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Fix events.onexit callbacks accessing a disposed core and crashing
#4638
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@@ -568,6 +568,11 @@ public void CallStateLoadCallbacks(string userFriendlyStateName) | |
| public void CallStateSaveCallbacks(string userFriendlyStateName) | ||
| => LuaImp.CallSaveStateEvent(userFriendlyStateName); | ||
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| public void CallScriptExitCallbacks() | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think the purpose of this needs to be documented. Calling the exit event without stopping the script is a weird thing to do, and that should be noted along with why it's done here. Alternatively, you could do what I did and actually stop the scripts (renaming the method accordingly). Just keep a list of which ones were running so they can be started again in restart. |
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| { | ||
| foreach (var lf in LuaImp.ScriptList) LuaImp.CallExitEvent(lf, alsoUnregister: true); | ||
| } | ||
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| protected override void UpdateBefore() | ||
| { | ||
| if (LuaImp.IsUpdateSupressed) | ||
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The emulator isn't stale yet, it is still current.