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- /*
- AngelCode Scripting Library
- Copyright (c) 2003-2019 Andreas Jonsson
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any
- damages arising from the use of this software.
- Permission is granted to anyone to use this software for any
- purpose, including commercial applications, and to alter it and
- redistribute it freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you
- must not claim that you wrote the original software. If you use
- this software in a product, an acknowledgment in the product
- documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and
- must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source
- distribution.
- The original version of this library can be located at:
- http://www.angelcode.com/angelscript/
- Andreas Jonsson
- [email protected]
- */
- #include <new>
- #include "as_config.h"
- #include "as_scriptengine.h"
- #include "as_scriptobject.h"
- #include "as_texts.h"
- BEGIN_AS_NAMESPACE
- // This helper function will call the default factory, that is a script function
- asIScriptObject *ScriptObjectFactory(const asCObjectType *objType, asCScriptEngine *engine)
- {
- asIScriptContext *ctx = 0;
- int r = 0;
- bool isNested = false;
- // Use nested call in the context if there is an active context
- ctx = asGetActiveContext();
- if( ctx )
- {
- // It may not always be possible to reuse the current context,
- // in which case we'll have to create a new one any way.
- if( ctx->GetEngine() == objType->GetEngine() && ctx->PushState() == asSUCCESS )
- isNested = true;
- else
- ctx = 0;
- }
-
- if( ctx == 0 )
- {
- // Request a context from the engine
- ctx = engine->RequestContext();
- if( ctx == 0 )
- {
- // TODO: How to best report this failure?
- return 0;
- }
- }
- r = ctx->Prepare(engine->scriptFunctions[objType->beh.factory]);
- if( r < 0 )
- {
- if( isNested )
- ctx->PopState();
- else
- engine->ReturnContext(ctx);
- return 0;
- }
- for(;;)
- {
- r = ctx->Execute();
- // We can't allow this execution to be suspended
- // so resume the execution immediately
- if( r != asEXECUTION_SUSPENDED )
- break;
- }
- if( r != asEXECUTION_FINISHED )
- {
- if( isNested )
- {
- ctx->PopState();
- // If the execution was aborted or an exception occurred,
- // then we should forward that to the outer execution.
- if( r == asEXECUTION_EXCEPTION )
- {
- // TODO: How to improve this exception
- ctx->SetException(TXT_EXCEPTION_IN_NESTED_CALL);
- }
- else if( r == asEXECUTION_ABORTED )
- ctx->Abort();
- }
- else
- engine->ReturnContext(ctx);
- return 0;
- }
- asIScriptObject *ptr = (asIScriptObject*)ctx->GetReturnAddress();
- // Increase the reference, because the context will release its pointer
- ptr->AddRef();
- if( isNested )
- ctx->PopState();
- else
- engine->ReturnContext(ctx);
- return ptr;
- }
- // This helper function will call the copy factory, that is a script function
- // TODO: Clean up: This function is almost identical to ScriptObjectFactory. Should make better use of the identical code.
- asIScriptObject *ScriptObjectCopyFactory(const asCObjectType *objType, void *origObj, asCScriptEngine *engine)
- {
- asIScriptContext *ctx = 0;
- int r = 0;
- bool isNested = false;
- // Use nested call in the context if there is an active context
- ctx = asGetActiveContext();
- if (ctx)
- {
- // It may not always be possible to reuse the current context,
- // in which case we'll have to create a new one any way.
- if (ctx->GetEngine() == objType->GetEngine() && ctx->PushState() == asSUCCESS)
- isNested = true;
- else
- ctx = 0;
- }
- if (ctx == 0)
- {
- // Request a context from the engine
- ctx = engine->RequestContext();
- if (ctx == 0)
- {
- // TODO: How to best report this failure?
- return 0;
- }
- }
- r = ctx->Prepare(engine->scriptFunctions[objType->beh.copyfactory]);
- if (r < 0)
- {
- if (isNested)
- ctx->PopState();
- else
- engine->ReturnContext(ctx);
- return 0;
- }
- // Let the context handle the case for argument by ref (&) or by handle (@)
- ctx->SetArgObject(0, origObj);
- for (;;)
- {
- r = ctx->Execute();
- // We can't allow this execution to be suspended
- // so resume the execution immediately
- if (r != asEXECUTION_SUSPENDED)
- break;
- }
- if (r != asEXECUTION_FINISHED)
- {
- if (isNested)
- {
- ctx->PopState();
- // If the execution was aborted or an exception occurred,
- // then we should forward that to the outer execution.
