Use one autorelease pool per frame
This way, nowhere else autorelease pools need to be managed. FossilOrigin-Name: 489124a92fd2a7e6d543b58ce50e454f2cb1647c81b4ba637d6c252404012ddd
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a67b134eb2
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22 changed files with 1262 additions and 1443 deletions
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@ -95,15 +95,12 @@ localservertoclient(uchar *buf, int len)
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// map
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toservermap = getclientmap();
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sgetstr();
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@autoreleasepool {
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if (text[0] &&
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strcmp(text, clientpassword.UTF8String)) {
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conoutf(@"you need to set the correct "
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@"password "
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@"to join this server!");
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disconnect();
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return;
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}
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if (text[0] &&
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strcmp(text, clientpassword.UTF8String)) {
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conoutf(@"you need to set the correct password "
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@"to join this server!");
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disconnect();
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return;
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}
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if (getint(p) == 1)
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conoutf(@"server is FULL, disconnecting..");
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@ -150,9 +147,7 @@ localservertoclient(uchar *buf, int len)
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case SV_MAPCHANGE:
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sgetstr();
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@autoreleasepool {
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changemapserv(@(text), getint(p));
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}
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changemapserv(@(text), getint(p));
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mapchanged = true;
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break;
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@ -378,12 +373,10 @@ localservertoclient(uchar *buf, int len)
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conoutf(@"received map \"%s\" from server, reloading..",
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text);
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int mapsize = getint(p);
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@autoreleasepool {
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OFString *string = @(text);
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writemap(string, mapsize, p);
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p += mapsize;
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changemapserv(string, gamemode);
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}
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OFString *string = @(text);
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writemap(string, mapsize, p);
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p += mapsize;
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changemapserv(string, gamemode);
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break;
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}
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