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.
This commit is contained in:
Pavlos Touboulidis
2014-05-19 02:06:56 +03:00
parent 638b0d8008
commit a8b2187d93
3 changed files with 56 additions and 23 deletions

View File

@@ -15,12 +15,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
public class CallLuaFunc : Activity
public class CallLuaFunc : Activity, IDisposable
{
LuaFunction function;
public CallLuaFunc(LuaFunction func)
{
function = func.CopyReference() as LuaFunction;
function = (LuaFunction)func.CopyReference();
}
public override Activity Tick(Actor self)
@@ -38,20 +39,28 @@ namespace OpenRA.Mods.RA.Activities
base.Cancel(self);
}
public void Dispose()
protected void Dispose(bool disposing)
{
if (function == null)
return;
if (disposing)
{
function.Dispose();
function = null;
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
function.Dispose();
function = null;
}
~CallLuaFunc()
{
if (function != null)
Game.RunAfterTick(Dispose);
// Dispose unmanaged resources only
Dispose(false);
}
}
}

View File

@@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA.Scripting
[Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
public class ScriptTriggersInfo : TraitInfo<ScriptTriggers> { }
public class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction
public class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, IDisposable
{
public event Action<Actor> OnKilledInternal = _ => {};
@@ -101,21 +101,36 @@ namespace OpenRA.Mods.RA.Scripting
}
bool disposed;
protected void Dispose(bool disposing)
{
if (disposed)
return;
if (disposing)
{
var toDispose = new [] { onIdle, onDamaged, onKilled, onProduction };
foreach (var f in toDispose.SelectMany(f => f))
f.First.Dispose();
foreach (var l in toDispose)
l.Clear();
}
disposed = true;
}
public void Dispose()
{
disposed = true;
var toDispose = new [] { onIdle, onDamaged, onKilled, onProduction };
foreach (var f in toDispose.SelectMany(f => f))
f.First.Dispose();
Dispose(true);
GC.SuppressFinalize(this);
}
~ScriptTriggers()
{
if (!disposed)
Game.RunAfterTick(Dispose);
// Dispose unmanaged resources only
Dispose(false);
}
}
}