I've been meaning to use AngelScript for some time, but I'm just getting around to adding it. I thought I'd start with the sample game. I compiled it and ran the program, but after selecting an action, the program gives the following assert message "Assertion failed: strcmp(type->GetName(), "weakref") == 0, file ...\weakref.cpp line 85". I did some investigating and found that when I downgraded to 2.27 it works. So I tried just using the weakref.cpp file from 2.27 with 2.28 and it worked. I'm not experienced enough with AngelScript to figure out why it crashes, but here's the difference in the code
2.28 Crashes
CScriptWeakRef::CScriptWeakRef(void *ref, asIObjectType *type)
{
refCount = 1;
m_ref = ref;
m_type = type;
m_type->AddRef();
// The given type should be the weakref template instance
assert( strcmp(type->GetName(), "weakref") == 0 );
// Get the shared flag that will tell us when the object has been destroyed
// This is threadsafe as we hold a strong reference to the object
m_weakRefFlag = m_type->GetEngine()->GetWeakRefFlagOfScriptObject(m_ref, m_type->GetSubType());
if( m_weakRefFlag )
m_weakRefFlag->AddRef();
}
2.27 Works
CScriptWeakRef::CScriptWeakRef(void *ref, asIObjectType *type)
{
refCount = 1;
m_ref = ref;
m_type = type;
m_type->AddRef();
// Get the shared flag that will tell us when the object has been destroyed
// This is threadsafe as we hold a strong reference to the object
m_weakRefFlag = m_type->GetEngine()->GetWeakRefFlagOfScriptObject(m_ref, m_type->GetSubType());
if( m_weakRefFlag )
m_weakRefFlag->AddRef();
// Release the handle that was received, since the weakref isn't suppose to prevent the object from being destroyed
m_type->GetEngine()->ReleaseScriptObject(m_ref, m_type->GetSubType());
}
I don't know enough about AngelScript to say if a script error (the script needs to be updated) or if there's a problem with the sample's C++ code.