Fix memory leaks
parent
f4d3b6e862
commit
57a55aa4d4
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@ -115,7 +115,9 @@ void HMPImporter::InternReadFile(const std::string &pFile,
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throw DeadlyImportError("HMP File is too small.");
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// Allocate storage and copy the contents of the file to a memory buffer
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mBuffer = new uint8_t[fileSize];
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auto deleter=[this](uint8_t* ptr){ delete[] ptr; mBuffer = nullptr; };
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std::unique_ptr<uint8_t[], decltype(deleter)> buffer(new uint8_t[fileSize], deleter);
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mBuffer = buffer.get();
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file->Read((void *)mBuffer, 1, fileSize);
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iFileSize = (unsigned int)fileSize;
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@ -143,9 +145,6 @@ void HMPImporter::InternReadFile(const std::string &pFile,
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// Print the magic word to the logger
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std::string szBuffer = ai_str_toprintable((const char *)&iMagic, sizeof(iMagic));
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delete[] mBuffer;
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mBuffer = nullptr;
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// We're definitely unable to load this file
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throw DeadlyImportError("Unknown HMP subformat ", pFile,
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". Magic word (", szBuffer, ") is not known");
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@ -153,9 +152,6 @@ void HMPImporter::InternReadFile(const std::string &pFile,
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// Set the AI_SCENE_FLAGS_TERRAIN bit
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pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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delete[] mBuffer;
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mBuffer = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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@ -445,11 +441,11 @@ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szC
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szCursor += sizeof(uint32_t);
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// allocate an output material
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aiMaterial *pcMat = new aiMaterial();
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std::unique_ptr<aiMaterial> pcMat(new aiMaterial());
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// read the skin, this works exactly as for MDL7
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ParseSkinLump_3DGS_MDL7(szCursor, &szCursor,
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pcMat, iType, iWidth, iHeight);
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pcMat.get(), iType, iWidth, iHeight);
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// now we need to skip any other skins ...
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for (unsigned int i = 1; i < iNumSkins; ++i) {
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@ -468,7 +464,7 @@ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szC
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// setup the material ...
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial *[1];
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pScene->mMaterials[0] = pcMat;
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pScene->mMaterials[0] = pcMat.release();
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*szCursorOut = szCursor;
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}
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@ -473,7 +473,7 @@ aiReturn aiMaterial::AddBinaryProperty(const void *pInput,
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}
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// Allocate a new material property
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aiMaterialProperty *pcNew = new aiMaterialProperty();
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std::unique_ptr<aiMaterialProperty> pcNew(new aiMaterialProperty());
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// .. and fill it
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pcNew->mType = pType;
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@ -489,7 +489,7 @@ aiReturn aiMaterial::AddBinaryProperty(const void *pInput,
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strcpy(pcNew->mKey.data, pKey);
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if (UINT_MAX != iOutIndex) {
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mProperties[iOutIndex] = pcNew;
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mProperties[iOutIndex] = pcNew.release();
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return AI_SUCCESS;
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}
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@ -502,7 +502,6 @@ aiReturn aiMaterial::AddBinaryProperty(const void *pInput,
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try {
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ppTemp = new aiMaterialProperty *[mNumAllocated];
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} catch (std::bad_alloc &) {
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delete pcNew;
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return AI_OUTOFMEMORY;
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}
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@ -513,7 +512,7 @@ aiReturn aiMaterial::AddBinaryProperty(const void *pInput,
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mProperties = ppTemp;
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}
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// push back ...
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mProperties[mNumProperties++] = pcNew;
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mProperties[mNumProperties++] = pcNew.release();
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return AI_SUCCESS;
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}
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