diff --git a/cockatrice/src/game_graphics/game_scene.cpp b/cockatrice/src/game_graphics/game_scene.cpp index 43e181875..457f1b3f7 100644 --- a/cockatrice/src/game_graphics/game_scene.cpp +++ b/cockatrice/src/game_graphics/game_scene.cpp @@ -44,16 +44,16 @@ GameScene::GameScene(PhasesToolbar *_phasesToolbar, QObject *parent) GameScene::~GameScene() { - // Sever the destroy-tracking connections before the members and base-class - // teardown destroy the items. The receiver (this) cannot be matched with a - // nullptr sender (QObject::disconnect forbids one) so disconnect each - // tracked sender explicitly. Otherwise, when the base QGraphicsScene destructor - // destroys the remaining items, their destroyed() signals would re-enter - // removeAnimatedItem() and touch members that no longer exist. - const auto animatedSenders = animatedItems.keys(); - for (QObject *sender : animatedSenders) { - disconnect(sender, &QObject::destroyed, this, &GameScene::removeAnimatedItem); + // Sever all destroyed->removeAnimatedItem connections before the members below + // are destroyed: the base QGraphicsScene destructor destroys the remaining items, + // and their destroyed() signals must not reach slots that reference members that + // no longer exist. The connection handle overload is used because the string-based + // disconnect(nullptr, nullptr, this, nullptr) is invalid (the sender must never be + // nullptr) and would otherwise fail to sever these pointer-to-member connections. + for (auto it = animationItemConnections.constBegin(); it != animationItemConnections.constEnd(); ++it) { + QObject::disconnect(*it); } + animationItemConnections.clear(); delete animationTimer; animationTimer = nullptr; @@ -782,8 +782,15 @@ void GameScene::registerAnimationItem(IAnimatedItem *item) if (!object) { return; } - if (!animatedItems.contains(object)) { - connect(object, &QObject::destroyed, this, &GameScene::removeAnimatedItem); + // Guard against duplicate connections using the connection map, not + // animatedItems: the animation timer removes entries from animatedItems when an + // animation completes, but the destroyed->removeAnimatedItem connection must + // persist until the object is destroyed. Relying on animatedItems here would let + // a re-registered item (e.g. a life counter that flashes repeatedly) accumulate + // duplicate destroyed connections, the older ones of which would survive teardown. + if (!animationItemConnections.contains(object)) { + animationItemConnections.insert(object, + connect(object, &QObject::destroyed, this, &GameScene::removeAnimatedItem)); } animatedItems.insert(object, item); if (animationTimer && !animationTimer->isActive()) { @@ -802,6 +809,7 @@ void GameScene::unregisterAnimationItem(IAnimatedItem *item) void GameScene::removeAnimatedItem(QObject *item) { animatedItems.remove(item); + animationItemConnections.remove(item); if (animationTimer && animatedItems.isEmpty()) { animationTimer->stop(); } diff --git a/cockatrice/src/game_graphics/game_scene.h b/cockatrice/src/game_graphics/game_scene.h index c12696189..859d7a6eb 100644 --- a/cockatrice/src/game_graphics/game_scene.h +++ b/cockatrice/src/game_graphics/game_scene.h @@ -54,9 +54,11 @@ private: QPointer hoveredCard; ///< Currently hovered card QBasicTimer *animationTimer; ///< Timer for scene animations QHash animatedItems; ///< Items currently animating - int playerRotation; ///< Rotation offset for player layout - bool rearranging = false; ///< Guard against re-entrant rearrange - bool needsReArrange = false; ///< Pending rearrange requested during a pass + QHash + animationItemConnections; ///< destroyed->removeAnimatedItem handles per animated item + int playerRotation; ///< Rotation offset for player layout + bool rearranging = false; ///< Guard against re-entrant rearrange + bool needsReArrange = false; ///< Pending rearrange requested during a pass /** * @brief Updates which card is currently hovered based on scene coordinates.