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Fix container and string leaks

Some functions return a new instance of such containers,
but instead we made a copy of them, without taking ownership of the
original created by the function.
Now we use a specific constructor taking ownership on the godot_* struct.
Marc Gilleron il y a 4 ans
Parent
commit
fb71edd45b

+ 3 - 1
include/core/Array.hpp

@@ -58,6 +58,8 @@ class Array {
 	godot_array _godot_array;
 
 	friend class Variant;
+	friend class Dictionary;
+	friend class String;
 	inline explicit Array(const godot_array &other) {
 		_godot_array = other;
 	}
@@ -88,7 +90,7 @@ public:
 
 	Variant &operator[](const int idx);
 
-	Variant operator[](const int idx) const;
+	const Variant &operator[](const int idx) const;
 
 	void append(const Variant &v);
 

+ 5 - 0
include/core/NodePath.hpp

@@ -10,6 +10,11 @@ namespace godot {
 class NodePath {
 	godot_node_path _node_path;
 
+	friend class Variant;
+	inline explicit NodePath(godot_node_path node_path) {
+		_node_path = node_path;
+	}
+
 public:
 	NodePath();
 

+ 37 - 0
include/core/PoolArrays.hpp

@@ -18,6 +18,12 @@ class Array;
 class PoolByteArray {
 	godot_pool_byte_array _godot_array;
 
+	friend class String;
+	friend class Variant;
+	inline explicit PoolByteArray(godot_pool_byte_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 
@@ -116,6 +122,11 @@ public:
 class PoolIntArray {
 	godot_pool_int_array _godot_array;
 
+	friend class Variant;
+	explicit inline PoolIntArray(godot_pool_int_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 		friend class PoolIntArray;
@@ -213,6 +224,11 @@ public:
 class PoolRealArray {
 	godot_pool_real_array _godot_array;
 
+	friend class Variant;
+	explicit inline PoolRealArray(godot_pool_real_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 		friend class PoolRealArray;
@@ -310,6 +326,12 @@ public:
 class PoolStringArray {
 	godot_pool_string_array _godot_array;
 
+	friend class String;
+	friend class Variant;
+	explicit inline PoolStringArray(godot_pool_string_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 		friend class PoolStringArray;
@@ -407,6 +429,11 @@ public:
 class PoolVector2Array {
 	godot_pool_vector2_array _godot_array;
 
+	friend class Variant;
+	explicit inline PoolVector2Array(godot_pool_vector2_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 		friend class PoolVector2Array;
@@ -504,6 +531,11 @@ public:
 class PoolVector3Array {
 	godot_pool_vector3_array _godot_array;
 
+	friend class Variant;
+	explicit inline PoolVector3Array(godot_pool_vector3_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 		friend class PoolVector3Array;
@@ -601,6 +633,11 @@ public:
 class PoolColorArray {
 	godot_pool_color_array _godot_array;
 
+	friend class Variant;
+	explicit inline PoolColorArray(godot_pool_color_array a) {
+		_godot_array = a;
+	}
+
 public:
 	class Read {
 		friend class PoolColorArray;

+ 4 - 1
include/core/String.hpp

@@ -29,7 +29,10 @@ public:
 class String {
 	godot_string _godot_string;
 
-	String(godot_string contents) :
+	friend class Dictionary;
+	friend class NodePath;
+	friend class Variant;
+	explicit inline String(godot_string contents) :
 			_godot_string(contents) {}
 
 public:

+ 8 - 1
include/core/Variant.hpp

@@ -31,6 +31,11 @@ class Array;
 class Variant {
 	godot_variant _godot_variant;
 
+	friend class Array;
+	inline explicit Variant(godot_variant v) {
+		_godot_variant = v;
+	}
+
 public:
 	enum Type {
 
@@ -226,7 +231,9 @@ public:
 	operator NodePath() const;
 	operator RID() const;
 	operator godot_object *() const;
-	template <typename T> operator T*() const { return static_cast<T*>(T::___get_from_variant(*this)); }
+
+	template <typename T>
+	operator T *() const { return static_cast<T *>(T::___get_from_variant(*this)); }
 
 	operator Dictionary() const;
 	operator Array() const;

