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}
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public void Dispose()
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{
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if (context != null)
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context.Dispose();
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}
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}
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}
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@@ -18,7 +18,7 @@ using OpenRA.Primitives;
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namespace OpenRA.Mods.RA.Scripting
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{
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public class LuaScriptContext : IDisposable
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public sealed class LuaScriptContext : IDisposable
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{
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public Lua Lua { get; private set; }
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readonly Cache<string, LuaFunction> functionCache;
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@@ -133,19 +133,9 @@ namespace OpenRA.Mods.RA.Scripting
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}
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public void Dispose()
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{
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if (Lua == null)
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return;
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GC.SuppressFinalize(this);
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Lua.Dispose();
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Lua = null;
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}
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~LuaScriptContext()
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{
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if (Lua != null)
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Game.RunAfterTick(Dispose);
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Lua.Dispose();
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}
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}
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}
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA.Scripting
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public object Create(ActorInitializer init) { return new LuaScriptInterface(this); }
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}
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public class LuaScriptInterface : IWorldLoaded, ITick
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public sealed class LuaScriptInterface : IWorldLoaded, ITick, IDisposable
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{
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World world;
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SpawnMapActors sma;
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@@ -90,6 +90,11 @@ namespace OpenRA.Mods.RA.Scripting
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context.InvokeLuaFunction("Tick");
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}
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public void Dispose()
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{
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context.Dispose();
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}
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[LuaGlobal]
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public object New(string typeName, LuaTable args)
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{
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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA.Scripting
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[Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
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public class ScriptTriggersInfo : TraitInfo<ScriptTriggers> { }
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public class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, IDisposable
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public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, IDisposable
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{
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public event Action<Actor> OnKilledInternal = _ => {};
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@@ -100,37 +100,11 @@ namespace OpenRA.Mods.RA.Scripting
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}
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}
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bool disposed;
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protected void Dispose(bool disposing)
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{
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if (disposed)
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return;
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if (disposing)
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{
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var toDispose = new [] { onIdle, onDamaged, onKilled, onProduction };
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foreach (var f in toDispose.SelectMany(f => f))
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f.First.Dispose();
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foreach (var l in toDispose)
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l.Clear();
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}
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disposed = true;
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~ScriptTriggers()
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{
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// Dispose unmanaged resources only
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Dispose(false);
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var pairs = new[] { onIdle, onDamaged, onKilled, onProduction };
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pairs.SelectMany(l => l).Select(p => p.First).Do(f => f.Dispose());
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pairs.Do(l => l.Clear());
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}
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}
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}
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