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Fix MeshAllocator
panic
#14560
Fix MeshAllocator
panic
#14560
Conversation
The crash happens when we remove empty slabs in |
That would probably be better. Also does the number in |
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Now I made the (probably) proper fix. |
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I agree that this is the right fix. It's true that free is now technically linear in the number of current slabs, but I don't think that will ever be a bottleneck. And it's simpler than breaking the invariant that all the SlabIds in the HashMaps are valid entries into slabs
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This seems pretty straightforwardly correct compared to the previous fix.
Objective
Fixes #14540
Solution
SlabId
s when freeing meshesSlabId
s and cause incorrect behavior. It looks like new meshes would then override old ones.Testing
loading_screen
example and tapping keyboard 1 and 2.