+ 1 - 0
include/core/Wrapped.hpp

@@ -5,6 +5,7 @@
 
 namespace godot {
 
+// This is an internal base class used by the bindings. You should not need to access its members.
 class _Wrapped {
 public:
 	godot_object *_owner;

+ 12 - 10
src/core/Array.cpp

@@ -52,14 +52,16 @@ Array::Array(const PoolColorArray &a) {
 
 Variant &Array::operator[](const int idx) {
 	godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
-	return *(Variant *)v;
+	// We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array,
+	// so can return a reference without constructing a Variant
+	return *reinterpret_cast<Variant *>(v);
 }
 
-Variant Array::operator[](const int idx) const {
+const Variant &Array::operator[](const int idx) const {
 	// Yes, I'm casting away the const... you can hate me now.
 	// since the result is
 	godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
-	return *(Variant *)v;
+	return *reinterpret_cast<const Variant *>(v);
 }
 
 void Array::append(const Variant &v) {
@@ -84,12 +86,12 @@ void Array::erase(const Variant &v) {
 
 Variant Array::front() const {
 	godot_variant v = godot::api->godot_array_front(&_godot_array);
-	return *(Variant *)&v;
+	return Variant(v);
 }
 
 Variant Array::back() const {
 	godot_variant v = godot::api->godot_array_back(&_godot_array);
-	return *(Variant *)&v;
+	return Variant(v);
 }
 
 int Array::find(const Variant &what, const int from) {
@@ -118,12 +120,12 @@ void Array::invert() {
 
 Variant Array::pop_back() {
 	godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
-	return *(Variant *)&v;
+	return Variant(v);
 }
 
 Variant Array::pop_front() {
 	godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
-	return *(Variant *)&v;
+	return Variant(v);
 }
 
 void Array::push_back(const Variant &v) {
@@ -170,17 +172,17 @@ int Array::bsearch_custom(const Variant &value, const Object *obj,
 
 Array Array::duplicate(const bool deep) const {
 	godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep);
-	return *(Array *)&arr;
+	return Array(arr);
 }
 
 Variant Array::max() const {
 	godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array);
-	return *(Variant *)&v;
+	return Variant(v);
 }
 
 Variant Array::min() const {
 	godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array);
-	return *(Variant *)&v;
+	return Variant(v);
 }
 
 void Array::shuffle() {

+ 7 - 5
src/core/Dictionary.cpp

@@ -45,16 +45,18 @@ uint32_t Dictionary::hash() const {
 
 Array Dictionary::keys() const {
 	godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
-	return *(Array *)&a;
+	return Array(a);
 }
 
 Variant &Dictionary::operator[](const Variant &key) {
-	return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
+	godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
+	return *reinterpret_cast<Variant *>(v);
 }
 
 const Variant &Dictionary::operator[](const Variant &key) const {
 	// oops I did it again
-	return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
+	godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
+	return *reinterpret_cast<Variant *>(v);
 }
 
 int Dictionary::size() const {
@@ -63,12 +65,12 @@ int Dictionary::size() const {
 
 String Dictionary::to_json() const {
 	godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
-	return *(String *)&s;
+	return String(s);
 }
 
 Array Dictionary::values() const {
 	godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
-	return *(Array *)&a;
+	return Array(a);
 }
 
 Dictionary::~Dictionary() {

+ 5 - 7
src/core/NodePath.cpp

@@ -27,8 +27,7 @@ NodePath::NodePath(const char *contents) {
 
 String NodePath::get_name(const int idx) const {
 	godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
-
-	return *(String *)&str;
+	return String(str);
 }
 
 int NodePath::get_name_count() const {
@@ -37,7 +36,7 @@ int NodePath::get_name_count() const {
 
 String NodePath::get_subname(const int idx) const {
 	godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
-	return *(String *)&str;
+	return String(str);
 }
 
 int NodePath::get_subname_count() const {
@@ -54,17 +53,16 @@ bool NodePath::is_empty() const {
 
