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WindowServer: Fix animation crash
If an Animation's on_stop handler cleared itself inside the on_stop event handler, it would remove itself from the animation map that was still being iterated, leading to a crash. To solve this, we'll iterate over the animations using the remove_all_matching function, which enables us to delete it by simply returning true when the animation finished. In the event that the Animation is kept alive elsewhere and the on_stop event clears its own reference, we need to temporarily bump the reference count. Another advantage is that we only need to bump the reference count when an animation is finished, whereas before this we bumped it unconditionally.
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3 changed files with 31 additions and 8 deletions
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@ -28,11 +28,12 @@ public:
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void start();
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void stop();
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void was_removed(Badge<Compositor>);
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void set_duration(int duration_in_ms);
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int duration() const { return m_duration; }
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void update(Badge<Compositor>, Gfx::Painter&, Screen&, Gfx::DisjointRectSet& flush_rects);
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bool update(Badge<Compositor>, Gfx::Painter&, Screen&, Gfx::DisjointRectSet& flush_rects);
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Function<void(float progress, Gfx::Painter&, Screen&, Gfx::DisjointRectSet& flush_rects)> on_update;
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Function<void()> on_stop;
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@ -43,6 +44,7 @@ private:
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Core::ElapsedTimer m_timer;
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int m_duration { 0 };
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bool m_running { false };
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bool m_was_removed { false };
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};
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}
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