Files
fs2open.github.com/code/ai/ai.cpp
Goober5000andClaude Opus 5 519e3aef21 Fix three memory leaks and make the debug leak check accurate
Report leaks after static destruction via _CRTDBG_LEAK_CHECK_DF instead of calling _CrtDumpMemoryLeaks() at the end of main(), which incorrectly reported every global container as a memory leak.

Also fix the three remaining real leaks which were discovered after all the noise was cleared up:
- Mc_point_list was never freed, because its atexit cleanup was only registered by code that no longer runs.  But the list was only a temporary array of pointers used while building the collision tree, so remove it and have model_collide_parse_bsp_defpoints() copy the vertices directly into the tree's point list.
- model_batch_buffer's Mem_alloc copy was never freed.  But the copy is actually not necessary, so remove it and pass Submodel_matrices directly.
- Goal_target_names strings were only freed when the next mission was parsed, so the last mission's names leaked at exit.  Hold them in SCP_vm_unique_ptr so they are freed with the vector.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-13 14:25:01 -04:00

72 lines
1.8 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/**
* @file
* The code in here is just for bookeeping, allocating AI slots and linking them to ships.
* See AiCode.cpp for the actual AI code.
*/
#include "ai/ai.h"
#include "object/object.h"
#include "ship/ship.h"
#include "utils/string_utils.h"
// heap-allocated rather than SCP_string, so that the pointers held by ai goals stay valid when the vector grows
SCP_vector<SCP_vm_unique_ptr<char>> Goal_target_names;
ai_info Ai_info[MAX_AI_INFO];
ai_info *Player_ai;
/**
* @brief Returns index of free AI slot.
* @return Return -1 if no free slot.
*/
int ai_get_slot(int shipnum)
{
int i;
for (i=0; i<MAX_AI_INFO ; i++)
if (Ai_info[i].shipnum == -1) {
Ai_info[i].shipnum = shipnum;
return i;
}
Error( LOCATION, "Couldn't get AI slot, please tell a coder!");
return -1;
}
/**
* @brief Frees a currently used AI slot.
* @details Only modifies in ::Ai_info struct. Does not modify hook in ship.
*/
void ai_free_slot(int ai_index)
{
Assert( (ai_index >= 0) && (ai_index < MAX_AI_INFO) );
Ai_info[ai_index].shipnum = -1;
}
const char *ai_get_goal_target_name(const char *name, int *index)
{
Assertion(name != nullptr && index != nullptr, "Arguments cannot be null!");
for (int i = 0; i < static_cast<int>(Goal_target_names.size()); ++i) {
if (!stricmp(name, Goal_target_names[i].get())) {
*index = i;
return Goal_target_names[i].get();
}
}
*index = static_cast<int>(Goal_target_names.size());
Goal_target_names.push_back(util::vm_unique_copy(name, false));
return Goal_target_names.back().get();
}