SceneNodeData: fix fromSurface() use after free
We must clean up the user data of the wlr_surface for layer surfaces and lock surfaces as fromSurface() may be called (e.g. by the idle inhibit implementation) after the scene node has been destroyed but before the wlr_surface is destroyed.
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@ -55,7 +55,6 @@ pub fn create(wlr_layer_surface: *wlr.LayerSurfaceV1) error{OutOfMemory}!void {
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.scene_layer_surface = try layer_tree.createSceneLayerSurfaceV1(wlr_layer_surface),
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.popup_tree = try output.layers.popups.createSceneTree(),
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};
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wlr_layer_surface.data = @intFromPtr(layer_surface);
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try SceneNodeData.attach(&layer_surface.scene_layer_surface.tree.node, .{ .layer_surface = layer_surface });
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try SceneNodeData.attach(&layer_surface.popup_tree.node, .{ .layer_surface = layer_surface });
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@ -93,6 +92,9 @@ fn handleDestroy(listener: *wl.Listener(*wlr.LayerSurfaceV1), _: *wlr.LayerSurfa
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layer_surface.popup_tree.node.destroy();
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// The wlr_surface may outlive the wlr_layer_surface so we must clean up the user data.
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layer_surface.wlr_layer_surface.surface.data = 0;
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util.gpa.destroy(layer_surface);
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}
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@ -85,6 +85,9 @@ pub fn destroy(lock_surface: *LockSurface) void {
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lock_surface.map.link.remove();
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lock_surface.surface_destroy.link.remove();
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// The wlr_surface may outlive the wlr_lock_surface so we must clean up the user data.
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lock_surface.wlr_lock_surface.surface.data = 0;
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util.gpa.destroy(lock_surface);
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}
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