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