- if (r == asEXECUTION_EXCEPTION)
- {
- // TODO: How to improve this exception
- ctx->SetException(TXT_EXCEPTION_IN_NESTED_CALL);
- }
- else if (r == asEXECUTION_ABORTED)
- ctx->Abort();
- }
- else
- engine->ReturnContext(ctx);
- return 0;
- }
- asIScriptObject *ptr = (asIScriptObject*)ctx->GetReturnAddress();
- // Increase the reference, because the context will release its pointer
- ptr->AddRef();
- if (isNested)
- ctx->PopState();
- else
- engine->ReturnContext(ctx);
- return ptr;
- }
- #ifdef AS_MAX_PORTABILITY
- static void ScriptObject_AddRef_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- self->AddRef();
- }
- static void ScriptObject_Release_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- self->Release();
- }
- static void ScriptObject_GetRefCount_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- *(int*)gen->GetAddressOfReturnLocation() = self->GetRefCount();
- }
- static void ScriptObject_SetFlag_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- self->SetFlag();
- }
- static void ScriptObject_GetFlag_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- *(bool*)gen->GetAddressOfReturnLocation() = self->GetFlag();
- }
- static void ScriptObject_GetWeakRefFlag_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- *(asILockableSharedBool**)gen->GetAddressOfReturnLocation() = self->GetWeakRefFlag();
- }
- static void ScriptObject_EnumReferences_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- asIScriptEngine *engine = *(asIScriptEngine**)gen->GetAddressOfArg(0);
- self->EnumReferences(engine);
- }
- static void ScriptObject_ReleaseAllHandles_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- asIScriptEngine *engine = *(asIScriptEngine**)gen->GetAddressOfArg(0);
- self->ReleaseAllHandles(engine);
- }
- static void ScriptObject_Assignment_Generic(asIScriptGeneric *gen)
- {
- asCScriptObject *other = *(asCScriptObject**)gen->GetAddressOfArg(0);
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- *self = *other;
- *(asCScriptObject**)gen->GetAddressOfReturnLocation() = self;
- }
- static void ScriptObject_Construct_Generic(asIScriptGeneric *gen)
- {
- asCObjectType *objType = *(asCObjectType**)gen->GetAddressOfArg(0);
- asCScriptObject *self = (asCScriptObject*)gen->GetObject();
- ScriptObject_Construct(objType, self);
- }
- #endif
- void RegisterScriptObject(asCScriptEngine *engine)
- {
- // Register the default script class behaviours
- int r = 0;
- UNUSED_VAR(r); // It is only used in debug mode
- engine->scriptTypeBehaviours.engine = engine;
- engine->scriptTypeBehaviours.flags = asOBJ_SCRIPT_OBJECT | asOBJ_REF | asOBJ_GC;
- engine->scriptTypeBehaviours.name = "$obj";
- #ifndef AS_MAX_PORTABILITY
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_CONSTRUCT, "void f(int&in)", asFUNCTION(ScriptObject_Construct), asCALL_CDECL_OBJLAST, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_ADDREF, "void f()", asMETHOD(asCScriptObject,AddRef), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_RELEASE, "void f()", asMETHOD(asCScriptObject,Release), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- r = engine->RegisterMethodToObjectType(&engine->scriptTypeBehaviours, "int &opAssign(int &in)", asFUNCTION(ScriptObject_Assignment), asCALL_CDECL_OBJLAST); asASSERT( r >= 0 );
- // Weakref behaviours
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_GET_WEAKREF_FLAG, "int &f()", asMETHOD(asCScriptObject,GetWeakRefFlag), asCALL_THISCALL, 0); asASSERT( r >= 0 );
-
- // Register GC behaviours
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_GETREFCOUNT, "int f()", asMETHOD(asCScriptObject,GetRefCount), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_SETGCFLAG, "void f()", asMETHOD(asCScriptObject,SetFlag), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_GETGCFLAG, "bool f()", asMETHOD(asCScriptObject,GetFlag), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_ENUMREFS, "void f(int&in)", asMETHOD(asCScriptObject,EnumReferences), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_RELEASEREFS, "void f(int&in)", asMETHOD(asCScriptObject,ReleaseAllHandles), asCALL_THISCALL, 0); asASSERT( r >= 0 );
- #else
