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Fix edge cases of object lifetime when signals involved
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59b8c70007
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5 changed files with 30 additions and 1 deletions
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@ -142,7 +142,9 @@ void GDScriptByteCodeGenerator::pop_temporary() {
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if (slot.type == Variant::NIL) {
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// Avoid keeping in the stack long-lived references to objects,
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// which may prevent RefCounted objects from being freed.
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write_assign_false(Address(Address::TEMPORARY, slot_idx));
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// However, the cleanup will be performed an the end of the
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// statement, to allow object references to survive chaining.
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temporaries_pending_clear.push_back(slot_idx);
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}
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temporaries_pool[slot.type].push_back(slot_idx);
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used_temporaries.pop_back();
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@ -1752,6 +1754,23 @@ void GDScriptByteCodeGenerator::end_block() {
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pop_stack_identifiers();
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}
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void GDScriptByteCodeGenerator::clean_temporaries() {
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List<int>::Element *E = temporaries_pending_clear.front();
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while (E) {
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// The temporary may have been re-used as something else than an object
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// since it was added to the list. In that case, there's no need to clear it.
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int slot_idx = E->get();
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const StackSlot &slot = temporaries[slot_idx];
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if (slot.type == Variant::NIL) {
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write_assign_false(Address(Address::TEMPORARY, slot_idx));
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}
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List<int>::Element *next = E->next();
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E->erase();
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E = next;
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}
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}
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GDScriptByteCodeGenerator::~GDScriptByteCodeGenerator() {
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if (!ended && function != nullptr) {
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memdelete(function);
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