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- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
This commit is contained in:
Pedro J. Estébanez 2020-02-26 11:28:13 +01:00
parent 1e57b558f2
commit 18fbdbb456
98 changed files with 739 additions and 1754 deletions

View file

@ -928,13 +928,11 @@ ScriptInstance *VisualScript::instance_create(Object *p_this) {
VisualScriptInstance *instance = memnew(VisualScriptInstance);
instance->create(Ref<VisualScript>(this), p_this);
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->lock();
{
MutexLock lock(VisualScriptLanguage::singleton->lock);
instances[p_this] = instance;
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->unlock();
instances[p_this] = instance;
}
return instance;
}
@ -2391,13 +2389,11 @@ VisualScriptInstance::VisualScriptInstance() {
VisualScriptInstance::~VisualScriptInstance() {
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->lock();
{
MutexLock lock(VisualScriptLanguage::singleton->lock);
script->instances.erase(owner);
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->unlock();
script->instances.erase(owner);
}
for (Map<int, VisualScriptNodeInstance *>::Element *E = instances.front(); E; E = E->next()) {
memdelete(E->get());
@ -2836,9 +2832,6 @@ VisualScriptLanguage::VisualScriptLanguage() {
_step = "_step";
_subcall = "_subcall";
singleton = this;
#ifndef NO_THREADS
lock = Mutex::create();
#endif
_debug_parse_err_node = -1;
_debug_parse_err_file = "";
@ -2859,9 +2852,6 @@ VisualScriptLanguage::VisualScriptLanguage() {
VisualScriptLanguage::~VisualScriptLanguage() {
if (lock)
memdelete(lock);
if (_call_stack) {
memdelete_arr(_call_stack);
}