UserWidget: replace vfunc_destroy override with a signal connection

The destroy vfunc might be called during object finalization, and
we can't call any JS from a GC finalizer, so we use a signal
connection instead, as that is removed by GObject the first time
the object is disposed.

https://bugzilla.gnome.org/show_bug.cgi?id=719730
This commit is contained in:
Giovanni Campagna 2013-12-02 23:50:45 +01:00
parent 729c962b7c
commit 98b50fd942

View File

@ -79,9 +79,16 @@ const UserWidgetLabel = new Lang.Class({
this._userLoadedId = this._user.connect('notify::is-loaded', Lang.bind(this, this._updateUser)); this._userLoadedId = this._user.connect('notify::is-loaded', Lang.bind(this, this._updateUser));
this._userChangedId = this._user.connect('changed', Lang.bind(this, this._updateUser)); this._userChangedId = this._user.connect('changed', Lang.bind(this, this._updateUser));
this._updateUser(); this._updateUser();
// We can't override the destroy vfunc because that might be called during
// object finalization, and we can't call any JS inside a GC finalize callback,
// so we use a signal, that will be disconnected by GObject the first time
// the actor is destroyed (which is guaranteed to be as part of a normal
// destroy() call from JS, possibly from some ancestor)
this.connect('destroy', Lang.bind(this, this._onDestroy));
}, },
vfunc_destroy: function() { _onDestroy: function() {
if (this._userLoadedId != 0) { if (this._userLoadedId != 0) {
this._user.disconnect(this._userLoadedId); this._user.disconnect(this._userLoadedId);
this._userLoadedId = 0; this._userLoadedId = 0;
@ -91,8 +98,6 @@ const UserWidgetLabel = new Lang.Class({
this._user.disconnect(this._userChangedId); this._user.disconnect(this._userChangedId);
this._userChangedId = 0; this._userChangedId = 0;
} }
this.parent();
}, },
vfunc_allocate: function(box, flags) { vfunc_allocate: function(box, flags) {