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Modernize Mutex
- Based on C++11's `mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS` - `BinaryMutex` added for special cases as the non-recursive version - `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`. - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
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99 changed files with 472 additions and 1391 deletions
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@ -400,39 +400,15 @@ 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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