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Reimplement Mutex with C++'s <mutex>
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
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98 changed files with 739 additions and 1754 deletions
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@ -399,39 +399,18 @@ void PluginScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool
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}
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void PluginScriptLanguage::lock() {
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#ifndef NO_THREADS
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if (_lock) {
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_lock->lock();
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}
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#endif
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_lock.lock();
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}
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void PluginScriptLanguage::unlock() {
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#ifndef NO_THREADS
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if (_lock) {
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_lock->unlock();
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}
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#endif
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_lock.unlock();
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}
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PluginScriptLanguage::PluginScriptLanguage(const godot_pluginscript_language_desc *desc) :
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_desc(*desc) {
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_resource_loader = Ref<ResourceFormatLoaderPluginScript>(memnew(ResourceFormatLoaderPluginScript(this)));
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_resource_saver = Ref<ResourceFormatSaverPluginScript>(memnew(ResourceFormatSaverPluginScript(this)));
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// TODO: totally remove _lock attribute if NO_THREADS is set
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#ifdef NO_THREADS
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_lock = NULL;
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#else
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_lock = Mutex::create();
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#endif
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}
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PluginScriptLanguage::~PluginScriptLanguage() {
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#ifndef NO_THREADS
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if (_lock) {
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memdelete(_lock);
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_lock = NULL;
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}
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#endif
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}
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