 NodePath NodePath::get_as_property_path() const {
 	godot_node_path path = godot::core_1_1_api->godot_node_path_get_as_property_path(&_node_path);
-	return *(NodePath *)&path;
+	return NodePath(path);
 }
 String NodePath::get_concatenated_subnames() const {
 	godot_string str = godot::api->godot_node_path_get_concatenated_subnames(&_node_path);
-	return *(String *)&str;
+	return String(str);
 }
 
 NodePath::operator String() const {
 	godot_string str = godot::api->godot_node_path_as_string(&_node_path);
-
-	return *(String *)&str;
+	return String(str);
 }
 
 bool NodePath::operator==(const NodePath &other) {

+ 20 - 27
src/core/String.cpp

@@ -195,8 +195,7 @@ bool String::begins_with_char_array(const char *p_char_array) const {
 
 PoolStringArray String::bigrams() const {
 	godot_array arr = godot::api->godot_string_bigrams(&_godot_string);
-
-	return *(Array *)&arr;
+	return Array(arr);
 }
 
 String String::c_escape() const {
@@ -329,7 +328,7 @@ bool String::matchn(String expr) const {
 
 PoolByteArray String::md5_buffer() const {
 	godot_pool_byte_array arr = godot::api->godot_string_md5_buffer(&_godot_string);
-	return *(PoolByteArray *)&arr;
+	return PoolByteArray(arr);
 }
 
 String String::md5_text() const {
@@ -382,8 +381,7 @@ String String::right(int position) const {
 
 PoolByteArray String::sha256_buffer() const {
 	godot_pool_byte_array arr = godot::api->godot_string_sha256_buffer(&_godot_string);
-
-	return *(PoolByteArray *)&arr;
+	return PoolByteArray(arr);
 }
 
 String String::sha256_text() const {
@@ -396,20 +394,19 @@ float String::similarity(String text) const {
 
 PoolStringArray String::split(String divisor, bool allow_empty) const {
 	godot_array arr = godot::api->godot_string_split(&_godot_string, &divisor._godot_string);
-
-	return *(Array *)&arr;
+	return Array(arr);
 }
 
 PoolIntArray String::split_ints(String divisor, bool allow_empty) const {
 	godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
-
-	return *(Array *)&arr;
+	return Array(arr);
 }
 
 PoolRealArray String::split_floats(String divisor, bool allow_empty) const {
+	// TODO The GDNative API returns godot_array, when according to the doc, it should have been godot_pool_real_array
 	godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
-
-	return *(Array *)&arr;
+	Array wrapped_array(arr);
+	return PoolRealArray(wrapped_array);
 }
 
 String String::strip_edges(bool left, bool right) const {
@@ -457,33 +454,29 @@ signed char String::naturalnocasecmp_to(String p_str) const {
 }
 
 String String::dedent() const {
-	String new_string;
-	new_string._godot_string = godot::core_1_1_api->godot_string_dedent(&_godot_string);
-	return new_string;
+	godot_string s = godot::core_1_1_api->godot_string_dedent(&_godot_string);
+	return String(s);
 }
 
-PoolStringArray String::rsplit(const String &divisor, const bool allow_empty,
-		const int maxsplit) const {
-	godot_pool_string_array arr = godot::core_1_1_api->godot_string_rsplit(&_godot_string, &divisor._godot_string, allow_empty, maxsplit);
-	return *(PoolStringArray *)&arr;
+PoolStringArray String::rsplit(const String &divisor, const bool allow_empty, const int maxsplit) const {
+	godot_pool_string_array arr =
+			godot::core_1_1_api->godot_string_rsplit(&_godot_string, &divisor._godot_string, allow_empty, maxsplit);
+	return PoolStringArray(arr);
 }
 
 String String::rstrip(const String &chars) const {
-	String new_string;
-	new_string._godot_string = godot::core_1_1_api->godot_string_rstrip(&_godot_string, &chars._godot_string);
-	return new_string;
+	godot_string s = godot::core_1_1_api->godot_string_rstrip(&_godot_string, &chars._godot_string);
+	return String(s);
 }
 
