- The game is now free of leaks up to the point just after the wads are loaded.
- Fixed: Although TypeInfos are now deleted at exit, their FlatPointers or ActorInfo data was not freed. I chose not to use a destructor to handle this, because then it would no longer be a POD type that can be statically initialized. - Fixed: Aliases were not deleted at exit. - Fixed: FWadCollection did not free its hash tables, lump info, full names, or the list of open files when destroyed. SVN r85 (trunk)
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d4160f7211
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9 changed files with 151 additions and 50 deletions
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@ -27,7 +27,7 @@ void showIns(std::ostream &o, const Ins &i, const Ins &base){
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case CHAR: {
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o << "match ";
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for(const Ins *j = &(&i)[1]; j < (Ins*) i.i.link; ++j)
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prtCh(o, j->c.value);
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prtCh(o, (const uchar)j->c.value);
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break;
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} case GOTO:
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o << "goto " << ((Ins*) i.i.link - &base);
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@ -127,7 +127,7 @@ DFA::DFA(Ins *ins, uint ni, uint lb, uint ub, Char *rep)
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if(i->i.tag == CHAR){
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for(Ins *j = i + 1; j < (Ins*) i->i.link; ++j){
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if(!(j->c.link = goTo[j->c.value - lb].to))
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goTo[nGoTos++].ch = j->c.value;
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goTo[nGoTos++].ch = (Char)j->c.value;
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goTo[j->c.value - lb].to = j;
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}
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} else if(i->i.tag == TERM){
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