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修复 ControlParticleManager 的内存泄漏问题,以及一处兼容性修改 #2
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -130,8 +130,10 @@ abstract class ControlableParticle( | |
| */ | ||
| var death: Boolean | ||
| get() = dead | ||
| set(value) { | ||
| dead = value | ||
| set(value) = if (value) { | ||
| markDead() | ||
| } else { | ||
| dead = false | ||
| } | ||
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||
| /** | ||
|
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@@ -315,6 +317,19 @@ abstract class ControlableParticle( | |
| } | ||
| } | ||
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| /** | ||
| * @see ParticleControler.remove() | ||
| */ | ||
| override fun markDead() { | ||
| super.markDead() | ||
| // FIXME 原版的驱逐队列满后不会调用 markDead,百分百泄漏, | ||
| // 我们的 ParticleManagerMixin 可以确保没问题, | ||
| // 但是一旦关闭 ParticleManagerMixin 注入,就绝对有问题 | ||
|
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 如果有 AsyncParticles 的话关了也没问题 |
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| // 粒子的移除方法被原版调用时也要移除 controller 否则会内存泄漏 | ||
| // 不能放在 controller.remove() 里,因为 markDead 可能在模组外部调用 | ||
| ControlParticleManager.removeControl(controlUUID) | ||
| } | ||
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| override fun buildGeometry(vertexConsumer: VertexConsumer, camera: Camera, tickDelta: Float) { | ||
| if (faceToCamera) { | ||
| super.buildGeometry(vertexConsumer, camera, tickDelta) | ||
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这样可以放到两 tick 之间执行,在 AsyncParticles 那边做的,暂时还没 push 上去