Dispose SequenceSet when we're done with it.

Utility rules that do something on a map and exit
are left without explicit disposing, as they will
be cleaned up immediately anyway.
This commit is contained in:
Paul Chote
2023-03-08 08:23:04 +00:00
committed by Gustas
parent c35ab081ff
commit f0cf728825
6 changed files with 17 additions and 19 deletions

View File

@@ -188,12 +188,13 @@ namespace OpenRA
bool wasLoadingGameSave;
internal World(ModData modData, Map map, OrderManager orderManager, WorldType type)
internal World(string mapUID, ModData modData, OrderManager orderManager, WorldType type)
{
this.modData = modData;
Type = type;
OrderManager = orderManager;
Map = map;
using (new PerfTimer("PrepareMap"))
Map = modData.PrepareMap(mapUID);
if (string.IsNullOrEmpty(modData.Manifest.DefaultOrderGenerator))
throw new InvalidDataException("mod.yaml must define a DefaultOrderGenerator");
@@ -212,7 +213,7 @@ namespace OpenRA
SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
LocalRandom = new MersenneTwister();
ModelCache = modData.ModelSequenceLoader.CacheModels(map, modData, map.Rules.ModelSequences);
ModelCache = modData.ModelSequenceLoader.CacheModels(Map, modData, Map.Rules.ModelSequences);
var worldActorType = type == WorldType.Editor ? SystemActors.EditorWorld : SystemActors.World;
WorldActor = CreateActor(worldActorType.ToString(), new TypeDictionary());
@@ -241,7 +242,7 @@ namespace OpenRA
MapTitle = Map.Title
};
RulesContainTemporaryBlocker = map.Rules.Actors.Any(a => a.Value.HasTraitInfo<ITemporaryBlockerInfo>());
RulesContainTemporaryBlocker = Map.Rules.Actors.Any(a => a.Value.HasTraitInfo<ITemporaryBlockerInfo>());
gameSettings = Game.Settings.Game;
}
@@ -612,6 +613,8 @@ namespace OpenRA
if (Type == WorldType.Shellmap)
OrderManager.Dispose();
Map.Dispose();
Game.FinishBenchmark();
}