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:
@@ -1,129 +1,36 @@
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extends Control
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@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
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@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
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@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
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@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
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@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
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@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
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@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
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var match3_scene: Node2D
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extends DebugMenuBase
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func _ready():
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DebugManager.log_debug("Match3DebugMenu _ready() called", "Match3")
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DebugManager.debug_toggled.connect(_on_debug_toggled)
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# Initialize with current debug state
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# Set specific configuration for Match3DebugMenu
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log_category = "Match3"
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target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd"
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# Call parent's _ready
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super._ready()
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DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category)
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# Initialize with current debug state if enabled
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var current_debug_state = DebugManager.is_debug_enabled()
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DebugManager.log_debug("Match3DebugMenu current debug state is " + str(current_debug_state), "Match3")
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visible = current_debug_state
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DebugManager.log_debug("Match3DebugMenu initial visibility set to " + str(visible), "Match3")
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if current_debug_state:
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_on_debug_toggled(true)
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regenerate_button.pressed.connect(_on_regenerate_pressed)
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gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
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grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
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grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
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func _find_match3_scene():
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func _find_target_scene():
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# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
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# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
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var ui_layer = get_parent()
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if ui_layer and ui_layer is CanvasLayer:
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match3_scene = ui_layer.get_parent()
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if match3_scene and match3_scene.get_script():
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var script_path = match3_scene.get_script().resource_path
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if script_path == "res://scenes/game/gameplays/match3_gameplay.gd":
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DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), "Match3")
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var potential_match3 = ui_layer.get_parent()
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if potential_match3 and potential_match3.get_script():
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var script_path = potential_match3.get_script().resource_path
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if script_path == target_script_path:
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match3_scene = potential_match3
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DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), log_category)
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_update_ui_from_scene()
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_stop_search_timer()
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return
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# If we couldn't find it, clear the reference
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# If we couldn't find it, clear the reference and continue searching
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match3_scene = null
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DebugManager.log_error("Could not find match3_gameplay scene", "Match3")
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func _on_debug_toggled(enabled: bool):
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DebugManager.log_debug("Match3DebugMenu debug toggled to " + str(enabled), "Match3")
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visible = enabled
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DebugManager.log_debug("Match3DebugMenu visibility set to " + str(visible), "Match3")
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if enabled:
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# Always refresh match3 scene reference when debug menu opens
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if not match3_scene:
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_find_match3_scene()
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# Update display values
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if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
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gem_types_spinbox.value = match3_scene.TILE_TYPES
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gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
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# Update grid size display values
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if match3_scene and "GRID_SIZE" in match3_scene:
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var grid_size = match3_scene.GRID_SIZE
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grid_width_spinbox.value = grid_size.x
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grid_height_spinbox.value = grid_size.y
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grid_width_label.text = "Width: " + str(grid_size.x)
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grid_height_label.text = "Height: " + str(grid_size.y)
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func _on_regenerate_pressed():
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for regeneration", "Match3")
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return
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if match3_scene.has_method("regenerate_grid"):
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DebugManager.log_debug("Calling regenerate_grid()", "Match3")
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await match3_scene.regenerate_grid()
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else:
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DebugManager.log_error("match3_scene does not have regenerate_grid method", "Match3")
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func _on_gem_types_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for gem types change", "Match3")
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return
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var new_value = int(value)
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if match3_scene.has_method("set_tile_types"):
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DebugManager.log_debug("Setting tile types to " + str(new_value), "Match3")
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await match3_scene.set_tile_types(new_value)
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gem_types_label.text = "Gem Types: " + str(new_value)
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else:
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DebugManager.log_error("match3_scene does not have set_tile_types method", "Match3")
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func _on_grid_width_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for grid width change", "Match3")
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return
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var new_width = int(value)
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grid_width_label.text = "Width: " + str(new_width)
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# Get current height
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var current_height = int(grid_height_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), "Match3")
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await match3_scene.set_grid_size(Vector2i(new_width, current_height))
