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The Indiefreaks Game Framework or IGF is a set of .Net libraries compiling a few years of experimenting and prototyping design patterns developing games for Microsoft Xna Framework using the SynapseGaming SunBurn graphics engine.

C# 100.00%

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igf's Issues

Memory leak in Screen and Control PrepareRenderTarget

Every time is screen or control is flagged as dirty, it will recreate it's RenderTarget2D even if it just creates a new identical RenderTarget2D.

To reproduce:

  1. Create a Screen with a button added to it's controls.
  2. Every update, change the text of button ensuring that the button is flagged as dirty
  3. Wait for Out of Memory exception. Only took about 10 seconds or less to run out of memory on my PC

I fixed this for myself by changing the PrepareRenderTarget function in Screen and Control to not recreate the RenderTarget2D if the size of it is not going to change. If it does need to recreate it, it will dispose of the old target first.

Lidgren stuck on Client.Connect with no network adapters connected (Win8)

The lidgren client cannot connect to the server (as SinglePlayerSession) in the following cases:
Ip address is set to IPAddress.Loopback, IPAddress.Any when in Airplane mode or no network adapters are connected.

I have not been able to replicate this on Windows 7 dev environment, but I have on one non-dev machine. The sockets seem to bind find to 0.0.0.0:port, but the client messages never reach the server thread.

Upon further testing, it seems the client will connect if all network adapters are "disabled", but if any are enabled but not connected/plugged in the client will fail to connected even when IP address is any or loopback.

Screen.RemoveAll() does not reset _focusedControlIndex

Indiefreaks.Xna.Rendering.Gui.Screen.RemoveAll() will leave _focusedControlIndex at its current value even though there are no controls. When you add new controls to the screen or the screen responds to input event for a menu, index out of bounds exceptions will be thrown related to the focus and click events.

To Reproduce:

  1. Add some button to a screen menu
  2. select any button other than the first
  3. call Screen.RemoveAll()
  4. Add one button
  5. try selecting

Steps may not be exact. I had a data driven menu that would Add buttons for a menu and then when a submenu is opened, it would RemoveAll and re-add buttons for the submenu

My fix was to set _focusedControlIndex to zero in RemoveAll.

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