Possible fix for lua crash #5269
Check if this instance has been disposed and don't call 'tick' if it has. Also remove the finalizer that was broken and wrong anyway. 'runtime' would never become null because it's readonly and managed resources are freed automatically or may have already been freed by then.
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@@ -81,11 +81,12 @@ namespace OpenRA.Scripting
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public ScriptGlobalAttribute(string name) { Name = name; }
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}
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public class ScriptContext
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public class ScriptContext : IDisposable
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{
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public World World { get; private set; }
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public WorldRenderer WorldRenderer { get; private set; }
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bool disposed;
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readonly MemoryConstrainedLuaRuntime runtime;
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readonly LuaFunction tick;
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@@ -188,26 +189,34 @@ namespace OpenRA.Scripting
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public void Tick(Actor self)
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{
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if (error)
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if (error || disposed)
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return;
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using (new PerfSample("tick_lua"))
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tick.Call().Dispose();
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}
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public void Dispose()
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protected void Dispose(bool disposing)
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{
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if (runtime == null)
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if (disposed)
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return;
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if (disposing)
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runtime.Dispose();
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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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runtime.Dispose();
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}
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~ScriptContext()
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{
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if (runtime != null)
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Game.RunAfterTick(Dispose);
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// Dispose unmanaged resources only
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Dispose(false);
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}
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static Type[] ExtractRequiredTypes(Type t)
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@@ -15,12 +15,13 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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public class CallLuaFunc : Activity
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public class CallLuaFunc : Activity, IDisposable
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{
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LuaFunction function;
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public CallLuaFunc(LuaFunction func)
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{
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function = func.CopyReference() as LuaFunction;
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function = (LuaFunction)func.CopyReference();
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}
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public override Activity Tick(Actor self)
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@@ -38,20 +39,28 @@ namespace OpenRA.Mods.RA.Activities
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base.Cancel(self);
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}
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public void Dispose()
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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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function.Dispose();
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function = null;
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}
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~CallLuaFunc()
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{
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if (function != null)
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Game.RunAfterTick(Dispose);
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// Dispose unmanaged resources only
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Dispose(false);
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}
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}
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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
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public class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, IDisposable
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{
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public event Action<Actor> OnKilledInternal = _ => {};
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@@ -101,21 +101,36 @@ namespace OpenRA.Mods.RA.Scripting
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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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disposed = true;
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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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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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if (!disposed)
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Game.RunAfterTick(Dispose);
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// Dispose unmanaged resources only
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Dispose(false);
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}
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}
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}
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