 String String::trim_prefix(const String &prefix) const {
-	String new_string;
-	new_string._godot_string = godot::core_1_1_api->godot_string_trim_prefix(&_godot_string, &prefix._godot_string);
-	return new_string;
+	godot_string s = godot::core_1_1_api->godot_string_trim_prefix(&_godot_string, &prefix._godot_string);
+	return String(s);
 }
 
 String String::trim_suffix(const String &suffix) const {
-	String new_string;
-	new_string._godot_string = godot::core_1_1_api->godot_string_trim_suffix(&_godot_string, &suffix._godot_string);
-	return new_string;
+	godot_string s = godot::core_1_1_api->godot_string_trim_suffix(&_godot_string, &suffix._godot_string);
+	return String(s);
 }
 
 } // namespace godot

+ 22 - 31
src/core/Variant.cpp

@@ -205,9 +205,8 @@ Variant::operator double() const {
 	return godot::api->godot_variant_as_real(&_godot_variant);
 }
 Variant::operator String() const {
-	String ret;
-	*(godot_string *)&ret = godot::api->godot_variant_as_string(&_godot_variant);
-	return ret;
+	godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
+	return String(s);
 }
 Variant::operator Vector2() const {
 	godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
@@ -251,9 +250,8 @@ Variant::operator Color() const {
 	return *(Color *)&s;
 }
 Variant::operator NodePath() const {
-	NodePath ret;
-	*(godot_node_path *)&ret = godot::api->godot_variant_as_node_path(&_godot_variant);
-	return ret;
+	godot_node_path ret = godot::api->godot_variant_as_node_path(&_godot_variant);
+	return NodePath(ret);
 }
 Variant::operator RID() const {
 	godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
@@ -271,52 +269,45 @@ Variant::operator Array() const {
 }
 
 Variant::operator PoolByteArray() const {
-	PoolByteArray ret;
-	*(godot_pool_byte_array *)&ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
-	return ret;
+	godot_pool_byte_array ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
+	return PoolByteArray(ret);
 }
 Variant::operator PoolIntArray() const {
-	PoolIntArray ret;
-	*(godot_pool_int_array *)&ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
-	return ret;
+	godot_pool_int_array ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
+	return PoolIntArray(ret);
 }
 Variant::operator PoolRealArray() const {
-	PoolRealArray ret;
-	*(godot_pool_real_array *)&ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
-	return ret;
+	godot_pool_real_array ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
+	return PoolRealArray(ret);
 }
 Variant::operator PoolStringArray() const {
-	PoolStringArray ret;
-	*(godot_pool_string_array *)&ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
-	return ret;
+	godot_pool_string_array ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
+	return PoolStringArray(ret);
 }
 Variant::operator PoolVector2Array() const {
-	PoolVector2Array ret;
-	*(godot_pool_vector2_array *)&ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
-	return ret;
+	godot_pool_vector2_array ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
+	return PoolVector2Array(ret);
 }
 Variant::operator PoolVector3Array() const {
-	PoolVector3Array ret;
-	*(godot_pool_vector3_array *)&ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
-	return ret;
+	godot_pool_vector3_array ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
+	return PoolVector3Array(ret);
 }
 Variant::operator PoolColorArray() const {
-	PoolColorArray ret;
-	*(godot_pool_color_array *)&ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
-	return ret;
+	godot_pool_color_array ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
+	return PoolColorArray(ret);
 }
 Variant::operator godot_object *() const {
 	return godot::api->godot_variant_as_object(&_godot_variant);
 }
 
 Variant::Type Variant::get_type() const {
-	return (Type)godot::api->godot_variant_get_type(&_godot_variant);
+	return static_cast<Type>(godot::api->godot_variant_get_type(&_godot_variant));
 }
 
 Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
-	Variant v;
-	*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
-	return v;
+	godot_variant v = godot::api->godot_variant_call(
+			&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
+	return Variant(v);
 }
 
 bool Variant::has_method(const String &method) {