Fix Windows handles leak
Fixes thread and process handles leak when running and killing project from editor (caused by a missing CloseHandle call) plus a potential leak when calling OS_Windows::execute with p_blocking and !r_pipe. The leak could be easily observed with a Handles counter in Task Manager (or Performance Monitor) for the Godot editor process.
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@ -2309,6 +2309,8 @@ Error OS_Windows::execute(const String &p_path, const List<String> &p_arguments,
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if (r_exitcode)
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if (r_exitcode)
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*r_exitcode = ret;
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*r_exitcode = ret;
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CloseHandle(pi.pi.hProcess);
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CloseHandle(pi.pi.hThread);
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} else {
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} else {
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ProcessID pid = pi.pi.dwProcessId;
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ProcessID pid = pi.pi.dwProcessId;
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@ -2322,17 +2324,15 @@ Error OS_Windows::execute(const String &p_path, const List<String> &p_arguments,
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Error OS_Windows::kill(const ProcessID &p_pid) {
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Error OS_Windows::kill(const ProcessID &p_pid) {
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HANDLE h;
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if (process_map->has(p_pid)) {
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h = (*process_map)[p_pid].pi.hProcess;
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process_map->erase(p_pid);
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} else {
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ERR_FAIL_COND_V(!process_map->has(p_pid), FAILED);
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ERR_FAIL_COND_V(!process_map->has(p_pid), FAILED);
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};
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int ret = TerminateProcess(h, 0);
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const PROCESS_INFORMATION pi = (*process_map)[p_pid].pi;
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process_map->erase(p_pid);
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const int ret = TerminateProcess(pi.hProcess, 0);
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CloseHandle(pi.hProcess);
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CloseHandle(pi.hThread);
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return ret != 0 ? OK : FAILED;
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return ret != 0 ? OK : FAILED;
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};
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};
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