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_CONSTRUCT, "void f(int&in)", asFUNCTION(ScriptObject_Construct_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_ADDREF, "void f()", asFUNCTION(ScriptObject_AddRef_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_RELEASE, "void f()", asFUNCTION(ScriptObject_Release_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterMethodToObjectType(&engine->scriptTypeBehaviours, "int &opAssign(int &in)", asFUNCTION(ScriptObject_Assignment_Generic), asCALL_GENERIC); asASSERT( r >= 0 );
- // Weakref behaviours
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_GET_WEAKREF_FLAG, "int &f()", asFUNCTION(ScriptObject_GetWeakRefFlag_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- // Register GC behaviours
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_GETREFCOUNT, "int f()", asFUNCTION(ScriptObject_GetRefCount_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_SETGCFLAG, "void f()", asFUNCTION(ScriptObject_SetFlag_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_GETGCFLAG, "bool f()", asFUNCTION(ScriptObject_GetFlag_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_ENUMREFS, "void f(int&in)", asFUNCTION(ScriptObject_EnumReferences_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- r = engine->RegisterBehaviourToObjectType(&engine->scriptTypeBehaviours, asBEHAVE_RELEASEREFS, "void f(int&in)", asFUNCTION(ScriptObject_ReleaseAllHandles_Generic), asCALL_GENERIC, 0); asASSERT( r >= 0 );
- #endif
- }
- void ScriptObject_Construct(asCObjectType *objType, asCScriptObject *self)
- {
- new(self) asCScriptObject(objType);
- }
- void ScriptObject_ConstructUnitialized(asCObjectType *objType, asCScriptObject *self)
- {
- new(self) asCScriptObject(objType, false);
- }
- asCScriptObject::asCScriptObject(asCObjectType *ot, bool doInitialize)
- {
- refCount.set(1);
- objType = ot;
- objType->AddRef();
- isDestructCalled = false;
- extra = 0;
- hasRefCountReachedZero = false;
- // Notify the garbage collector of this object
- if( objType->flags & asOBJ_GC )
- objType->engine->gc.AddScriptObjectToGC(this, objType);
- // Initialize members to zero. Technically we only need to zero the pointer
- // members, but just the memset is faster than having to loop and check the datatypes
- memset((void*)(this+1), 0, objType->size - sizeof(asCScriptObject));
- if( doInitialize )
- {
- #ifdef AS_NO_MEMBER_INIT
- // When member initialization is disabled the constructor must make sure
- // to allocate and initialize all members with the default constructor
- for( asUINT n = 0; n < objType->properties.GetLength(); n++ )
- {
- asCObjectProperty *prop = objType->properties[n];
- if( prop->type.IsObject() && !prop->type.IsObjectHandle() )
- {
- if( prop->type.IsReference() || prop->type.GetTypeInfo()->flags & asOBJ_REF )
- {
- asPWORD *ptr = reinterpret_cast<asPWORD*>(reinterpret_cast<asBYTE*>(this) + prop->byteOffset);
- if( prop->type.GetTypeInfo()->flags & asOBJ_SCRIPT_OBJECT )
- *ptr = (asPWORD)ScriptObjectFactory(prop->type.GetTypeInfo(), ot->engine);
- else
- *ptr = (asPWORD)AllocateUninitializedObject(prop->type.GetTypeInfo(), ot->engine);
- }
- }
- }
- #endif
- }
- else
- {
- // When the object is created without initialization, all non-handle members must be allocated, but not initialized
- asCScriptEngine *engine = objType->engine;
- for( asUINT n = 0; n < objType->properties.GetLength(); n++ )
- {
- asCObjectProperty *prop = objType->properties[n];
- if( prop->type.IsObject() && !prop->type.IsObjectHandle() )
- {
- if( prop->type.IsReference() || (prop->type.GetTypeInfo()->flags & asOBJ_REF) )
- {
- asPWORD *ptr = reinterpret_cast<asPWORD*>(reinterpret_cast<asBYTE*>(this) + prop->byteOffset);
- *ptr = (asPWORD)AllocateUninitializedObject(CastToObjectType(prop->type.GetTypeInfo()), engine);
- }
- }
- }
- }
- }
- void asCScriptObject::Destruct()
- {
- // Call the destructor, which will also call the GCObject's destructor
- this->~asCScriptObject();
- // Free the memory
- #ifndef WIP_16BYTE_ALIGN
- userFree(this);
- #else
- // Script object memory is allocated through asCScriptEngine::CallAlloc()
- // This free call must match the allocator used in CallAlloc().
