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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			297 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			297 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  reference.h                                                          */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef REFERENCE_H
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#define REFERENCE_H
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#include "core/object/class_db.h"
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#include "core/templates/safe_refcount.h"
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class Reference : public Object {
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	GDCLASS(Reference, Object);
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	SafeRefCount refcount;
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	SafeRefCount refcount_init;
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protected:
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	static void _bind_methods();
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public:
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	_FORCE_INLINE_ bool is_referenced() const { return refcount_init.get() != 1; }
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	bool init_ref();
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	bool reference(); // returns false if refcount is at zero and didn't get increased
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	bool unreference();
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	int reference_get_count() const;
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	Reference();
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	~Reference() {}
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};
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template <class T>
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class Ref {
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	T *reference = nullptr;
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	void ref(const Ref &p_from) {
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		if (p_from.reference == reference) {
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			return;
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		}
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		unref();
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		reference = p_from.reference;
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		if (reference) {
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			reference->reference();
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		}
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	}
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	void ref_pointer(T *p_ref) {
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		ERR_FAIL_COND(!p_ref);
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		if (p_ref->init_ref()) {
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			reference = p_ref;
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		}
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	}
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	//virtual Reference * get_reference() const { return reference; }
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public:
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	_FORCE_INLINE_ bool operator==(const T *p_ptr) const {
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		return reference == p_ptr;
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	}
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	_FORCE_INLINE_ bool operator!=(const T *p_ptr) const {
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		return reference != p_ptr;
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	}
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	_FORCE_INLINE_ bool operator<(const Ref<T> &p_r) const {
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		return reference < p_r.reference;
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	}
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	_FORCE_INLINE_ bool operator==(const Ref<T> &p_r) const {
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		return reference == p_r.reference;
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	}
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	_FORCE_INLINE_ bool operator!=(const Ref<T> &p_r) const {
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		return reference != p_r.reference;
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	}
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	_FORCE_INLINE_ T *operator->() {
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		return reference;
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	}
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	_FORCE_INLINE_ T *operator*() {
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		return reference;
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	}
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	_FORCE_INLINE_ const T *operator->() const {
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		return reference;
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	}
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	_FORCE_INLINE_ const T *ptr() const {
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		return reference;
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	}
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	_FORCE_INLINE_ T *ptr() {
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		return reference;
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	}
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	_FORCE_INLINE_ const T *operator*() const {
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		return reference;
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	}
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	operator Variant() const {
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		return Variant(reference);
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	}
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	void operator=(const Ref &p_from) {
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		ref(p_from);
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	}
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	template <class T_Other>
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	void operator=(const Ref<T_Other> &p_from) {
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		Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
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		if (!refb) {
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			unref();
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			return;
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		}
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		Ref r;
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		r.reference = Object::cast_to<T>(refb);
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		ref(r);
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		r.reference = nullptr;
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	}
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	void operator=(const Variant &p_variant) {
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		Object *object = p_variant.get_validated_object();
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		if (object == reference) {
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			return;
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		}
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		unref();
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		if (!object) {
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			return;
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		}
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		T *r = Object::cast_to<T>(object);
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		if (r && r->reference()) {
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			reference = r;
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		}
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	}
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	template <class T_Other>
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	void reference_ptr(T_Other *p_ptr) {
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		if (reference == p_ptr) {
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			return;
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		}
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		unref();
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		T *r = Object::cast_to<T>(p_ptr);
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		if (r) {
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			ref_pointer(r);
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		}
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	}
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	Ref(const Ref &p_from) {
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		ref(p_from);
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	}
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	template <class T_Other>
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	Ref(const Ref<T_Other> &p_from) {
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		Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
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		if (!refb) {
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			unref();
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			return;
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		}
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		Ref r;
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		r.reference = Object::cast_to<T>(refb);
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		ref(r);
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		r.reference = nullptr;
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	}
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	Ref(T *p_reference) {
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		if (p_reference) {
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			ref_pointer(p_reference);
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		}
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	}
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	Ref(const Variant &p_variant) {
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		Object *object = p_variant.get_validated_object();
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		if (!object) {
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			return;
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		}
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		T *r = Object::cast_to<T>(object);
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		if (r && r->reference()) {
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			reference = r;
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		}
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	}
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	inline bool is_valid() const { return reference != nullptr; }
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	inline bool is_null() const { return reference == nullptr; }
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	void unref() {
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		//TODO this should be moved to mutexes, since this engine does not really
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		// do a lot of referencing on references and stuff
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		// mutexes will avoid more crashes?
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		if (reference && reference->unreference()) {
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			memdelete(reference);
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		}
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		reference = nullptr;
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	}
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	void instance() {
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		ref(memnew(T));
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	}
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	Ref() {}
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	~Ref() {
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		unref();
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	}
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};
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typedef Ref<Reference> REF;
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class WeakRef : public Reference {
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	GDCLASS(WeakRef, Reference);
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	ObjectID ref;
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protected:
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	static void _bind_methods();
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public:
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	Variant get_ref() const;
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	void set_obj(Object *p_object);
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	void set_ref(const REF &p_ref);
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	WeakRef() {}
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};
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template <class T>
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struct PtrToArg<Ref<T>> {
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	_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
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		return Ref<T>(const_cast<T *>(reinterpret_cast<const T *>(p_ptr)));
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	}
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	_FORCE_INLINE_ static void encode(Ref<T> p_val, const void *p_ptr) {
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		*(Ref<Reference> *)p_ptr = p_val;
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	}
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};
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template <class T>
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struct PtrToArg<const Ref<T> &> {
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	_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
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		return Ref<T>((T *)p_ptr);
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	}
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};
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#ifdef DEBUG_METHODS_ENABLED
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template <class T>
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struct GetTypeInfo<Ref<T>> {
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	static const Variant::Type VARIANT_TYPE = Variant::OBJECT;
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	static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE;
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	static inline PropertyInfo get_class_info() {
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		return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
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	}
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};
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template <class T>
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struct GetTypeInfo<const Ref<T> &> {
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	static const Variant::Type VARIANT_TYPE = Variant::OBJECT;
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	static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE;
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	static inline PropertyInfo get_class_info() {
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		return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
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	}
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};
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#endif // DEBUG_METHODS_ENABLED
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#endif // REFERENCE_H
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