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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 - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
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1e57b558f2
commit
18fbdbb456
98 changed files with 739 additions and 1754 deletions
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@ -928,13 +928,11 @@ ScriptInstance *VisualScript::instance_create(Object *p_this) {
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VisualScriptInstance *instance = memnew(VisualScriptInstance);
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instance->create(Ref<VisualScript>(this), p_this);
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if (VisualScriptLanguage::singleton->lock)
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VisualScriptLanguage::singleton->lock->lock();
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{
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MutexLock lock(VisualScriptLanguage::singleton->lock);
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instances[p_this] = instance;
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if (VisualScriptLanguage::singleton->lock)
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VisualScriptLanguage::singleton->lock->unlock();
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instances[p_this] = instance;
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}
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return instance;
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}
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@ -2391,13 +2389,11 @@ VisualScriptInstance::VisualScriptInstance() {
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VisualScriptInstance::~VisualScriptInstance() {
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if (VisualScriptLanguage::singleton->lock)
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VisualScriptLanguage::singleton->lock->lock();
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{
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MutexLock lock(VisualScriptLanguage::singleton->lock);
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script->instances.erase(owner);
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if (VisualScriptLanguage::singleton->lock)
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VisualScriptLanguage::singleton->lock->unlock();
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script->instances.erase(owner);
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}
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for (Map<int, VisualScriptNodeInstance *>::Element *E = instances.front(); E; E = E->next()) {
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memdelete(E->get());
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@ -2836,9 +2832,6 @@ VisualScriptLanguage::VisualScriptLanguage() {
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_step = "_step";
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_subcall = "_subcall";
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singleton = this;
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#ifndef NO_THREADS
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lock = Mutex::create();
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#endif
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_debug_parse_err_node = -1;
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_debug_parse_err_file = "";
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@ -2859,9 +2852,6 @@ VisualScriptLanguage::VisualScriptLanguage() {
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VisualScriptLanguage::~VisualScriptLanguage() {
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if (lock)
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memdelete(lock);
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if (_call_stack) {
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memdelete_arr(_call_stack);
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}
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