- userFreeAligned(this);
- #endif
- }
- asCScriptObject::~asCScriptObject()
- {
- if( extra )
- {
- if( extra->weakRefFlag )
- {
- extra->weakRefFlag->Release();
- extra->weakRefFlag = 0;
- }
- if( objType->engine )
- {
- // Clean the user data
- for( asUINT n = 0; n < extra->userData.GetLength(); n += 2 )
- {
- if( extra->userData[n+1] )
- {
- for( asUINT c = 0; c < objType->engine->cleanScriptObjectFuncs.GetLength(); c++ )
- if( objType->engine->cleanScriptObjectFuncs[c].type == extra->userData[n] )
- objType->engine->cleanScriptObjectFuncs[c].cleanFunc(this);
- }
- }
- }
- asDELETE(extra, SExtra);
- }
- // The engine pointer should be available from the objectType
- asCScriptEngine *engine = objType->engine;
- // Destroy all properties
- // In most cases the members are initialized in the order they have been declared,
- // so it's safer to uninitialize them from last to first. The order may be different
- // depending on the use of inheritance and or initialization in the declaration.
- // TODO: Should the order of initialization be stored by the compiler so that the
- // reverse order can be guaranteed during the destruction?
- for( int n = (int)objType->properties.GetLength()-1; n >= 0; n-- )
- {
- asCObjectProperty *prop = objType->properties[n];
- if( prop->type.IsObject() )
- {
- // Destroy the object
- asCObjectType *propType = CastToObjectType(prop->type.GetTypeInfo());
- if( prop->type.IsReference() || propType->flags & asOBJ_REF )
- {
- void **ptr = (void**)(((char*)this) + prop->byteOffset);
- if( *ptr )
- {
- FreeObject(*ptr, propType, engine);
- *(asDWORD*)ptr = 0;
- }
- }
- else
- {
- // The object is allocated inline. As only POD objects may be allocated inline
- // it is not a problem to call the destructor even if the object may never have
- // been initialized, e.g. if an exception interrupted the constructor.
- asASSERT( propType->flags & asOBJ_POD );
- void *ptr = (void**)(((char*)this) + prop->byteOffset);
- if( propType->beh.destruct )
- engine->CallObjectMethod(ptr, propType->beh.destruct);
- }
- }
- else if( prop->type.IsFuncdef() )
- {
- // Release the function descriptor
- asCScriptFunction **ptr = (asCScriptFunction**)(((char*)this) + prop->byteOffset);
- if (*ptr)
- {
- (*ptr)->Release();
- *ptr = 0;
- }
- }
- }
- objType->Release();
- objType = 0;
- // Something is really wrong if the refCount is not 0 by now
- asASSERT( refCount.get() == 0 );
- }
- asILockableSharedBool *asCScriptObject::GetWeakRefFlag() const
- {
- // If the object's refCount has already reached zero then the object is already
- // about to be destroyed so it's ok to return null if the weakRefFlag doesn't already
- // exist
- if( (extra && extra->weakRefFlag) || hasRefCountReachedZero )
- return extra->weakRefFlag;
- // Lock globally so no other thread can attempt
- // to create a shared bool at the same time.
- // TODO: runtime optimize: Instead of locking globally, it would be possible to have
- // a critical section per object type. This would reduce the
- // chances of two threads lock on the same critical section.
- asAcquireExclusiveLock();
- // Make sure another thread didn't create the
- // flag while we waited for the lock
- if( !extra )
- extra = asNEW(SExtra);
- if( !extra->weakRefFlag )
- extra->weakRefFlag = asNEW(asCLockableSharedBool);
- asReleaseExclusiveLock();
- return extra->weakRefFlag;
- }
- void *asCScriptObject::GetUserData(asPWORD type) const
- {
- if( !extra )
- return 0;
- // There may be multiple threads reading, but when
- // setting the user data nobody must be reading.
- // TODO: runtime optimize: Would it be worth it to have a rwlock per object type?
- asAcquireSharedLock();
- for( asUINT n = 0; n < extra->userData.GetLength(); n += 2 )
- {
- if( extra->userData[n] == type )
- {
- void *userData = reinterpret_cast<void*>(extra->userData[n+1]);
- asReleaseSharedLock();
- return userData;
- }
- }
- asReleaseSharedLock();
- return 0;
- }
- void *asCScriptObject::SetUserData(void *data, asPWORD type)
- {
- // Lock globally so no other thread can attempt
- // to manipulate the extra data at the same time.
