Fix multiple memory leaks and stale pooled allocations (#123)

This commit is contained in:
Zero 2026-05-26 14:47:43 +02:00 committed by GitHub
parent 285fab70b2
commit 544befe162
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GPG key ID: B5690EEEBB952194
7 changed files with 39 additions and 2 deletions

View file

@ -8,6 +8,15 @@ GuiParticles::GuiParticles(Minecraft *mc)
this->mc = mc;
}
GuiParticles::~GuiParticles()
{
for (GuiParticle *gp : particles)
{
delete gp;
}
particles.clear();
}
void GuiParticles::tick()
{
for (unsigned int i = 0; i < particles.size(); i++)
@ -19,6 +28,7 @@ void GuiParticles::tick()
if (gp->removed)
{
delete gp;
particles.erase(particles.begin()+i);
i--;
}

View file

@ -13,6 +13,7 @@ private:
public:
GuiParticles(Minecraft *mc);
~GuiParticles();
void tick();
void add(GuiParticle *guiParticle);
void render(float a);

View file

@ -526,9 +526,10 @@ LevelStorageSource *Minecraft::getLevelSource()
void Minecraft::setScreen(Screen *screen)
{
if (this->screen != nullptr)
Screen *oldScreen = this->screen;
if (oldScreen != nullptr)
{
this->screen->removed();
oldScreen->removed();
}
#ifdef _WINDOWS64

View file

@ -23,6 +23,18 @@ Screen::Screen() // 4J added
clickedButton = nullptr;
}
Screen::~Screen()
{
delete particles;
particles = nullptr;
for (Button *button : buttons)
{
delete button;
}
buttons.clear();
}
void Screen::render(int xm, int ym, float a)
{
for (Button* button : buttons)

View file

@ -22,6 +22,7 @@ public:
GuiParticles *particles;
Screen(); // 4J added
virtual ~Screen();
virtual void render(int xm, int ym, float a);
protected:
virtual void keyPressed(wchar_t eventCharacter, int eventKey);

View file

@ -54,10 +54,16 @@ AABB *AABB::newPermanent(double x0, double y0, double z0, double x1, double y1,
void AABB::clearPool()
{
ThreadStorage *tls = static_cast<ThreadStorage *>(TlsGetValue(tlsIdx));
if (tls != nullptr)
{
tls->poolPointer = 0;
}
}
void AABB::resetPool()
{
clearPool();
}
AABB *AABB::newTemp(double x0, double y0, double z0, double x1, double y1, double z1)

View file

@ -49,10 +49,16 @@ Vec3 *Vec3::newPermanent(double x, double y, double z)
void Vec3::clearPool()
{
ThreadStorage *tls = static_cast<ThreadStorage *>(TlsGetValue(tlsIdx));
if (tls != nullptr)
{
tls->poolPointer = 0;
}
}
void Vec3::resetPool()
{
clearPool();
}
Vec3 *Vec3::newTemp(double x, double y, double z)