NavMeshUpdateAll leak suppression (not 100% preventative)

1) Reset the build when adding potential dirties to the list to ensure it isn't trying to kill off a dirty entry that it's passed by.
2) mSaveIntermediates = true; causes leakage even with all this. still tracking that end.
3) Need to remove a dead tile whether there's new data to replace it with or not. Empty tiles are an entirely possible case. Even a probable one if you have high verticality in a level.
4) Likewise you don't want to re-feed the same geometry list for a given tile in case the conditions have changed.
5) If no vertcount then clear all geometry entries. (that one might be paranoia)
This commit is contained in:
Azaezel 2015-11-27 17:43:08 -06:00
parent 272e3138a0
commit e63c0a78a3

View file

@ -113,7 +113,11 @@ DefineConsoleFunction(NavMeshUpdateAll, void, (S32 objid, bool remove), (0, fals
for(U32 i = 0; i < set->size(); i++)
{
NavMesh *m = static_cast<NavMesh*>(set->at(i));
m->buildTiles(obj->getWorldBox());
if (m)
{
m->cancelBuild();
m->buildTiles(obj->getWorldBox());
}
}
if(remove)
obj->enableCollision();
@ -147,7 +151,7 @@ NavMesh::NavMesh()
mFileName = StringTable->insert("");
mNetFlags.clear(Ghostable);
mSaveIntermediates = true;
mSaveIntermediates = false;
nm = NULL;
ctx = NULL;
@ -765,13 +769,15 @@ void NavMesh::buildNextTile()
// Intermediate data for tile build.
TileData tempdata;
TileData &tdata = mSaveIntermediates ? mTileData[i] : tempdata;
// Remove any previous data.
nm->removeTile(nm->getTileRefAt(tile.x, tile.y, 0), 0, 0);
// Generate navmesh for this tile.
U32 dataSize = 0;
unsigned char* data = buildTileData(tile, tdata, dataSize);
if(data)
{
// Remove any previous data.
nm->removeTile(nm->getTileRefAt(tile.x, tile.y, 0), 0, 0);
// Add new data (navmesh owns and deletes the data).
dtStatus status = nm->addTile(data, dataSize, DT_TILE_FREE_DATA, 0, 0);
int success = 1;
@ -830,6 +836,7 @@ unsigned char *NavMesh::buildTileData(const Tile &tile, TileData &data, U32 &dat
SceneContainer::CallbackInfo info;
info.context = PLC_Navigation;
info.boundingBox = box;
data.geom.clear();
info.polyList = &data.geom;
info.key = this;
getContainer()->findObjects(box, StaticShapeObjectType | TerrainObjectType, buildCallback, &info);
@ -843,8 +850,11 @@ unsigned char *NavMesh::buildTileData(const Tile &tile, TileData &data, U32 &dat
}
// Check for no geometry.
if(!data.geom.getVertCount())
return false;
if (!data.geom.getVertCount())
{
data.geom.clear();
return NULL;
}
// Figure out voxel dimensions of this tile.
U32 width = 0, height = 0;