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Happy new year to the wonderful Godot community!
78 lines
3.3 KiB
C++
78 lines
3.3 KiB
C++
/*************************************************************************/
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/* object_rc.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef OBJECTRC_H
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#define OBJECTRC_H
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#include "core/os/memory.h"
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#include "core/typedefs.h"
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#include <atomic>
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class Object;
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// Used to track Variants pointing to a non-Reference Object
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class ObjectRC {
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std::atomic<Object *> _ptr;
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std::atomic<uint32_t> _users;
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public:
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// This is for allowing debug builds to check for instance ID validity,
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// so warnings are shown in debug builds when a stray Variant (one pointing
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// to a released Object) would have happened.
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const ObjectID instance_id;
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_FORCE_INLINE_ void increment() {
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_users.fetch_add(1, std::memory_order_relaxed);
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}
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_FORCE_INLINE_ bool decrement() {
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return _users.fetch_sub(1, std::memory_order_relaxed) == 1;
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}
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_FORCE_INLINE_ bool invalidate() {
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_ptr.store(nullptr, std::memory_order_release);
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return decrement();
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}
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_FORCE_INLINE_ Object *get_ptr() {
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return _ptr.load(std::memory_order_acquire);
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}
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_FORCE_INLINE_ ObjectRC(Object *p_object) :
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instance_id(p_object->get_instance_id()) {
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// 1 (the Object) + 1 (the first user)
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_users.store(2, std::memory_order_relaxed);
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_ptr.store(p_object, std::memory_order_release);
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}
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};
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#endif
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