- 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)
This commit is contained in:
Randy Heit 2006-05-09 00:02:37 +00:00
commit 748d7bf4b1
9 changed files with 151 additions and 50 deletions

View file

@ -27,7 +27,7 @@ void showIns(std::ostream &o, const Ins &i, const Ins &base){
case CHAR: {
o << "match ";
for(const Ins *j = &(&i)[1]; j < (Ins*) i.i.link; ++j)
prtCh(o, j->c.value);
prtCh(o, (const uchar)j->c.value);
break;
} case GOTO:
o << "goto " << ((Ins*) i.i.link - &base);

View file

@ -127,7 +127,7 @@ DFA::DFA(Ins *ins, uint ni, uint lb, uint ub, Char *rep)
if(i->i.tag == CHAR){
for(Ins *j = i + 1; j < (Ins*) i->i.link; ++j){
if(!(j->c.link = goTo[j->c.value - lb].to))
goTo[nGoTos++].ch = j->c.value;
goTo[nGoTos++].ch = (Char)j->c.value;
goTo[j->c.value - lb].to = j;
}
} else if(i->i.tag == TERM){