- // TODO: runtime optimize: Instead of locking globally, it would be possible to have
- // a critical section per object type. This would reduce the
- // chances of two threads lock on the same critical section.
- asAcquireExclusiveLock();
- // Make sure another thread didn't create the
- // flag while we waited for the lock
- if( !extra )
- extra = asNEW(SExtra);
- // It is not intended to store a lot of different types of userdata,
- // so a more complex structure like a associative map would just have
- // more overhead than a simple array.
- for( asUINT n = 0; n < extra->userData.GetLength(); n += 2 )
- {
- if( extra->userData[n] == type )
- {
- void *oldData = reinterpret_cast<void*>(extra->userData[n+1]);
- extra->userData[n+1] = reinterpret_cast<asPWORD>(data);
- asReleaseExclusiveLock();
- return oldData;
- }
- }
- extra->userData.PushLast(type);
- extra->userData.PushLast(reinterpret_cast<asPWORD>(data));
- asReleaseExclusiveLock();
- return 0;
- }
- asIScriptEngine *asCScriptObject::GetEngine() const
- {
- return objType->engine;
- }
- int asCScriptObject::AddRef() const
- {
- // Warn in case the application tries to increase the refCount after it has reached zero.
- // This may happen for example if the application calls a method on the class while it is
- // being destroyed. The application shouldn't do this because it may cause application
- // crashes if members that have already been destroyed are accessed accidentally.
- if( hasRefCountReachedZero )
- {
- if( objType && objType->engine )
- {
- asCString msg;
- msg.Format(TXT_RESURRECTING_SCRIPTOBJECT_s, objType->name.AddressOf());
- objType->engine->WriteMessage("", 0, 0, asMSGTYPE_ERROR, msg.AddressOf());
- }
- }
- // Increase counter and clear flag set by GC
- gcFlag = false;
- return refCount.atomicInc();
- }
- int asCScriptObject::Release() const
- {
- // Clear the flag set by the GC
- gcFlag = false;
- // If the weak ref flag exists it is because someone held a weak ref
- // and that someone may add a reference to the object at any time. It
- // is ok to check the existance of the weakRefFlag without locking here
- // because if the refCount is 1 then no other thread is currently
- // creating the weakRefFlag.
- if( refCount.get() == 1 && extra && extra->weakRefFlag )
- {
- // Set the flag to tell others that the object is no longer alive
- // We must do this before decreasing the refCount to 0 so we don't
- // end up with a race condition between this thread attempting to
- // destroy the object and the other that temporary added a strong
- // ref from the weak ref.
- extra->weakRefFlag->Set(true);
- }
- // Call the script destructor behaviour if the reference counter is 1.
- if( refCount.get() == 1 && !isDestructCalled )
- {
- // This cast is OK since we are the last reference
- const_cast<asCScriptObject*>(this)->CallDestructor();
- }
- // Now do the actual releasing
- int r = refCount.atomicDec();
- if( r == 0 )
- {
- // Flag this object as being destroyed so the application
- // can be warned if the code attempts to resurrect the object
- // during the destructor. This also avoids a recursive call
- // to the destructor which would crash the application if it
- // really does resurrect the object.
- if( !hasRefCountReachedZero )
- {
- hasRefCountReachedZero = true;
- // This cast is OK since we are the last reference
- const_cast<asCScriptObject*>(this)->Destruct();
- }
- return 0;
- }
- return r;
- }
- void asCScriptObject::CallDestructor()
- {
- // Only allow the destructor to be called once
- if( isDestructCalled ) return;
- asIScriptContext *ctx = 0;
- bool isNested = false;
- bool doAbort = false;
- // Make sure the destructor is called once only, even if the
- // reference count is increased and then decreased again
- isDestructCalled = true;
- // Call the destructor for this class and all the super classes
- asCObjectType *ot = objType;
- while( ot )
- {
- int funcIndex = ot->beh.destruct;
- if( funcIndex )
- {
- if( ctx == 0 )
- {
- // Check for active context first as it is quicker
- // to reuse than to set up a new one.
- ctx = asGetActiveContext();
- if( ctx )
- {
- if( ctx->GetEngine() == objType->GetEngine() && ctx->PushState() == asSUCCESS )
- isNested = true;
- else
- ctx = 0;
- }
- if( ctx == 0 )
- {
- // Request a context from the engine
- ctx = objType->engine->RequestContext();
- if( ctx == 0 )
- {
- // TODO: How to best report this failure?
