mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- activated the garbage collector
This finally gets rid of all static storage for actors - so no more indices ever! :)
This commit is contained in:
parent
0dd756fa32
commit
8ee5d1b0d7
18 changed files with 80 additions and 88 deletions
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@ -195,6 +195,7 @@ static DObject **SweepList(DObject **p, size_t count, size_t *finalize_count)
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// However, this can happen during deletion of the thinker list while cleaning up
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// from a savegame error so we can't assume that any thinker that gets here is an error.
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assert(!curr->IsKindOf("CoreActor"));
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curr->Destroy();
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}
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@ -186,6 +186,8 @@ class TObjPtr
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public:
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TObjPtr() = default;
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TObjPtr(const TObjPtr<T> &q) = delete;
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TObjPtr(T q) noexcept
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: pp(q)
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{
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@ -32,7 +32,6 @@
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**
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*/
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#include <deque>
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#include "build.h"
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#include "coreactor.h"
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#include "gamefuncs.h"
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@ -40,7 +39,6 @@
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// Doubly linked ring list of Actors
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std::deque<DCoreActor*> freeList; // only needed until we can get rid of the sprite array.
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ActorStatList statList[MAXSTATUS];
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//==========================================================================
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@ -100,8 +98,8 @@ static void AddStatTail(DCoreActor* actor, int statnum)
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assert(ValidateStatList(statnum));
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actor->s().statnum = statnum;
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actor->link_stat = statnum;
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//GC::WriteBarrier(tail);
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//GC::WriteBarrier(actor);
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GC::WriteBarrier(actor);
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GC::WriteBarrier(tail);
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}
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//==========================================================================
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@ -124,8 +122,8 @@ static void AddStatHead(DCoreActor* actor, int statnum)
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statList[statnum].firstEntry = actor;
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actor->s().statnum = statnum;
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actor->link_stat = statnum;
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//GC::WriteBarrier(head);
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//GC::WriteBarrier(actor);
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GC::WriteBarrier(actor);
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GC::WriteBarrier(head);
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}
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@ -155,10 +153,8 @@ static void RemoveActorStat(DCoreActor* actor)
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actor->nextStat = actor->prevStat = nullptr;
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actor->s().statnum = MAXSTATUS;
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actor->link_stat = MAXSTATUS;
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/*
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GC::WriteBarrier(prev, next);
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GC::WriteBarrier(next, prev);
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*/
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GC::WriteBarrier(prev);
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GC::WriteBarrier(next);
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}
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//==========================================================================
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@ -239,8 +235,8 @@ static void AddSectTail(DCoreActor *actor, sectortype* sect)
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assert(ValidateSectList(sect));
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actor->s().setsector(sect);
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actor->link_sector = sect;
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//GC::WriteBarrier(tail);
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//GC::WriteBarrier(actor);
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GC::WriteBarrier(actor);
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GC::WriteBarrier(tail);
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}
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//==========================================================================
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@ -263,8 +259,8 @@ static void AddSectHead(DCoreActor *actor, sectortype* sect)
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assert(ValidateSectList(sect));
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actor->s().sectnum = sectnum(sect);
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actor->link_sector = sect;
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//GC::WriteBarrier(head);
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//GC::WriteBarrier(actor);
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GC::WriteBarrier(actor);
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GC::WriteBarrier(head);
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}
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//==========================================================================
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@ -299,10 +295,8 @@ static void RemoveActorSect(DCoreActor* actor)
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actor->nextSect = actor->prevSect = nullptr;
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actor->s().setsector(nullptr);
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actor->link_sector = nullptr;
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/*
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GC::WriteBarrier(prev, next);
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GC::WriteBarrier(next, prev);
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*/
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GC::WriteBarrier(prev);
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GC::WriteBarrier(next);
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}
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//==========================================================================
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@ -344,16 +338,12 @@ void ChangeActorSect(DCoreActor* actor, sectortype* sect, bool tail)
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//
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//==========================================================================
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DCoreActor* InsertActor(sectortype* sector, int stat, bool tail)
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DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool tail)
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{
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if (freeList.empty())
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{
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I_Error("Out of sprites!"); // we cannot deal with this - and most of the calling code never checks...
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return nullptr;
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}
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assert(type->IsDescendantOf(RUNTIME_CLASS(DCoreActor)));
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auto actor = freeList.back();
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freeList.pop_back();
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auto actor = static_cast<DCoreActor*>(type->CreateNew());
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GC::WriteBarrier(actor);
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spritetype* pSprite = &actor->s();
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pSprite->clear();
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@ -372,27 +362,23 @@ DCoreActor* InsertActor(sectortype* sector, int stat, bool tail)
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//
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//==========================================================================
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int DeleteActor(DCoreActor* actor)
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void DCoreActor::OnDestroy()
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{
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auto sp = &actor->s();
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assert(sp->statnum >= 0 && sp->statnum < MAXSTATUS);
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assert(spr.statnum >= 0 && spr.statnum < MAXSTATUS);
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int stat = actor->link_stat;
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RemoveActorStat(actor);
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int stat = link_stat;
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RemoveActorStat(this);
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auto sect = actor->link_sector;
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auto sect = link_sector;
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if (sect)
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{
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RemoveActorSect(actor);
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RemoveActorSect(this);
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}
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else
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{
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assert(actor->prevSect == nullptr && actor->nextSect == nullptr);
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assert(prevSect == nullptr && nextSect == nullptr);
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}
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Numsprites--;
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actor->ClearContent();
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freeList.push_front(actor);
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return 0;
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}
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//==========================================================================
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@ -401,10 +387,19 @@ int DeleteActor(DCoreActor* actor)
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// we can use real DObject life cycle management.
