js: Use (dis)connectObject()

Start using the new methods to simplify signal cleanup. For now,
focus on replacing existing cleanups; in most cases this means
signals connected in the constructor and disconnected on destroy,
but also other cases with a similarly defined lifetime (say: from
show to hide).

This doesn't change signal connections that only exist for a short
time (say: once), handlers that are connected on-demand (say: the
first time a particular method is called), or connections that
aren't tracked (read: disconnected) at all.

We will eventually replace the latter with connectObject() as
well - especially from actor subclasses - but the changeset is
already big enough as-is :-)

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1953>
This commit is contained in:
Florian Müllner
2021-08-16 00:36:59 +02:00
committed by Marge Bot
parent f45ccc9143
commit 26235bbe54
54 changed files with 753 additions and 1674 deletions

View File

@ -269,13 +269,12 @@ class EndSessionDialog extends ModalDialog.ModalDialog {
this._rebootButton = null;
this._rebootButtonAlt = null;
this.connect('destroy',
this._onDestroy.bind(this));
this.connect('opened',
this._onOpened.bind(this));
this._userLoadedId = this._user.connect('notify::is-loaded', this._sync.bind(this));
this._userChangedId = this._user.connect('changed', this._sync.bind(this));
this._user.connectObject(
'notify::is-loaded', this._sync.bind(this),
'changed', this._sync.bind(this), this);
this._messageDialogContent = new Dialog.MessageDialogContent();
@ -330,11 +329,6 @@ class EndSessionDialog extends ModalDialog.ModalDialog {
}
}
_onDestroy() {
this._user.disconnect(this._userLoadedId);
this._user.disconnect(this._userChangedId);
}
_isDischargingBattery() {
return this._powerProxy.IsPresent &&
this._powerProxy.State !== UPower.DeviceState.CHARGING &&