Use one autorelease pool per frame

This way, nowhere else autorelease pools need to be managed.

FossilOrigin-Name: 489124a92fd2a7e6d543b58ce50e454f2cb1647c81b4ba637d6c252404012ddd
This commit is contained in:
Jonathan Schleifer 2025-03-16 10:11:39 +00:00
parent a67b134eb2
commit 875c395ce1
22 changed files with 1262 additions and 1443 deletions

View file

@ -16,52 +16,42 @@ void
delayedload(MD2 *m)
{
if (!m.loaded) {
@autoreleasepool {
OFString *path = [OFString
stringWithFormat:@"packages/models/%@", m.loadname];
OFIRI *baseIRI = [Cube.sharedInstance.gameDataIRI
IRIByAppendingPathComponent:path];
OFString *path = [OFString
stringWithFormat:@"packages/models/%@", m.loadname];
OFIRI *baseIRI = [Cube.sharedInstance.gameDataIRI
IRIByAppendingPathComponent:path];
OFIRI *IRI1 =
[baseIRI IRIByAppendingPathComponent:@"tris.md2"];
if (![m loadWithIRI:IRI1])
fatal(@"loadmodel: ", IRI1.string);
OFIRI *IRI1 = [baseIRI IRIByAppendingPathComponent:@"tris.md2"];
if (![m loadWithIRI:IRI1])
fatal(@"loadmodel: ", IRI1.string);
OFIRI *IRI2 =
[baseIRI IRIByAppendingPathComponent:@"skin.jpg"];
int xs, ys;
installtex(FIRSTMDL + m.mdlnum, IRI2, &xs, &ys, false);
m.loaded = true;
}
OFIRI *IRI2 = [baseIRI IRIByAppendingPathComponent:@"skin.jpg"];
int xs, ys;
installtex(FIRSTMDL + m.mdlnum, IRI2, &xs, &ys, false);
m.loaded = true;
}
}
MD2 *
loadmodel(OFString *name)
{
@autoreleasepool {
static int modelnum = 0;
MD2 *m = mdllookup[name];
if (m != nil)
return m;
m = [[MD2 alloc] init];
m.mdlnum = modelnum++;
m.mmi = [[MapModelInfo alloc] initWithRad:2
h:2
zoff:0
snap:0
name:@""];
m.loadname = name;
if (mdllookup == nil)
mdllookup = [[OFMutableDictionary alloc] init];
mdllookup[name] = m;
static int modelnum = 0;
MD2 *m = mdllookup[name];
if (m != nil)
return m;
}
m = [[MD2 alloc] init];
m.mdlnum = modelnum++;
m.mmi = [[MapModelInfo alloc] initWithRad:2 h:2 zoff:0 snap:0 name:@""];
m.loadname = name;
if (mdllookup == nil)
mdllookup = [[OFMutableDictionary alloc] init];
mdllookup[name] = m;
return m;
}
void