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Aquaria/BBGE
fgenesis 9e2c640b51 attempt to fix crash when loading a saved game on a map with an already collected health upgrade
This problem might have been introduced in 06270eaac0 but not sure.
The crash could happen due to a use-after-free memory access:
When deleting an entity with skel in postInit(), deletion would be
delayed by 1 frame because that is how entity_delete() works.
During deletion, RenderObject::children were removed and deleted
but SkeletalSprite::bones still had those pointers.
Additionally an object would delete its children in onUpdate() after
safeKill(), and still proceed to run scripts, which would then possibly
access freed memory too.
This fix causes children to not be deleted until we're out of the update()
cycle, and instead delete children together with the root object.
2022-07-18 23:00:22 +02:00
..
ActionInput.cpp
ActionInput.h
ActionMapper.cpp
ActionMapper.h
ActionSet.cpp
ActionSet.h
ActionStatus.cpp
ActionStatus.h
AfterEffect.cpp
AfterEffect.h
Base.cpp show better errors when we fail to start up 2022-06-20 04:25:18 +02:00
Base.h show better errors when we fail to start up 2022-06-20 04:25:18 +02:00
BaseText.h
bithacks.h
BitmapFont.cpp
BitmapFont.h
CMakeLists.txt Rewrite SceneEditor level generation and skinning, use light pink to designate areas that should not be skinned 2022-07-06 08:59:55 +02:00
Cocoa.mm
Core.cpp show better errors when we fail to start up 2022-06-20 04:25:18 +02:00
Core.h show better errors when we fail to start up 2022-06-20 04:25:18 +02:00
DarkLayer.cpp
DarkLayer.h
DataStructures.cpp Rewrite SceneEditor level generation and skinning, use light pink to designate areas that should not be skinned 2022-07-06 08:59:55 +02:00
DataStructures.h Rewrite SceneEditor level generation and skinning, use light pink to designate areas that should not be skinned 2022-07-06 08:59:55 +02:00
DebugFont.cpp
DebugFont.h
Emitter.cpp
EngineEnums.h
Event.cpp
Event.h
FmodOpenALBridge.cpp
FmodOpenALBridge.h
FrameBuffer.cpp
FrameBuffer.h
GameKeyNames.cpp
GameKeyNames.h
GameKeys.h
GLLoad.cpp
GLLoad.h
Gradient.cpp
Gradient.h
Image.cpp
Image.h
Joystick.cpp
Joystick.h
LensFlare.cpp
LensFlare.h
Localization.cpp
Localization.h
MathFunctions.h
MT.cpp
MT.h
OpenGLStubs.h
OSFunctions.cpp git gud 2022-06-20 04:35:51 +02:00
OSFunctions.h show better errors when we fail to start up 2022-06-20 04:25:18 +02:00
ParticleEffect.cpp
ParticleManager.cpp
Particles.cpp
Particles.h
Precacher.cpp
Precacher.h
Quad.cpp undo prev. commit and fix this properly. i'm just blind. 2022-06-06 01:41:50 +02:00
Quad.h
QuadGrid.cpp
QuadGrid.h
ReadXML.cpp
ReadXML.h
Rect.h
Refcounted.h
RenderBase.cpp
RenderBase.h
RenderObject.cpp attempt to fix crash when loading a saved game on a map with an already collected health upgrade 2022-07-18 23:00:22 +02:00
RenderObject.h attempt to fix crash when loading a saved game on a map with an already collected health upgrade 2022-07-18 23:00:22 +02:00
RenderObject_inline.h
RenderObjectLayer.cpp refactor rendering logic to be a lot less wasteful 2022-05-22 17:26:16 +02:00
RenderRect.cpp
RenderState.cpp refactor rendering logic to be a lot less wasteful 2022-05-22 17:26:16 +02:00
RenderState.h refactor rendering logic to be a lot less wasteful 2022-05-22 17:26:16 +02:00
RoundedRect.cpp
RoundedRect.h
ScreenTransition.cpp
ScreenTransition.h
ScriptObject.cpp
ScriptObject.h
Shader.cpp
Shader.h
SimpleIStringStream.h
SkeletalSprite.cpp attempt to fix crash when loading a saved game on a map with an already collected health upgrade 2022-07-18 23:00:22 +02:00
SkeletalSprite.h attempt to fix crash when loading a saved game on a map with an already collected health upgrade 2022-07-18 23:00:22 +02:00
Slider.cpp
Slider.h
SoundManager.cpp
SoundManager.h
SpawnParticleData.cpp
StateMachine.cpp
StateMachine.h
StateManager.cpp
StateManager.h
StringBank.cpp
StringBank.h
Texture.cpp
Texture.h
TTFFont.cpp
TTFFont.h
Vector.cpp
Vector.h
Window.cpp
Window.h
Window_SDL1.cpp
Window_SDL2.cpp