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