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

@@ -81,11 +81,12 @@ namespace OpenRA.Scripting
public ScriptGlobalAttribute(string name) { Name = name; } public ScriptGlobalAttribute(string name) { Name = name; }
} }
public class ScriptContext public class ScriptContext : IDisposable
{ {
public World World { get; private set; } public World World { get; private set; }
public WorldRenderer WorldRenderer { get; private set; } public WorldRenderer WorldRenderer { get; private set; }
bool disposed;
readonly MemoryConstrainedLuaRuntime runtime; readonly MemoryConstrainedLuaRuntime runtime;
readonly LuaFunction tick; readonly LuaFunction tick;
@@ -188,26 +189,34 @@ namespace OpenRA.Scripting
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (error) if (error || disposed)
return; return;
using (new PerfSample("tick_lua")) using (new PerfSample("tick_lua"))
tick.Call().Dispose(); tick.Call().Dispose();
} }
public void Dispose() protected void Dispose(bool disposing)
{ {
if (runtime == null) if (disposed)
return; return;
GC.SuppressFinalize(this); if (disposing)
runtime.Dispose(); runtime.Dispose();
disposed = true;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
} }
~ScriptContext() ~ScriptContext()
{ {
if (runtime != null) // Dispose unmanaged resources only
Game.RunAfterTick(Dispose); Dispose(false);
} }
static Type[] ExtractRequiredTypes(Type t) static Type[] ExtractRequiredTypes(Type t)

View File

@@ -15,12 +15,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities namespace OpenRA.Mods.RA.Activities
{ {
public class CallLuaFunc : Activity public class CallLuaFunc : Activity, IDisposable
{ {
LuaFunction function; LuaFunction function;
public CallLuaFunc(LuaFunction func) public CallLuaFunc(LuaFunction func)
{ {
function = func.CopyReference() as LuaFunction; function = (LuaFunction)func.CopyReference();
} }
public override Activity Tick(Actor self) public override Activity Tick(Actor self)
@@ -38,20 +39,28 @@ namespace OpenRA.Mods.RA.Activities
base.Cancel(self); base.Cancel(self);
} }
public void Dispose() protected void Dispose(bool disposing)
{ {
if (function == null) if (function == null)
return; return;
GC.SuppressFinalize(this); if (disposing)
{
function.Dispose(); function.Dispose();
function = null; function = null;
} }
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~CallLuaFunc() ~CallLuaFunc()
{ {
if (function != null) // Dispose unmanaged resources only
Game.RunAfterTick(Dispose); 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.")] [Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
public class ScriptTriggersInfo : TraitInfo<ScriptTriggers> { } 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 = _ => {}; public event Action<Actor> OnKilledInternal = _ => {};
@@ -101,21 +101,36 @@ namespace OpenRA.Mods.RA.Scripting
} }
bool disposed; bool disposed;
public void Dispose()
protected void Dispose(bool disposing)
{
if (disposed)
return;
if (disposing)
{ {
disposed = true;
var toDispose = new [] { onIdle, onDamaged, onKilled, onProduction }; var toDispose = new [] { onIdle, onDamaged, onKilled, onProduction };
foreach (var f in toDispose.SelectMany(f => f)) foreach (var f in toDispose.SelectMany(f => f))
f.First.Dispose(); f.First.Dispose();
foreach (var l in toDispose)
l.Clear();
}
disposed = true;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this); GC.SuppressFinalize(this);
} }
~ScriptTriggers() ~ScriptTriggers()
{ {
if (!disposed) // Dispose unmanaged resources only
Game.RunAfterTick(Dispose); Dispose(false);
} }
} }
} }