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https://github.com/lubosz/overte.git
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fix misusage of smart-pointers
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parent
e8e965d548
commit
6a642bdcf8
8 changed files with 36 additions and 21 deletions
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@ -1,4 +1,4 @@
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//
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/3/
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// Avatar.cpp
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// interface/src/avatar
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//
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@ -108,6 +108,7 @@ Avatar::Avatar(RigPointer rig) :
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}
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Avatar::~Avatar() {
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assert(isDead()); // mark dead before calling the dtor
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for(auto attachment : _unusedAttachments) {
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delete attachment;
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}
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@ -76,6 +76,10 @@ AvatarManager::AvatarManager(QObject* parent) :
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packetReceiver.registerListener(PacketType::AvatarBillboard, this, "processAvatarBillboardPacket");
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}
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AvatarManager::~AvatarManager() {
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_myAvatar->die();
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}
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void AvatarManager::init() {
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_myAvatar->init();
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{
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@ -34,6 +34,8 @@ public:
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/// Registers the script types associated with the avatar manager.
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static void registerMetaTypes(QScriptEngine* engine);
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virtual ~AvatarManager();
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void init();
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MyAvatar* getMyAvatar() { return _myAvatar.get(); }
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@ -85,6 +85,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
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}
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EntityItem::~EntityItem() {
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assert(isDead()); // mark as dead before calling dtor
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// clear out any left-over actions
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EntityTreePointer entityTree = _element ? _element->getTree() : nullptr;
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EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
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@ -48,9 +48,10 @@ bool entityTreeIsLocked() {
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#endif
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItem* entity) :
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) :
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ObjectMotionState(shape),
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_entity(entity),
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_entityPtr(entity),
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_entity(entity.get()),
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_sentInactive(true),
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_lastStep(0),
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_serverPosition(0.0f),
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@ -12,11 +12,11 @@
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#ifndef hifi_EntityMotionState_h
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#define hifi_EntityMotionState_h
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#include <EntityTypes.h>
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#include <AACube.h>
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#include "ObjectMotionState.h"
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class EntityItem;
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// From the MotionState's perspective:
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// Inside = physics simulation
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@ -25,7 +25,7 @@ class EntityItem;
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class EntityMotionState : public ObjectMotionState {
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public:
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EntityMotionState(btCollisionShape* shape, EntityItem* item);
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EntityMotionState(btCollisionShape* shape, EntityItemPointer item);
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virtual ~EntityMotionState();
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void updateServerPhysicsVariables(const QUuid& sessionID);
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@ -73,7 +73,7 @@ public:
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virtual QUuid getSimulatorID() const;
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virtual void bump(quint8 priority);
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EntityItem* getEntity() const { return _entity; }
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EntityItemPointer getEntity() const { return _entityPtr.lock(); }
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void resetMeasuredBodyAcceleration();
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void measureBodyAcceleration();
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@ -96,7 +96,15 @@ protected:
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virtual btCollisionShape* computeNewShape();
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virtual void setMotionType(MotionType motionType);
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EntityItem* _entity { nullptr }; // do NOT use smartpointer here
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// In the glorious future (when entities lib depends on physics lib) the EntityMotionState will be
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// properly "owned" by the EntityItem and will be deleted by it in the dtor. In pursuit of that
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// state of affairs we can't keep a real EntityItemPointer as data member (it would produce a
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// recursive dependency). Instead we keep a EntityItemWeakPointer to break that dependency while
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// still granting us the capability to generate EntityItemPointers as necessary (for external data
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// structures that use the MotionState to get to the EntityItem).
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EntityItemWeakPointer _entityPtr;
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// Meanwhile we also keep a raw EntityItem* for internal stuff where the pointer is guaranteed valid.
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EntityItem* _entity;
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bool _sentInactive; // true if body was inactive when we sent last update
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@ -122,17 +122,15 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
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// first disconnect each MotionStates from its Entity
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for (auto stateItr : _physicalObjects) {
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EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr));
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EntityItem* entity = motionState->getEntity();
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assert(entity);
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_entitiesToDelete.insert(EntityItemPointer(entity));
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_entitiesToDelete.insert(motionState->getEntity());
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}
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// then remove the objects from physics (aka MotionStates)
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// then remove the objects (aka MotionStates) from physics
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_physicsEngine->removeObjects(_physicalObjects);
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// delete the objects (aka MotionStates)
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// Someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo
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// rather than do it here
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// delete the MotionStates
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// TODO: after we invert the entities/physics lib dependencies we will let EntityItem delete
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// its own PhysicsInfo rather than do it here
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for (auto entity : _entitiesToDelete) {
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EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
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if (motionState) {
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@ -182,15 +180,15 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
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QMutexLocker lock(&_mutex);
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SetOfEntities::iterator entityItr = _entitiesToAddToPhysics.begin();
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while (entityItr != _entitiesToAddToPhysics.end()) {
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EntityItem* entity = (*entityItr).get();
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EntityItemPointer entity = (*entityItr);
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assert(!entity->getPhysicsInfo());
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if (entity->isDead()) {
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prepareEntityForDelete(EntityItemPointer(entity));
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prepareEntityForDelete(entity);
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} else if (!entity->shouldBePhysical()) {
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// this entity should no longer be on the internal _entitiesToAddToPhysics
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entityItr = _entitiesToAddToPhysics.erase(entityItr);
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if (entity->isMoving()) {
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_simpleKinematicEntities.insert(EntityItemPointer(entity));
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_simpleKinematicEntities.insert(entity);
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}
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} else if (entity->isReadyToComputeShape()) {
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ShapeInfo shapeInfo;
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@ -236,12 +234,12 @@ void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates&
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ObjectMotionState* state = &(*stateItr);
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if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) {
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EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
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EntityItem* entity = entityState->getEntity();
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assert(entity);
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EntityItemPointer entity = entityState->getEntity();
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assert(entity.get());
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if (entityState->isCandidateForOwnership(sessionID)) {
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_outgoingChanges.insert(entityState);
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}
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_entitiesToSort.insert(EntityItemPointer(entity));
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_entitiesToSort.insert(entity);
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}
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}
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@ -34,7 +34,7 @@ enum class NestableType {
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class SpatiallyNestable : public std::enable_shared_from_this<SpatiallyNestable> {
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public:
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SpatiallyNestable(NestableType nestableType, QUuid id);
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virtual ~SpatiallyNestable() { assert(_isDead); }
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virtual ~SpatiallyNestable() { }
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virtual const QUuid& getID() const { return _id; }
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virtual void setID(const QUuid& id) { _id = id; }
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