LayerSurface: fix use-after-free on destroy
The scene_layer_surface may be destroyed before handleDestroy is called, which means we can't rely on it to access the wlr_layer_surface in destroyPopups().
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@ -32,6 +32,7 @@ const XdgPopup = @import("XdgPopup.zig");
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const log = std.log.scoped(.layer_shell);
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output: *Output,
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wlr_layer_surface: *wlr.LayerSurfaceV1,
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scene_layer_surface: *wlr.SceneLayerSurfaceV1,
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popup_tree: *wlr.SceneTree,
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@ -50,6 +51,7 @@ pub fn create(wlr_layer_surface: *wlr.LayerSurfaceV1) error{OutOfMemory}!void {
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layer_surface.* = .{
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.output = output,
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.wlr_layer_surface = wlr_layer_surface,
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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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@ -71,14 +73,14 @@ pub fn create(wlr_layer_surface: *wlr.LayerSurfaceV1) error{OutOfMemory}!void {
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}
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pub fn destroyPopups(layer_surface: *LayerSurface) void {
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var it = layer_surface.scene_layer_surface.layer_surface.popups.safeIterator(.forward);
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var it = layer_surface.wlr_layer_surface.popups.safeIterator(.forward);
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while (it.next()) |wlr_xdg_popup| wlr_xdg_popup.destroy();
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}
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fn handleDestroy(listener: *wl.Listener(*wlr.LayerSurfaceV1), wlr_layer_surface: *wlr.LayerSurfaceV1) void {
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fn handleDestroy(listener: *wl.Listener(*wlr.LayerSurfaceV1), _: *wlr.LayerSurfaceV1) void {
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const layer_surface = @fieldParentPtr(LayerSurface, "destroy", listener);
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log.debug("layer surface '{s}' destroyed", .{wlr_layer_surface.namespace});
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log.debug("layer surface '{s}' destroyed", .{layer_surface.wlr_layer_surface.namespace});
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layer_surface.destroy.link.remove();
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layer_surface.map.link.remove();
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@ -112,7 +114,7 @@ fn handleUnmap(listener: *wl.Listener(*wlr.LayerSurfaceV1), wlr_layer_surface: *
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fn handleCommit(listener: *wl.Listener(*wlr.Surface), _: *wlr.Surface) void {
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const layer_surface = @fieldParentPtr(LayerSurface, "commit", listener);
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const wlr_layer_surface = layer_surface.scene_layer_surface.layer_surface;
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const wlr_layer_surface = layer_surface.wlr_layer_surface;
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assert(wlr_layer_surface.output != null);
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@ -145,7 +147,7 @@ fn handleKeyboardInteractiveExclusive(output: *Output) void {
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assert(node.type == .tree);
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if (@intToPtr(?*SceneNodeData, node.data)) |node_data| {
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const layer_surface = node_data.data.layer_surface;
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const wlr_layer_surface = layer_surface.scene_layer_surface.layer_surface;
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const wlr_layer_surface = layer_surface.wlr_layer_surface;
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if (wlr_layer_surface.mapped and
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wlr_layer_surface.current.keyboard_interactive == .exclusive)
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{
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@ -167,7 +169,7 @@ fn handleKeyboardInteractiveExclusive(output: *Output) void {
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// seats.
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seat.setFocusRaw(.{ .layer = to_focus });
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} else if (seat.focused == .layer) {
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const current_focus = seat.focused.layer.scene_layer_surface.layer_surface;
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const current_focus = seat.focused.layer.wlr_layer_surface;
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// If the seat is currently focusing an unmapped layer surface or one
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// without keyboard interactivity, stop focusing that layer surface.
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if (!current_focus.mapped or current_focus.current.keyboard_interactive == .none) {
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