On Wednesday, 27 March 2024 at 21:43:48 UTC, Liam McGillivray
wrote:
In my current [game
project](https://github.com/LiamM32/Open_Emblem), [something
strange](https://github.com/LiamM32/Open_Emblem/issues/20) has
happened as of a recent commit. When running `dub test`, all
the unittests appear to pass, but then after the last unittest
has concluded an "Invalid memory operation" happens. Removing a
few lines replaces this error with a segfault, but either way,
these errors shouldn't be happening. Weirdly, the commit where
these errors first appear did nothing but replace a single
class-member function with a seemingly identical function
through a mixin template.
The errors seem to be related to object deletion. The traceback
output for the first error, and where GDB points to for the
second error, is the destructor for my `Unit` class.
You see, every `Unit` object is associated with a particular
`Map` object and `Faction` object, which it hold references to.
Those objects in turn each have an array of `Unit` objects that
they are associated with. In the `Unit` destructor, I have it
call the `removeUnit` function in both the associated `Map` and
`Faction` objects. The errors are happening in either the
`Unit` destructor itself, or the `removeUnit` function that it
calls. Until the commit that introduced these errors, the
`removeUnit` function was written directly in the `Map` class
in it's module, but this commit replaced it with the mixin
template `UnitArrayManagement`, which `Faction` also uses.
`Unit` destructor:
```
~this() {
this.alive = false;
if (this.map !is null) this.map.removeUnit(this);
if (this.faction !is null)
this.faction.removeUnit(this);
if (this.currentTile !is null)
this.currentTile.occupant = null;
}
```
The GC does not guarantee destructor order. So this code is not
valid -- e.g. you can't count on `map` to be a valid object at
this point.
In my estimation, the code is not correct in principle anyway --
if the `map` has a pointer to the `unit`, then neither will be
collected without both being garbage, and so there is no need to
do these calls (they are all going away presently).
The *only* thing you should be doing in a destructor is freeing
non-GC resources.
I read that the garbage collector *sometimes* but not *always*
calls destructors on deletion, which sounds crazy to me.
The GC is not guaranteed to delete memory or run destructors. In
the current implementation, it will destroy everything at the end
of the program that was allocated using the GC, but the language
does not guarantee this.
The second error, which can be achieved by removing the
instances of `writeln` in `removeUnit` (making it seemingly
identical now to the version of this function previously
defined in the `Map` class) is also strange. It seems to be a
case of the `Unit` object calling a `Map` object that no longer
exists. However, that's also strange, as the `Map` object is
supposed to delete all it's associated units on destruction.
As mentioned, GCs do not work this way -- you do not need to
worry about cascading removal of anything.
You should assume in the destructor that all references in the
type that were pointing at GC blocks are now invalid (i.e.
dangling pointers).
So why are these things even happening *after* the unittests
have been run? What else do I need to know about object
destruction? What may be happening?
The GC is cleaning up all allocated memory, in *no particular
order*.
-Steve