Sign in to follow this  
Jason Goepel

ValidateNoUsage

Recommended Posts

Jason Goepel    797

My current script engine registers 1067 functions.  When the engine is being destroyed, asCConfigGroup::ValidateNoUsage detects two functions still using two Types (one each).  One type is an enumeration, the other type is my String class.  One of the functions is a global function, the other is a member of a template object.  I'm not sure where to being troubleshooting this.  Does anybody have any ideas?

 

Thanks

Share this post


Link to post
Share on other sites
WitchLord    4677

This could very well be a bug in AngelScript, one that is triggered by a specific case in your application that I'll need your help in identifying.

 

Does the problem happen even if you release the engine without building any scripts at all? If not, are you able to detect after what script that was built the problem occurs? If yes, can you call WriteConfigToFile() (from the scripthelper add-on) and send me the config file that is generated so I can take a look at what you register with the engine?

Share this post


Link to post
Share on other sites
Jason Goepel    797

I'm trying to narrow down the registration differences.  I have been removing items from my registration functions.  I have attached two configuration files, on that shows the problem and one that doesn't.

 

Type 'SortType' is still used by function 'Sort'

Type 'String' is still used by function 'TraceString'

Share this post


Link to post
Share on other sites
Jason Goepel    797

This may be a separate issue, but when I register the AddressList class I get three memory leaks.  The memory that leaks was allocated during the registration of "AddressList& opAssign(const AddressList&in)".

 

as_scriptengine.cpp, 88 bytes @ line 2610 (asSSystemFunctionInterface), 288 bytes @ line 2614  (asCScriptFunction)

// Put the system function in the list of system functions
asSSystemFunctionInterface *newInterface = asNEW(asSSystemFunctionInterface)(internal);
if( newInterface == 0 )
    return ConfigError(asOUT_OF_MEMORY, "RegisterObjectMethod", objectType->name.AddressOf(), declaration);

asCScriptFunction *func = asNEW(asCScriptFunction)(this, 0, asFUNC_SYSTEM);

as_builder.cpp, 32 bytes @ line 997

// Preallocate memory
func->parameterTypes.Allocate(paramCount, false);
func->inOutFlags.Allocate(paramCount, false);
func->defaultArgs.Allocate(paramCount, false);
if( paramAutoHandles ) paramAutoHandles->Allocate(paramCount, false);

Share this post


Link to post
Share on other sites
WitchLord    4677

I've reduced the config to the following while still reproducing the problem:

 

// Enums
enum SortType
enumval SortType cAsc 0
 
// Types
objtype "String" 10
objtype "Array<T>" 131137
objtype "Matrix" 131073
 
// Type members
objmthd "Array<T>" "void Sort(SortType = SortType :: cAsc)"
objmthd "Array<T>" "String TraceString() const"
objmthd "Matrix" "Array<Array<double>>@ ToArray() const"
 
 
 
 
I'm looking for the root cause now, but it is pretty obvious that it has to do with the ToArray method that is returning the nested array type.
 
Once, I find and fix the problem with the failure to remove the types I'll check the memory leak you reported. It may or may not be related.

Share this post


Link to post
Share on other sites
WitchLord    4677

The memory leak is because you're registering the default copy operator twice for the AddressList type:

 

objmthd "AddressList" "AddressList& opAssign(const AddressList&in)"

objmthd "AddressList" "AddressList& opAssign(const AddressList&inout)"

 

Of course, AngelScript shouldn't silently accept this, but I'll add the verification for this tomorrow.

Share this post


Link to post
Share on other sites
Jason Goepel    797

I have applied revision 1766, but I still get the warning.  The function passes the test you added.

// Ignore functions whose object type has already reached refCount 0 as they are to be removed
if( func->objectType && func->objectType->GetRefCount() == 0 )
	continue;

objectType is "Array", but objectType->refCount = 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this