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authorSebastian Keller <skeller@gnome.org>2023-04-17 13:38:23 +0200
committerMarge Bot <marge-bot@gnome.org>2023-04-18 19:44:20 +0000
commit4bbf6d497d34793693e5ac24fbe23854b481002b (patch)
tree5114de05c6a37b0925f9fa3dd56b7d8246b6f52f
parent8bf06bfc9f87c665959e1ff3240f227e5cf224df (diff)
downloadgnome-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.js4
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);