diff options
author | Sebastian Keller <skeller@gnome.org> | 2023-04-17 13:38:23 +0200 |
---|---|---|
committer | Marge Bot <marge-bot@gnome.org> | 2023-04-18 19:44:20 +0000 |
commit | 4bbf6d497d34793693e5ac24fbe23854b481002b (patch) | |
tree | 5114de05c6a37b0925f9fa3dd56b7d8246b6f52f | |
parent | 8bf06bfc9f87c665959e1ff3240f227e5cf224df (diff) | |
download | gnome-shell-4bbf6d497d34793693e5ac24fbe23854b481002b.tar.gz |
windowPreview: Ignore leave events after being destroyed
When a WindowPreview is being destroyed, the class default handler for
the `destroy` signal is responsible for destroying its child actors.
This happens after the emission of the `destroy` signal, i.e. after
`WindowPreview::_onDestroy()` has been run.
The destruction of the WindowPreview's child actors now triggers a
re-pick, but due to WindowPreview having already being marked as
`CLUTTER_IN_DESTRUCTION`, it will not be picked, resulting in a `leave`
event if the cursor was on top of the WindowPreview at the time
`destroy()` was called on it.
So this leads to `WindowPreview::vfunc_leave_event()` being run after
`WindowPreview::_onDestroy()`, which means the idle started by the leave
event handler will not be removed and ends up accessing actors after
they have already been destroyed.
Closes: https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/5512
Closes: https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/6065
Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2738>
-rw-r--r-- | js/ui/windowPreview.js | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/js/ui/windowPreview.js b/js/ui/windowPreview.js index 9f4c9d2de..ab851c6a7 100644 --- a/js/ui/windowPreview.js +++ b/js/ui/windowPreview.js @@ -525,6 +525,7 @@ var WindowPreview = GObject.registerClass({ _onDestroy() { this.metaWindow._delegate = null; this._delegate = null; + this._destroyed = true; if (this._longPressLater) { const laters = global.compositor.get_laters(); @@ -554,6 +555,9 @@ var WindowPreview = GObject.registerClass({ } vfunc_leave_event(crossingEvent) { + if (this._destroyed) + return super.vfunc_leave_event(crossingEvent); + if ((crossingEvent.flags & Clutter.EventFlags.FLAG_GRAB_NOTIFY) !== 0 && global.stage.get_grab_actor() === this._closeButton) return super.vfunc_leave_event(crossingEvent); |