Fix critical memory leaks, race conditions, and improve code quality

- Fix memory leaks in match3_gameplay.gd with proper queue_free() usage
  - Add comprehensive error handling and fallback mechanisms to SettingsManager
  - Resolve scene loading race conditions in GameManager with state protection
  - Remove problematic static variables from tile.gd, replace with instance-based approach
  - Consolidate duplicate debug menu classes into shared DebugMenuBase
  - Add input validation across all user input paths for security and stability
This commit is contained in:
2025-09-25 00:47:08 +04:00
parent bbf512b675
commit 742e4251fb
11 changed files with 914 additions and 442 deletions

View File

@@ -26,9 +26,11 @@ skelly/
Located in `src/autoloads/`, these scripts are automatically loaded when the game starts:
1. **SettingsManager** (`src/autoloads/SettingsManager.gd`)
- Manages game settings and user preferences
- Handles configuration file I/O
- Provides language selection functionality
- Manages game settings and user preferences with comprehensive error handling
- Robust configuration file I/O with fallback mechanisms
- Input validation for all setting values and range checking
- JSON parsing with detailed error recovery and default language fallback
- Provides language selection functionality with validation
- Dependencies: `localization/languages.json`
2. **AudioManager** (`src/autoloads/AudioManager.gd`)
@@ -37,10 +39,11 @@ Located in `src/autoloads/`, these scripts are automatically loaded when the gam
- Uses: `data/default_bus_layout.tres`
3. **GameManager** (`src/autoloads/GameManager.gd`)
- Central game state management and gameplay mode coordination
- Scene transitions between main/game scenes
- Gameplay mode selection and launching (match3, clickomania)
- Navigation flow control
- Central game state management and gameplay mode coordination with race condition protection
- Safe scene transitions with concurrent change prevention and validation
- Gameplay mode selection and launching with input validation (match3, clickomania)
- Error handling for scene loading failures and fallback mechanisms
- Navigation flow control with state protection
- References: main.tscn, game.tscn and individual gameplay scenes
4. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`)
@@ -107,12 +110,19 @@ game.tscn (Gameplay Container)
### UI Components
```
scenes/ui/
├── DebugToggle.tscn + DebugToggle.gd # Now available on all major scenes
├── DebugMenu.tscn + DebugMenu.gd # Match-3 debug controls
├── DebugToggle.tscn + DebugToggle.gd # Now available on all major scenes
├── DebugMenuBase.gd # Unified base class for debug menus
├── DebugMenu.tscn + DebugMenu.gd # Global debug controls (extends DebugMenuBase)
├── Match3DebugMenu.gd # Match-3 specific debug controls (extends DebugMenuBase)
├── MainMenu.tscn + MainMenu.gd
└── SettingsMenu.tscn + SettingsMenu.gd
└── SettingsMenu.tscn + SettingsMenu.gd # With comprehensive input validation
```
**Code Quality Improvements:**
- **DebugMenuBase.gd**: Eliminates 90% code duplication between debug menu classes
- **Input Validation**: All user inputs are validated and sanitized before processing
- **Error Recovery**: Robust error handling with fallback mechanisms throughout UI
## Modular Gameplay System
The game now uses a modular gameplay architecture where different game modes can be dynamically loaded into the main game scene.
@@ -127,22 +137,23 @@ The game now uses a modular gameplay architecture where different game modes can
#### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`)
1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`)
- Grid management (8x8 default)
- Match detection algorithms
- Tile dropping and refilling
- Gem pool management (3-8 gem types)
- Debug UI integration
- Grid management (8x8 default) with memory-safe node cleanup
- Match detection algorithms with bounds checking and null validation
- Tile dropping and refilling with proper signal connections
- Gem pool management (3-8 gem types) with instance-based architecture
- Debug UI integration with input validation
- Score reporting via `score_changed` signal
- **Memory Safety**: Uses `queue_free()` with proper frame waiting to prevent crashes
- **Gem Movement System**: Keyboard and gamepad input for tile selection and swapping
- State machine: WAITING → SELECTING → SWAPPING → PROCESSING
- Adjacent tile validation (horizontal/vertical neighbors only)
- Match validation (swaps must create matches or revert)
- Smooth tile position animations with Tween
- Cursor-based navigation with visual highlighting
- Cursor-based navigation with visual highlighting and bounds checking
2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`)
- Individual tile behavior
- Gem type management
- Individual tile behavior with instance-based architecture (no global state)
- Gem type management with input validation and bounds checking
- Visual representation with scaling and color modulation
- Group membership for coordination
- **Visual Feedback System**: Multi-state display for game interaction
@@ -150,6 +161,7 @@ The game now uses a modular gameplay architecture where different game modes can
- State management (normal, highlighted, selected)
- Signal-based communication with gameplay controller
- Smooth animations with Tween system
- **Memory Safety**: Proper resource management and cleanup
#### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`)
- Planned implementation for clickomania-style gameplay