Fixed some most memory leaks
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+1
-1
Submodule Toy updated: be84a8dfe2...8b9b012bcc
+6
-2
@@ -9,9 +9,13 @@ fn onReady() {
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fn onStep() {
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frameCounter++;
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if (frameCounter % 100 == 0) {
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spawnActorAt("zombie", posCounter*50, posCounter*50);
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// if (frameCounter % 10 == 0) {
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spawnActorAt("zombie", posCounter*5, posCounter*5);
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posCounter++;
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// }
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if (posCounter > 150) {
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posCounter = 0;
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}
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}
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+28
-3
@@ -89,7 +89,12 @@ static void loadSprite(Toy_VM* vm) {
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}
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//insert into the table as an opaque
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Toy_insertTable(&spriteTable, key, TOY_OPAQUE_FROM_POINTER(sprite));
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Toy_insertTable(&spriteTable, Toy_copyValue(&vm->memoryBucket, key), TOY_OPAQUE_FROM_POINTER(sprite));
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Toy_freeValue(key);
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Toy_freeValue(file);
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Toy_freeValue(width);
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Toy_freeValue(height);
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}
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static void spawnActorAt(Toy_VM* vm) {
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@@ -165,6 +170,11 @@ static void spawnActorAt(Toy_VM* vm) {
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.position = { TOY_VALUE_AS_INTEGER(xpos), TOY_VALUE_AS_INTEGER(ypos) },
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.health = 10,
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};
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Toy_freeValue(spriteValue);
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Toy_freeValue(key);
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Toy_freeValue(xpos);
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Toy_freeValue(ypos);
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}
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static void setActorStep(Toy_VM* vm) {
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@@ -172,15 +182,17 @@ static void setActorStep(Toy_VM* vm) {
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if (!TOY_VALUE_IS_FUNCTION(value) && !TOY_VALUE_IS_NULL(value)) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type found in 'setActorStep', exiting" TOY_CC_RESET "\n");
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Toy_freeValue(value);
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exit(-1);
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}
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if (TOY_VALUE_IS_FUNCTION(value)) {
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if (TOY_VALUE_AS_FUNCTION(value)->type != TOY_FUNCTION_CUSTOM) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad function found in 'setActorStep', exiting (only allows custom functions or null)" TOY_CC_RESET "\n");
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Toy_freeValue(value);
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exit(-1);
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}
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actorStep = TOY_VALUE_AS_FUNCTION(value);
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actorStep = TOY_VALUE_AS_FUNCTION(value); //do not free, it'll be needed
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}
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}
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@@ -236,6 +248,9 @@ void freeActorAPI(Toy_VM* vm) {
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spriteTable = NULL;
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actorArray = Toy_resizeArray(actorArray, 0);
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Toy_freeFunction(actorStep);
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actorStep = NULL;
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}
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void processActorStep(Toy_VM* vm) {
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@@ -264,10 +279,13 @@ void processActorStep(Toy_VM* vm) {
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const char* cstr = ((char*)(subVM.code + subVM.dataAddr)) + paramAddr;
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Toy_String* name = Toy_toStringLength(&subVM.memoryBucket, cstr, strlen(cstr));
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int ticker = 0;
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//load each valid actor and process them one at a time
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (actor->health > 0) {
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ticker++;
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subVM.scope = Toy_pushScope(&subVM.memoryBucket, subVM.scope);
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Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, actorArray->data[i]), true);
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@@ -278,6 +296,14 @@ void processActorStep(Toy_VM* vm) {
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}
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Toy_freeVM(&subVM);
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//DEBUG: "wipe" the actors if there's too many, so memory doesn't keep growing.
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if (ticker >= 100) {
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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actor->health = 0;
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}
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}
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}
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void drawActors(Toy_VM* vm) {
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@@ -340,7 +366,6 @@ Toy_Value handleActorAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attrib
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ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(compound);
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if (TOY_VALUE_AS_STRING(attribute)->info.length == 1 && strncmp(TOY_VALUE_AS_STRING(attribute)->leaf.data, "x", 1) == 0) {
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return TOY_VALUE_FROM_INTEGER(actor->position.x);
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}
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