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.
This commit is contained in:
Pedro J. Estébanez 2021-01-27 10:43:02 +01:00
parent b450036120
commit 4ddcdc031b
99 changed files with 472 additions and 1391 deletions

View file

@ -926,13 +926,9 @@ 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();
VisualScriptLanguage::singleton->lock.lock();
instances[p_this] = instance;
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->unlock();
VisualScriptLanguage::singleton->lock.unlock();
return instance;
}
@ -2298,13 +2294,9 @@ VisualScriptInstance::VisualScriptInstance() {
VisualScriptInstance::~VisualScriptInstance() {
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->lock();
VisualScriptLanguage::singleton->lock.lock();
script->instances.erase(owner);
if (VisualScriptLanguage::singleton->lock)
VisualScriptLanguage::singleton->lock->unlock();
VisualScriptLanguage::singleton->lock.unlock();
for (Map<int, VisualScriptNodeInstance *>::Element *E = instances.front(); E; E = E->next()) {
memdelete(E->get());
@ -2743,9 +2735,6 @@ VisualScriptLanguage::VisualScriptLanguage() {
_step = "_step";
_subcall = "_subcall";
singleton = this;
#ifndef NO_THREADS
lock = Mutex::create();
#endif
_debug_parse_err_node = -1;
_debug_parse_err_file = "";
@ -2766,9 +2755,6 @@ VisualScriptLanguage::VisualScriptLanguage() {
VisualScriptLanguage::~VisualScriptLanguage() {
if (lock)
memdelete(lock);
if (_call_stack) {
memdelete_arr(_call_stack);
}