Files
SpaghettiKart/src/engine/GarbageCollector.cpp
T
MegaMech fffd3f7fe9 RaceManager class (#562)
* Create RaceManager.cpp

* Create RaceManager class for race lifecycle management

Added RaceManager class to manage race events lifecycle.

* Refactor World class and implement ClearWorld method

Refactor World class constructor and destructor. Implement ClearWorld method to delete all objects and reset state.

* Add RaceManager to World class

* Update ValidateString for editor mode checks

Refactor ValidateString to handle editor mode and empty strings.

* Update Text.cpp

* Add SetText method to Text class

* Document RunGarbageCollector function

Added documentation for the RunGarbageCollector function.

* Refactor Game.cpp by removing dead code

Removed unused ruleset handling and clean-up code.

* Update Game.h

* Remove CM_SpawnFromLevelProps call

* Update Text.cpp

* Update World.cpp

* Add Clean method to RaceManager class

* Update RaceManager.cpp

* Update World.cpp

* Update World.h

* Update World.cpp
2025-11-14 14:50:33 -07:00

58 lines
1.7 KiB
C++

#include "GarbageCollector.h"
#include "World.h"
/**
* Removes objects if they are marked for deletion
*/
void RunGarbageCollector() {
CleanActors();
CleanObjects();
CleanStaticMeshActors();
}
void CleanActors() {
for (auto actor = gWorldInstance.Actors.begin(); actor != gWorldInstance.Actors.end();) {
AActor* act = *actor; // Get a mutable copy
if (act->bPendingDestroy) {
if (act->IsMod()) { // C++ actor
delete act;
actor = gWorldInstance.Actors.erase(actor); // Remove from container
} else { // Old C actor
act->Flags = 0;
act->Type = 0;
act->Name = "";
act->ResourceName = "";
actor++; // Manually advance the iterator since no deletion happens here
}
gNumActors -= 1;
continue;
}
actor++;
}
}
void CleanStaticMeshActors() {
for (auto actor = gWorldInstance.StaticMeshActors.begin(); actor != gWorldInstance.StaticMeshActors.end();) {
StaticMeshActor* act = *actor; // Get a mutable copy
if (act->bPendingDestroy) {
delete act;
actor = gWorldInstance.StaticMeshActors.erase(actor); // Remove from container
continue;
} else {
actor++;
}
}
}
void CleanObjects() {
for (auto object = gWorldInstance.Objects.begin(); object != gWorldInstance.Objects.end();) {
OObject* obj = *object; // Get a mutable copy
if (obj->bPendingDestroy) {
delete obj;
object = gWorldInstance.Objects.erase(object); // Remove from container
continue;
}
object++;
}
}