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//
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//==========================================================================
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static DCoreActor* actorArray[16384];
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void InitSpriteLists()
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{
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// Do not mass-destroy from the iterator. This may fail if destroying one actor results in further destructions.
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TArray<DCoreActor*> allActors;
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TSpriteIterator<DCoreActor> it;
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while (auto actor = it.Next())
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allActors.Push(actor);
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for (auto& act : allActors)
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{
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if (!(act->ObjectFlags & OF_EuthanizeMe))
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act->Destroy();
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}
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for (auto& stat : statList)
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{
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stat.firstEntry = stat.lastEntry = nullptr;
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@ -413,12 +408,6 @@ void InitSpriteLists()
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{
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sect.firstEntry = sect.lastEntry = nullptr;
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}
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freeList.clear();
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for(auto& actor : actorArray)
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{
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actor->ClearContent();
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freeList.push_front(actor);
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}
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Numsprites = 0;
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}
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@ -457,16 +446,6 @@ size_t DCoreActor::PropagateMark()
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GC::Mark(nextStat);
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GC::Mark(prevSect);
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GC::Mark(nextSect);
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return 4 + Super::PropagateMark();
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return Super::PropagateMark();
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}
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void SetupActors(PClass* clstype)
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{
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// this is temporary until we have added proper tracking to all pointers in the games.
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// Until then we have to keep a static array of actors to avoid stale references to deallocated memory.
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for (int i = 0; i < 16384; i++)
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{
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actorArray[i] = static_cast<DCoreActor*>(clstype->CreateNew());
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actorArray[i]->Release(); // no GC for this static array.
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}
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}
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@ -35,6 +35,8 @@ public:
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spr = {};
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}
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virtual void BeginPlay() {}
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void OnDestroy() override;
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size_t PropagateMark() override;
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bool exists() const
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@ -338,12 +340,10 @@ public:
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using CoreSectIterator = TSectIterator<DCoreActor>;
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DCoreActor* InsertActor(sectortype* sector, int stat, bool forcetail = false);
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int DeleteActor(DCoreActor* actor);
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DCoreActor* InsertActor(PClass* type, sectortype* sector, int stat, bool forcetail = false);
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void ChangeActorSect(DCoreActor* actor, sectortype* sector, bool forcetail = false);
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int ChangeActorStat(DCoreActor* actor, int nStatus, bool forcetail = false);
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void InitSpriteLists();
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void SetupActors(PClass* clstype);
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void SetActorZ(DCoreActor* actor, const vec3_t* newpos);
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@ -373,6 +373,19 @@ static void GameTicker()
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break;
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}
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GC::CheckGC();
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// Do some more aggressive GC maintenance when the game ticker is inactive.
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if ((gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL) || paused)
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{
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size_t ac = max<size_t>(10, GC::AllocCount);
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for (size_t i = 0; i < ac; i++)
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{
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if (!GC::CheckGC()) break;
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}
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}
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}
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@ -529,6 +529,11 @@ void setWallSectors()
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void MarkMap()
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{
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for (auto& stat : statList)
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{
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GC::Mark(stat.firstEntry);
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GC::Mark(stat.lastEntry);
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}
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for (auto& sect : sectors())
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{
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GC::Mark(sect.firstEntry);
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@ -75,7 +75,7 @@ size_t DBloodActor::PropagateMark()
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{
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condition[0].Mark();
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condition[1].Mark();
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return 2 + Super::PropagateMark();
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return Super::PropagateMark();
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}
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static void markgcroots()
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@ -535,7 +535,6 @@ void GameInterface::loadPalette(void)
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void GameInterface::app_init()
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{
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SetupActors(RUNTIME_CLASS(DBloodActor));
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GC::AddMarkerFunc(markgcroots);
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InitCheats();
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memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
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@ -40,7 +40,7 @@ BEGIN_BLD_NS
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DBloodActor* InsertSprite(sectortype* pSector, int nStat)
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{
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auto act = static_cast<DBloodActor*>(::InsertActor(pSector, nStat));
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auto act = static_cast<DBloodActor*>(::InsertActor(RUNTIME_CLASS(DBloodActor), pSector, nStat));
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auto pSprite = &act->s();
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pSprite->cstat = 128;
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pSprite->clipdist = 32;
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for (auto& ctrl : gPlayerCtrl) if (ctrl.qavScene.initiator == actor) ctrl.qavScene.initiator = nullptr;
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#endif
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::DeleteActor(actor);
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actor->Destroy();
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return 0;
