Deal with Creatures being deleted before a battle they're part of.
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
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@ -54,7 +54,7 @@ void BattleSide::SetCreature(ArbUt::OptionalBorrowedPtr<Creature> creature, uint
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if (old.HasValue()) {
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old.GetValue()->SetOnBattleField(false);
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}
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_creatures[index] = creature.GetValue();
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_creatures[index] = creature;
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if (!creature.HasValue()) {
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return;
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}
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@ -40,6 +40,7 @@ namespace CreatureLib::Battling {
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void SetChoice(BaseTurnChoice* choice);
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void ResetChoices() noexcept;
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void ForceClearCreature(uint8_t index) { _creatures[index] = {}; }
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void SetCreature(ArbUt::OptionalBorrowedPtr<Creature> creature, uint8_t index);
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const ArbUt::OptionalBorrowedPtr<Creature>& GetCreature(uint8_t index) const;
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@ -392,3 +392,9 @@ void CreatureLib::Battling::Creature::ClearStatus() {
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_battleData.Battle.GetValue()->TriggerEventListener<StatusChangeEvent>(this, ""_cnc);
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}
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}
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Battling::Creature::~Creature() {
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if (_battleData.OnBattleField && _battleData.Side.HasValue()) {
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_battleData.Side.GetValue()->ForceClearCreature(_battleData.Index.GetCreatureIndex());
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}
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}
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@ -75,7 +75,7 @@ namespace CreatureLib::Battling {
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const Library::TalentIndex& talent, const std::vector<LearnedAttack*>& attacks,
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bool allowedExperienceGain = true);
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virtual ~Creature() = default;
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virtual ~Creature();
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virtual void Initialize() {
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RecalculateFlatStats();
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@ -1,5 +1,6 @@
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#ifdef TESTS_BUILD
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#include "../../extern/doctest.hpp"
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#include "../../src/Battling/Models/Battle.hpp"
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#include "../../src/Battling/Models/CreateCreature.hpp"
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#include "../TestLibrary/TestLibrary.hpp"
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@ -54,4 +55,16 @@ TEST_CASE("Override Creature talent") {
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delete creature;
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}
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TEST_CASE("Creature can be deleted before battle is deleted") {
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// This should not happen during normal battle executions, but can happen for certain GC solutions. We should not
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// segfault in this case, but deal with it properly.
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auto library = TestLibrary::Get();
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auto creature = CreateCreature(library, "testSpecies1"_cnc, 1).Create();
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auto battle = new Battle(library, {});
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auto side = battle->GetSides()[0];
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side->SetCreature(creature, 0);
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delete creature;
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delete battle;
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}
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#endif
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