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func _on_grid_height_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for grid height change", "Match3")
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return
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var new_height = int(value)
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grid_height_label.text = "Height: " + str(new_height)
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# Get current width
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var current_width = int(grid_width_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), "Match3")
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await match3_scene.set_grid_size(Vector2i(current_width, new_height))
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DebugManager.log_error("Could not find match3_gameplay scene", log_category)
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_start_search_timer()
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@@ -24,13 +24,7 @@ var keyboard_navigation_enabled: bool = false
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func _ready():
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DebugManager.log_debug("Match3 _ready() started", "Match3")
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# Set up initial gem pool
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/game/gameplays/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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# Gem pool will be set individually on each tile during creation
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_calculate_grid_layout()
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_initialize_grid()
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@@ -58,14 +52,11 @@ func _calculate_grid_layout():
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)
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func _initialize_grid():
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# Update gem pool BEFORE creating any tiles
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# Create gem pool for current tile types
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/game/gameplays/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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for y in range(GRID_SIZE.y):
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grid.append([])
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for x in range(GRID_SIZE.x):
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@@ -74,9 +65,14 @@ func _initialize_grid():
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tile.position = tile_position
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tile.grid_position = Vector2i(x, y)
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add_child(tile)
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# Set gem types for this tile
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tile.set_active_gem_types(gem_indices)
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# Set tile type after adding to scene tree so sprite reference is available
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var new_type = randi() % TILE_TYPES
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tile.tile_type = new_type
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# Connect tile signals
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tile.tile_selected.connect(_on_tile_selected)
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DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3")
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@@ -147,10 +143,13 @@ func _clear_matches():
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if to_clear.size() == 0:
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return
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# Clear grid references first, then queue nodes for removal
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for tile in to_clear:
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grid[tile.grid_position.y][tile.grid_position.x] = null
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tile.queue_free()
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# Wait one frame for nodes to be queued properly
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await get_tree().process_frame
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_drop_tiles()
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await get_tree().create_timer(0.2).timeout
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_fill_empty_cells()
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@@ -174,16 +173,29 @@ func _drop_tiles():
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moved = true
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func _fill_empty_cells():
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# Create gem pool for current tile types
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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if not grid[y][x]:
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var tile = TILE_SCENE.instantiate()
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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tile.position = grid_offset + Vector2(x, y) * tile_size
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grid[y][x] = tile
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add_child(tile)
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# Set gem types for this tile
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tile.set_active_gem_types(gem_indices)
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# Set random tile type
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tile.tile_type = randi() % TILE_TYPES
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grid[y][x] = tile
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# Connect tile signals for new tiles
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tile.tile_selected.connect(_on_tile_selected)
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# Fixed: Add recursion protection to prevent stack overflow
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await get_tree().create_timer(0.1).timeout
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var max_iterations = 10
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@@ -208,21 +220,21 @@ func regenerate_grid():
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if script_path == "res://scenes/game/gameplays/tile.gd":
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children_to_remove.append(child)
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# Remove all found tile children
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for child in children_to_remove:
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child.free()
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# Also clear grid array references
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# First clear grid array references to prevent access to nodes being freed
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for y in range(grid.size()):
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if grid[y] and grid[y] is Array:
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for x in range(grid[y].size()):
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# Set to null since we already freed the nodes above
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grid[y][x] = null
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# Clear the grid array
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grid.clear()
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# No need to wait for nodes to be freed since we used free()
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# Remove all found tile children using queue_free for safe cleanup
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for child in children_to_remove:
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child.queue_free()
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# Wait for nodes to be properly freed from the scene tree
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await get_tree().process_frame
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# Fixed: Recalculate grid layout before regenerating tiles
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_calculate_grid_layout()
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@@ -315,25 +327,37 @@ func _input(event: InputEvent) -> void:
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func _move_cursor(direction: Vector2i) -> void:
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# Input validation for direction vector
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if abs(direction.x) > 1 or abs(direction.y) > 1:
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DebugManager.log_error("Invalid cursor direction vector: " + str(direction), "Match3")
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return
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if direction.x != 0 and direction.y != 0:
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DebugManager.log_error("Diagonal cursor movement not supported: " + str(direction), "Match3")
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return
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var old_pos = cursor_position
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var new_pos = cursor_position + direction
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# Bounds checking
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new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1)
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new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1)
