fixed some mem leaks. Models are only released when program exits so restarting a level results in leaks because they are loaded again.
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2b8dbee5f6
commit
91d1186c93
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@ -12,7 +12,7 @@
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#include "Utilities.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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//#include <GameServerAPI.h>
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#include "../WindowManager/WindowShell.h"
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#include "WinTimer.h"
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@ -185,11 +185,11 @@ namespace DanBias
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DanBiasGame::Result DanBiasGame::Update(float deltaTime)
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{
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if( data.serverOwner )
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/*if( data.serverOwner )
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{
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DanBias::GameServerAPI::ServerUpdate();
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DanBias::GameServerAPI::ServerUpdate();
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}
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*/
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = data.state->Update( deltaTime );
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@ -264,7 +264,7 @@ namespace DanBias
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EventHandler::Instance().Clean();
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Graphics::API::Clean();
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GameServerAPI::ServerStop();
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//GameServerAPI::ServerStop();
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return S_OK;
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}
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@ -3,7 +3,7 @@
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera_FPSV2.h"
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#include <GameServerAPI.h>
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//#include <GameServerAPI.h>
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#include "C_Light.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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@ -41,7 +41,8 @@ GameSession::GameSession()
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this->networkTimer.reset();
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this->logicTimer.reset();
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memset(&this->description, 0, sizeof(GameDescription));
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// HACK to avoid mem leaks
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//memset(&this->description, 0, sizeof(GameDescription));
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}
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GameSession::~GameSession()
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