Patch - Adds component shutdown functionality - V13.6.1
Implements a shutdown mechanism for components and entities, ensuring proper resource release and preventing memory leaks. This change introduces a virtual `Shutdown` method to the `Component` class, allowing derived components to release specific resources when they are removed from an entity or when the entity is destroyed. The `Entity` class now calls the `Shutdown` method on all its components during its own release process. The `EntityManager` now calls the `release()` method when destroying an entity. This enhancement ensures that resources, such as FMOD sound objects and channels in the `AudioComponent`, are properly released, preventing potential resource leaks and improving the stability of the engine.
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@@ -32,6 +32,11 @@ public:
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*/
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virtual void Initialize() {}
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/**
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*Virtual function to shutdown the component.
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*/
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virtual void Shutdown() {}
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/**
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* Virtual function to update the component.
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* @param deltaTime Time since the last update.
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@@ -30,6 +30,27 @@ public:
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// Ne pas lib<69>rer m_system ici car il peut <20>tre partag<61>
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}
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/**
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* Shutdown the audio component by releasing the sound and channel.
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* This method is called when the component is removed from an entity or when the entity is destroyed.
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*/
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void Shutdown() override {
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if (m_channel) {
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bool isPlaying = false;
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m_channel->isPlaying(&isPlaying);
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if (isPlaying) {
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m_channel->stop();
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}
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m_channel = nullptr;
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}
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if (m_sound) {
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m_sound->release();
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m_sound = nullptr;
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}
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m_system = nullptr; // Ne pas lib<69>rer m_system ici car il peut <20>tre partag<61>
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m_camera = nullptr;
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}
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/**
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* Initialize the audio component by setting up the FMOD system and camera from the parent entity.
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* This method is called when the component is added to an entity.
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@@ -163,6 +163,22 @@ public:
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*/
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FMOD::System* GetSoundSystem() const { return m_soundSystem; }
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/**
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* Release all data associated with the entity.
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* This includes clearing all components and resetting the camera and sound system pointers.
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*/
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void release()
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{
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// call shutdown on all components if needed
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for (auto& [typeID, component] : m_Components) {
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// If components had a shutdown method, we would call it here
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component->Shutdown();
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}
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m_Components.clear();
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m_camera = nullptr;
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m_soundSystem = nullptr;
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}
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void SetDevice (ID3D11Device* dev) { device = dev; }
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void SetContext(ID3D11DeviceContext* ctx) { context = ctx; }
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ID3D11Device* GetDevice() const { return device; }
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@@ -48,6 +48,7 @@ public:
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void DestroyEntity(EntityID id) {
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auto it = m_Entities.find(id);
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if (it != m_Entities.end()) {
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it->second->release();
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m_Entities.erase(it);
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m_FreeIDs.push(id); // Recycler l'ID
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}
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