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if new_pos != cursor_position:
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# Validate old position before accessing grid
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if old_pos.x >= 0 and old_pos.y >= 0 and old_pos.x < GRID_SIZE.x and old_pos.y < GRID_SIZE.y:
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var old_tile = grid[cursor_position.y][cursor_position.x]
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if old_tile and not old_tile.is_selected:
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old_tile.is_highlighted = false
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DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3")
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# Clear highlighting from old cursor position (only if not selected)
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var old_tile = grid[cursor_position.y][cursor_position.x]
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if old_tile and not old_tile.is_selected:
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old_tile.is_highlighted = false
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cursor_position = new_pos
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# Highlight new cursor position (only if not selected)
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var new_tile = grid[cursor_position.y][cursor_position.x]
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if new_tile and not new_tile.is_selected:
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new_tile.is_highlighted = true
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# Validate new position before accessing grid
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if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y:
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var new_tile = grid[cursor_position.y][cursor_position.x]
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if new_tile and not new_tile.is_selected:
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new_tile.is_highlighted = true
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func _select_tile_at_cursor() -> void:
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if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y:
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@@ -25,11 +25,8 @@ var all_gem_textures = [
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preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
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]
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# Static variable to store the current gem pool for all tiles
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static var current_gem_pool = [0, 1, 2, 3, 4] # Start with first 5 gems
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# Currently active gem types (indices into all_gem_textures)
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var active_gem_types = [] # Will be set from current_gem_pool
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var active_gem_types = [] # Will be set from TileManager
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func _set_tile_type(value: int) -> void:
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tile_type = value
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@@ -54,65 +51,59 @@ func _scale_sprite_to_fit() -> void:
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sprite.scale = original_scale
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DebugManager.log_debug("Set original scale to %s for tile (%d,%d)" % [original_scale, grid_position.x, grid_position.y], "Match3")
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# Gem pool management functions
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static func set_active_gem_pool(gem_indices: Array) -> void:
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# Update static gem pool for new tiles
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current_gem_pool = gem_indices.duplicate()
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func set_active_gem_types(gem_indices: Array) -> void:
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if not gem_indices or gem_indices.is_empty():
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DebugManager.log_error("Empty gem indices array provided", "Tile")
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return
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# Update all existing tile instances to use new gem pool
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_update_active_gems"):
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tile._update_active_gems(gem_indices)
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func _update_active_gems(gem_indices: Array) -> void:
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active_gem_types = gem_indices.duplicate()
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# Validate all gem indices are within bounds
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for gem_index in active_gem_types:
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if gem_index < 0 or gem_index >= all_gem_textures.size():
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DebugManager.log_error("Invalid gem index: %d (valid range: 0-%d)" % [gem_index, all_gem_textures.size() - 1], "Tile")
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# Use default fallback
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active_gem_types = [0, 1, 2, 3, 4]
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break
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# Re-validate current tile type
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if tile_type >= active_gem_types.size():
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# Generate a new random tile type within valid range
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tile_type = randi() % active_gem_types.size()
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_set_tile_type(tile_type)
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static func get_active_gem_count() -> int:
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# Get from any tile instance or default
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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if tiles.size() > 0:
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return tiles[0].active_gem_types.size()
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return 5 # Default
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func get_active_gem_count() -> int:
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return active_gem_types.size()
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static func add_gem_to_pool(gem_index: int) -> void:
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_add_gem_type"):
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tile._add_gem_type(gem_index)
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func add_gem_type(gem_index: int) -> bool:
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if gem_index < 0 or gem_index >= all_gem_textures.size():
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DebugManager.log_error("Invalid gem index: %d" % gem_index, "Tile")
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return false
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func _add_gem_type(gem_index: int) -> void:
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if gem_index >= 0 and gem_index < all_gem_textures.size():
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if not active_gem_types.has(gem_index):
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active_gem_types.append(gem_index)
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if not active_gem_types.has(gem_index):
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active_gem_types.append(gem_index)
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return true
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static func remove_gem_from_pool(gem_index: int) -> void:
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
|
||||
var tiles = scene_tree.get_nodes_in_group("tiles")
|
||||
for tile in tiles:
|
||||
if tile.has_method("_remove_gem_type"):
|
||||
tile._remove_gem_type(gem_index)
|
||||
return false
|
||||
|
||||
func _remove_gem_type(gem_index: int) -> void:
|
||||
func remove_gem_type(gem_index: int) -> bool:
|
||||
var type_index = active_gem_types.find(gem_index)
|
||||
if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
|
||||
active_gem_types.erase(gem_index)
|
||||
# Update tiles that were using removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
if type_index == -1:
|
||||
return false
|
||||
|
||||
if active_gem_types.size() <= 2: # Keep at least 2 gem types
|
||||
DebugManager.log_warn("Cannot remove gem type - minimum 2 types required", "Tile")
|
||||
return false
|
||||
|
||||
active_gem_types.erase(gem_index)
|
||||
|
||||
# Update tile if it was using the removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
return true
|
||||
|
||||
func _set_selected(value: bool) -> void:
|
||||
var old_value = is_selected
|
||||
@@ -184,8 +175,11 @@ func force_reset_visual_state() -> void:
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
add_to_group("tiles") # Add to group for gem pool management
|
||||
# Initialize with current static gem pool
|
||||
active_gem_types = current_gem_pool.duplicate()
|
||||
|
||||
# Initialize with default gem pool if not already set
|
||||
if active_gem_types.is_empty():
|
||||
active_gem_types = [0, 1, 2, 3, 4] # Default to first 5 gems
|
||||
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user