/*************************************************************************/ /* reference.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "reference.h" #include "script_language.h" bool Reference::init_ref() { if (reference()) { // this may fail in the scenario of two threads assigning the pointer for the FIRST TIME // at the same time, which is never likely to happen (would be crazy to do) // so don't do it. if (refcount_init.get() > 0) { refcount_init.unref(); unreference(); // first referencing is already 1, so compensate for the ref above } return true; } else { return false; } } void Reference::_bind_methods() { ClassDB::bind_method(D_METHOD("init_ref"), &Reference::init_ref); ClassDB::bind_method(D_METHOD("reference"), &Reference::reference); ClassDB::bind_method(D_METHOD("unreference"), &Reference::unreference); } int Reference::reference_get_count() const { return refcount.get(); } bool Reference::reference() { bool success = refcount.ref(); if (success && get_script_instance()) { get_script_instance()->refcount_incremented(); } return success; } bool Reference::unreference() { bool die = refcount.unref(); if (get_script_instance()) { bool script_ret = get_script_instance()->refcount_decremented(); die = die && script_ret; } return die; } Reference::Reference() { refcount.init(); refcount_init.init(); } Reference::~Reference() { } Variant WeakRef::get_ref() const { if (ref == 0) return Variant(); Object *obj = ObjectDB::get_instance(ref); if (!obj) return Variant(); Reference *r = cast_to(obj); if (r) { return REF(r); } return obj; } void WeakRef::set_obj(Object *p_object) { ref = p_object ? p_object->get_instance_id() : 0; } void WeakRef::set_ref(const REF &p_ref) { ref = p_ref.is_valid() ? p_ref->get_instance_id() : 0; } WeakRef::WeakRef() { ref = 0; } void WeakRef::_bind_methods() { ClassDB::bind_method(D_METHOD("get_ref"), &WeakRef::get_ref); }