Fix #11585: Crash when cleaning AI/GS with nested AsyncMode.

Do not throw sanity check when in_shutdown is true. This is also applied to
ExecMode and TestMode as they follow the same pattern.
This commit is contained in:
Peter Nelson 2023-12-14 20:07:40 +00:00 committed by Peter Nelson
parent 47dd04d16c
commit bbf3028f89
4 changed files with 11 additions and 6 deletions

View File

@ -48,8 +48,8 @@ ScriptAsyncMode::ScriptAsyncMode(HSQUIRRELVM vm)
void ScriptAsyncMode::FinalRelease()
{
if (this->GetDoCommandAsyncModeInstance() != this) {
/* Ignore this error if the script already died. */
if (!ScriptObject::GetActiveInstance()->IsDead()) {
/* Ignore this error if the script is not alive. */
if (ScriptObject::GetActiveInstance()->IsAlive()) {
throw Script_FatalError("Asyncmode object was removed while it was not the latest *Mode object created.");
}
}

View File

@ -31,8 +31,8 @@ ScriptExecMode::ScriptExecMode()
void ScriptExecMode::FinalRelease()
{
if (this->GetDoCommandModeInstance() != this) {
/* Ignore this error if the script already died. */
if (!ScriptObject::GetActiveInstance()->IsDead()) {
/* Ignore this error if the script is not alive. */
if (ScriptObject::GetActiveInstance()->IsAlive()) {
throw Script_FatalError("ScriptExecMode object was removed while it was not the latest *Mode object created.");
}
}

View File

@ -31,8 +31,8 @@ ScriptTestMode::ScriptTestMode()
void ScriptTestMode::FinalRelease()
{
if (this->GetDoCommandModeInstance() != this) {
/* Ignore this error if the script already died. */
if (!ScriptObject::GetActiveInstance()->IsDead()) {
/* Ignore this error if the script is not alive. */
if (ScriptObject::GetActiveInstance()->IsAlive()) {
throw Script_FatalError("Testmode object was removed while it was not the latest *Mode object created.");
}
}

View File

@ -152,6 +152,11 @@ public:
*/
inline bool IsDead() const { return this->is_dead; }
/**
* Return whether the script is alive.
*/
inline bool IsAlive() const { return !this->IsDead() && !this->in_shutdown; }
/**
* Call the script Save function and save all data in the savegame.
*/