desktop-shell: destroy surfaces in an idle handler after fade out

It's possible for more than one animation to be taking place on a view at
the same time.  If one of those animations is the shell's fade out for
dying surfaces, its completion handler will trigger the surface destroy
signal, causing other animations on the animation list to remove themselves.

Since this removal occurs during the linked list walk, the compositor may
crash.

We move the actual surface destruction into an idle handler to avoid this.

Signed-off-by: Derek Foreman <derekf@osg.samsung.com>
Reviewed-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk>
Tested-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk>
This commit is contained in:
Derek Foreman 2015-04-14 17:09:06 -05:00 committed by Pekka Paalanen
parent 3dd570e754
commit 039e9be49d

View file

@ -177,6 +177,8 @@ struct shell_surface {
bool has_set_geometry, has_next_geometry;
int focus_count;
bool destroying;
};
struct shell_grab {
@ -3575,13 +3577,28 @@ shell_handle_surface_destroy(struct wl_listener *listener, void *data)
}
static void
fade_out_done(struct weston_view_animation *animation, void *data)
fade_out_done_idle_cb(void *data)
{
struct shell_surface *shsurf = data;
weston_surface_destroy(shsurf->surface);
}
static void
fade_out_done(struct weston_view_animation *animation, void *data)
{
struct shell_surface *shsurf = data;
struct wl_event_loop *loop;
loop = wl_display_get_event_loop(
shsurf->surface->compositor->wl_display);
if (!shsurf->destroying) {
wl_event_loop_add_idle(loop, fade_out_done_idle_cb, shsurf);
shsurf->destroying = true;
}
}
static void
handle_resource_destroy(struct wl_listener *listener, void *data)
{