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}
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@ -78,7 +78,7 @@ void deletesprite(DDukeActor *const actor)
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S_StopSound(actor->s->lotag, actor);
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else
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S_RelinkActorSound(actor, nullptr);
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::DeleteActor(actor);
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actor->Destroy();
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}
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//---------------------------------------------------------------------------
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@ -67,7 +67,7 @@ size_t DDukeActor::PropagateMark()
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{
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var.Mark();
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}
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return uservars.Size() + Super::PropagateMark();
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return Super::PropagateMark();
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}
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static void markgcroots()
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@ -334,7 +334,6 @@ int GameInterface::GetCurrentSkill()
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void GameInterface::app_init()
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{
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SetupActors(RUNTIME_CLASS(DDukeActor));
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GC::AddMarkerFunc(markgcroots);
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if (isRR()) C_SetNotifyFontScale(0.5);
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@ -947,7 +947,7 @@ static TArray<DDukeActor*> spawnactors(SpawnSpriteDef& sprites)
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continue;
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}
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auto sprt = &sprites.sprites[i];
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auto actor = static_cast<DDukeActor*>(InsertActor(sprt->sector(), sprt->statnum));
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auto actor = static_cast<DDukeActor*>(InsertActor(RUNTIME_CLASS(DDukeActor), sprt->sector(), sprt->statnum));
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spawns[j++] = actor;
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actor->spr = sprites.sprites[i];
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actor->s = &actor->spr;
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@ -53,7 +53,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8
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{
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// sector pointer must be strictly validated here or the engine will crash.
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if (whatsectp == nullptr || !validSectorIndex(sectnum(whatsectp))) return nullptr;
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auto act = static_cast<DDukeActor*>(::InsertActor(whatsectp, s_ss));
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auto act = static_cast<DDukeActor*>(::InsertActor(RUNTIME_CLASS(DDukeActor), whatsectp, s_ss));
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if (act == nullptr) return nullptr;
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act->s = &act->spr;
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@ -74,23 +74,19 @@ size_t MarkRunlist();
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static void markgcroots()
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{
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size_t num = MarkMove();
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num += MarkBullets();
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num += MarkInput();
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num += MarkItems();
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num += MarkLighting();
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num += MarkObjects();
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num += MarkPlayers();
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num += MarkQueen();
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num += MarkRa();
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num += MarkSnake();
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num += MarkRunlist();
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MarkBullets();
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MarkInput();
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MarkItems();
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MarkLighting();
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MarkObjects();
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MarkPlayers();
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MarkQueen();
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MarkRa();
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MarkSnake();
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MarkRunlist();
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GC::Mark(bestTarget);
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GC::Mark(pSpiritSprite);
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num += 2;
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Printf("%d objects marked\n", num);
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}
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static MapRecord* NextMap;
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@ -502,7 +498,6 @@ static void SetTileNames()
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void GameInterface::app_init()
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{
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SetupActors(RUNTIME_CLASS(DExhumedActor));
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GC::AddMarkerFunc(markgcroots);
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@ -544,7 +539,7 @@ void DeleteActor(DExhumedActor* actor)
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bestTarget = nullptr;
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}
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::DeleteActor(actor);
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actor->Destroy();
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}
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@ -485,7 +485,7 @@ int GetActorHeight(DExhumedActor* actor)
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DExhumedActor* insertActor(sectortype* s, int st)
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{
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return static_cast<DExhumedActor*>(::InsertActor(s, st));
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return static_cast<DExhumedActor*>(::InsertActor(RUNTIME_CLASS(DExhumedActor), s, st));
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}
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@ -1279,7 +1279,7 @@ PostDraw(void)
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while (auto actor = it.Next())
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{
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actor->clearUser();
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::DeleteActor(actor);
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actor->Destroy();
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}
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}
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@ -233,7 +233,6 @@ void GameInterface::LoadGameTextures()
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void GameInterface::app_init()
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{
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SetupActors(RUNTIME_CLASS(DSWActor));
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GC::AddMarkerFunc(markgcroots);
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GameTicRate = TICS_PER_SEC / synctics;
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@ -56,7 +56,7 @@ bool FAF_DebugView = false;
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DSWActor* insertActor(sectortype* sect, int statnum)
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{
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auto pActor = static_cast<DSWActor*>(::InsertActor(sect, statnum));
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auto pActor = static_cast<DSWActor*>(::InsertActor(RUNTIME_CLASS(DSWActor), sect, statnum));
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auto pSprite = &pActor->s();
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pSprite->x = pSprite->y = pSprite->z = 0;
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@ -770,7 +770,7 @@ void KillActor(DSWActor* actor)
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FVector3 pos = GetSoundPos(&actor->s().pos);
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soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos);
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::DeleteActor(actor);
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actor->Destroy();
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// shred your garbage
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sp->clear();
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