|
|
@@ -121,7 +121,7 @@ void Ticker::Ref(Entity *entity) |
|
|
|
/* Get the entity out of the m_autorelease list. This is usually |
|
|
|
* very fast since the last entry in autolist is the last |
|
|
|
* registered entity. */ |
|
|
|
for (int i = data->m_autolist.Count(); --i; ) |
|
|
|
for (int i = data->m_autolist.Count(); i--; ) |
|
|
|
{ |
|
|
|
if (data->m_autolist[i] == entity) |
|
|
|
{ |
|
|
@@ -227,7 +227,8 @@ void TickerData::GameThreadTick() |
|
|
|
for (int i = 0; i < data->m_list[g].Count(); ++i) |
|
|
|
{ |
|
|
|
Entity *e = data->m_list[g][i]; |
|
|
|
Log::Debug(" \\-- %s (m_ref %i, destroy %i)\n", e->GetName(), e->m_ref, e->m_destroy); |
|
|
|
Log::Debug(" \\-- [%p] %s (m_ref %i, destroy %i)\n", |
|
|
|
e, e->GetName(), e->m_ref, e->m_destroy); |
|
|
|
} |
|
|
|
} |
|
|
|
#endif |
|
|
@@ -298,10 +299,10 @@ void TickerData::GameThreadTick() |
|
|
|
|
|
|
|
/* Garbage collect objects that can be destroyed. We can do this |
|
|
|
* before inserting awaiting objects, because only objects already |
|
|
|
* inthe tick lists can be marked for destruction. */ |
|
|
|
* in the tick lists can be marked for destruction. */ |
|
|
|
for (int g = 0; g < Entity::ALLGROUP_END; ++g) |
|
|
|
{ |
|
|
|
for (int i = 0; i < data->m_list[g].Count(); ++i) |
|
|
|
for (int i = data->m_list[g].Count(); i--; ) |
|
|
|
{ |
|
|
|
Entity *e = data->m_list[g][i]; |
|
|
|
|
|
|
|