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

@@ -24,13 +24,7 @@ var keyboard_navigation_enabled: bool = false
func _ready():
DebugManager.log_debug("Match3 _ready() started", "Match3")
# Set up initial gem pool
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
const TileScript = preload("res://scenes/game/gameplays/tile.gd")
TileScript.set_active_gem_pool(gem_indices)
# Gem pool will be set individually on each tile during creation
_calculate_grid_layout()
_initialize_grid()
@@ -58,14 +52,11 @@ func _calculate_grid_layout():
)
func _initialize_grid():
# Update gem pool BEFORE creating any tiles
# Create gem pool for current tile types
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
const TileScript = preload("res://scenes/game/gameplays/tile.gd")
TileScript.set_active_gem_pool(gem_indices)
for y in range(GRID_SIZE.y):
grid.append([])
for x in range(GRID_SIZE.x):
@@ -74,9 +65,14 @@ func _initialize_grid():
tile.position = tile_position
tile.grid_position = Vector2i(x, y)
add_child(tile)
# Set gem types for this tile
tile.set_active_gem_types(gem_indices)
# Set tile type after adding to scene tree so sprite reference is available
var new_type = randi() % TILE_TYPES
tile.tile_type = new_type
# Connect tile signals
tile.tile_selected.connect(_on_tile_selected)
DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3")
@@ -147,10 +143,13 @@ func _clear_matches():
if to_clear.size() == 0:
return
# Clear grid references first, then queue nodes for removal
for tile in to_clear:
grid[tile.grid_position.y][tile.grid_position.x] = null
tile.queue_free()
# Wait one frame for nodes to be queued properly
await get_tree().process_frame
_drop_tiles()
await get_tree().create_timer(0.2).timeout
_fill_empty_cells()
@@ -174,16 +173,29 @@ func _drop_tiles():
moved = true
func _fill_empty_cells():
# Create gem pool for current tile types
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
if not grid[y][x]:
var tile = TILE_SCENE.instantiate()
tile.grid_position = Vector2i(x, y)
tile.tile_type = randi() % TILE_TYPES
tile.position = grid_offset + Vector2(x, y) * tile_size
grid[y][x] = tile
add_child(tile)
# Set gem types for this tile
tile.set_active_gem_types(gem_indices)
# Set random tile type
tile.tile_type = randi() % TILE_TYPES
grid[y][x] = tile
# Connect tile signals for new tiles
tile.tile_selected.connect(_on_tile_selected)
# Fixed: Add recursion protection to prevent stack overflow
await get_tree().create_timer(0.1).timeout
var max_iterations = 10
@@ -208,21 +220,21 @@ func regenerate_grid():
if script_path == "res://scenes/game/gameplays/tile.gd":
children_to_remove.append(child)
# Remove all found tile children
for child in children_to_remove:
child.free()
# Also clear grid array references
# First clear grid array references to prevent access to nodes being freed
for y in range(grid.size()):
if grid[y] and grid[y] is Array:
for x in range(grid[y].size()):
# Set to null since we already freed the nodes above
grid[y][x] = null
# Clear the grid array
grid.clear()
# No need to wait for nodes to be freed since we used free()
# Remove all found tile children using queue_free for safe cleanup
for child in children_to_remove:
child.queue_free()
# Wait for nodes to be properly freed from the scene tree
await get_tree().process_frame
# Fixed: Recalculate grid layout before regenerating tiles
_calculate_grid_layout()
@@ -315,25 +327,37 @@ func _input(event: InputEvent) -> void:
func _move_cursor(direction: Vector2i) -> void:
# Input validation for direction vector
if abs(direction.x) > 1 or abs(direction.y) > 1:
DebugManager.log_error("Invalid cursor direction vector: " + str(direction), "Match3")
return
if direction.x != 0 and direction.y != 0:
DebugManager.log_error("Diagonal cursor movement not supported: " + str(direction), "Match3")
return
var old_pos = cursor_position
var new_pos = cursor_position + direction
# Bounds checking
new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1)
new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1)
if new_pos != cursor_position:
# Validate old position before accessing grid
if old_pos.x >= 0 and old_pos.y >= 0 and old_pos.x < GRID_SIZE.x and old_pos.y < GRID_SIZE.y:
var old_tile = grid[cursor_position.y][cursor_position.x]
if old_tile and not old_tile.is_selected:
old_tile.is_highlighted = false
DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3")
# Clear highlighting from old cursor position (only if not selected)
var old_tile = grid[cursor_position.y][cursor_position.x]
if old_tile and not old_tile.is_selected:
old_tile.is_highlighted = false
cursor_position = new_pos
# Highlight new cursor position (only if not selected)
var new_tile = grid[cursor_position.y][cursor_position.x]
if new_tile and not new_tile.is_selected:
new_tile.is_highlighted = true
# Validate new position before accessing grid
if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y:
var new_tile = grid[cursor_position.y][cursor_position.x]
if new_tile and not new_tile.is_selected:
new_tile.is_highlighted = true
func _select_tile_at_cursor() -> void:
if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y: