Construct Variants from Reference properly in GDNative
Previously godot_variant_new_object constructed Variant without accounting for the fact that the Object can be a Reference, so refcount was not increased and References were destructed prematurely. Also, Reference::init_ref did not propagate refcount increment to the script instance, which led to desync of refcount info on the script side and Godot side.
This commit is contained in:
parent
9ac940677c
commit
f08bc0df7c
4 changed files with 27 additions and 9 deletions
|
@ -33,7 +33,7 @@
|
|||
|
||||
bool Reference::init_ref() {
|
||||
|
||||
if (refcount.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)
|
||||
|
@ -41,7 +41,7 @@ bool Reference::init_ref() {
|
|||
|
||||
if (refcount_init.get() > 0) {
|
||||
refcount_init.unref();
|
||||
refcount.unref(); // first referencing is already 1, so compensate for the ref above
|
||||
unreference(); // first referencing is already 1, so compensate for the ref above
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -62,13 +62,16 @@ int Reference::reference_get_count() const {
|
|||
return refcount.get();
|
||||
}
|
||||
|
||||
void Reference::reference() {
|
||||
bool Reference::reference() {
|
||||
bool success = refcount.ref();
|
||||
|
||||
refcount.ref();
|
||||
if (get_script_instance()) {
|
||||
if (success && get_script_instance()) {
|
||||
get_script_instance()->refcount_incremented();
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
bool Reference::unreference() {
|
||||
|
||||
bool die = refcount.unref();
|
||||
|
|
|
@ -51,7 +51,7 @@ protected:
|
|||
public:
|
||||
_FORCE_INLINE_ bool is_referenced() const { return refcount_init.get() < 1; }
|
||||
bool init_ref();
|
||||
void reference();
|
||||
bool reference(); // returns false if refcount is at zero and didn't get increased
|
||||
bool unreference();
|
||||
int reference_get_count() const;
|
||||
|
||||
|
|
|
@ -2259,8 +2259,8 @@ Variant::Variant(const RefPtr &p_resource) {
|
|||
|
||||
type = OBJECT;
|
||||
memnew_placement(_data._mem, ObjData);
|
||||
REF ref = p_resource;
|
||||
_get_obj().obj = ref.ptr();
|
||||
REF *ref = reinterpret_cast<REF *>(p_resource.get_data());
|
||||
_get_obj().obj = ref->ptr();
|
||||
_get_obj().ref = p_resource;
|
||||
}
|
||||
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
/*************************************************************************/
|
||||
#include "gdnative/variant.h"
|
||||
|
||||
#include "core/reference.h"
|
||||
#include "core/variant.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
@ -158,7 +159,21 @@ void GDAPI godot_variant_new_rid(godot_variant *r_dest, const godot_rid *p_rid)
|
|||
void GDAPI godot_variant_new_object(godot_variant *r_dest, const godot_object *p_obj) {
|
||||
Variant *dest = (Variant *)r_dest;
|
||||
Object *obj = (Object *)p_obj;
|
||||
Reference *reference = Object::cast_to<Reference>(obj);
|
||||
REF ref;
|
||||
if (reference) {
|
||||
ref = REF(reference);
|
||||
}
|
||||
if (!ref.is_null()) {
|
||||
memnew_placement_custom(dest, Variant, Variant(ref.get_ref_ptr()));
|
||||
} else {
|
||||
#if defined(DEBUG_METHODS_ENABLED)
|
||||
if (reference) {
|
||||
ERR_PRINT("Reference object has 0 refcount in godot_variant_new_object - you lost it somewhere.");
|
||||
}
|
||||
#endif
|
||||
memnew_placement_custom(dest, Variant, Variant(obj));
|
||||
}
|
||||
}
|
||||
|
||||
void GDAPI godot_variant_new_dictionary(godot_variant *r_dest, const godot_dictionary *p_dict) {
|
||||
|
|
Loading…
Reference in a new issue