- return;
- }
- }
- }
- int r = ctx->Prepare(objType->engine->scriptFunctions[funcIndex]);
- if( r >= 0 )
- {
- ctx->SetObject(this);
- for(;;)
- {
- r = ctx->Execute();
- // If the script tries to suspend itself just restart it
- if( r != asEXECUTION_SUSPENDED )
- break;
- }
- // Exceptions in the destructor will be ignored, as there is not much
- // that can be done about them. However a request to abort the execution
- // will be forwarded to the outer execution, in case of a nested call.
- if( r == asEXECUTION_ABORTED )
- doAbort = true;
- // Observe, even though the current destructor was aborted or an exception
- // occurred, we still try to execute the base class' destructor if available
- // in order to free as many resources as possible.
- }
- }
- ot = ot->derivedFrom;
- }
- if( ctx )
- {
- if( isNested )
- {
- ctx->PopState();
- // Forward any request to abort the execution to the outer call
- if( doAbort )
- ctx->Abort();
- }
- else
- {
- // Return the context to engine
- objType->engine->ReturnContext(ctx);
- }
- }
- }
- asITypeInfo *asCScriptObject::GetObjectType() const
- {
- return objType;
- }
- int asCScriptObject::GetRefCount()
- {
- return refCount.get();
- }
- void asCScriptObject::SetFlag()
- {
- gcFlag = true;
- }
- bool asCScriptObject::GetFlag()
- {
- return gcFlag;
- }
- // interface
- int asCScriptObject::GetTypeId() const
- {
- asCDataType dt = asCDataType::CreateType(objType, false);
- return objType->engine->GetTypeIdFromDataType(dt);
- }
- asUINT asCScriptObject::GetPropertyCount() const
- {
- return asUINT(objType->properties.GetLength());
- }
- int asCScriptObject::GetPropertyTypeId(asUINT prop) const
- {
- if( prop >= objType->properties.GetLength() )
- return asINVALID_ARG;
- return objType->engine->GetTypeIdFromDataType(objType->properties[prop]->type);
- }
- const char *asCScriptObject::GetPropertyName(asUINT prop) const
- {
- if( prop >= objType->properties.GetLength() )
- return 0;
- return objType->properties[prop]->name.AddressOf();
- }
- void *asCScriptObject::GetAddressOfProperty(asUINT prop)
- {
- if( prop >= objType->properties.GetLength() )
- return 0;
- // Objects are stored by reference, so this must be dereferenced
- asCDataType *dt = &objType->properties[prop]->type;
- if( dt->IsObject() && !dt->IsObjectHandle() &&
- (dt->IsReference() || dt->GetTypeInfo()->flags & asOBJ_REF) )
- return *(void**)(((char*)this) + objType->properties[prop]->byteOffset);
- return (void*)(((char*)this) + objType->properties[prop]->byteOffset);
- }
- void asCScriptObject::EnumReferences(asIScriptEngine *engine)
- {
- // We'll notify the GC of all object handles that we're holding
- for( asUINT n = 0; n < objType->properties.GetLength(); n++ )
- {
- asCObjectProperty *prop = objType->properties[n];
- void *ptr = 0;
- if (prop->type.IsObject())
- {
- if (prop->type.IsReference() || (prop->type.GetTypeInfo()->flags & asOBJ_REF))
- ptr = *(void**)(((char*)this) + prop->byteOffset);
- else
- ptr = (void*)(((char*)this) + prop->byteOffset);
- // The members of the value type needs to be enumerated
- // too, since the value type may be holding a reference.
- if ((prop->type.GetTypeInfo()->flags & asOBJ_VALUE) && (prop->type.GetTypeInfo()->flags & asOBJ_GC))
- {
- reinterpret_cast<asCScriptEngine*>(engine)->CallObjectMethod(ptr, engine, CastToObjectType(prop->type.GetTypeInfo())->beh.gcEnumReferences);
- }
- }
- else if (prop->type.IsFuncdef())
- ptr = *(void**)(((char*)this) + prop->byteOffset);
- if (ptr)
- ((asCScriptEngine*)engine)->GCEnumCallback(ptr);
- }
- }
- void asCScriptObject::ReleaseAllHandles(asIScriptEngine *engine)
- {
- for( asUINT n = 0; n < objType->properties.GetLength(); n++ )
- {
- asCObjectProperty *prop = objType->properties[n];
- if (prop->type.IsObject())
- {
- if (prop->type.IsObjectHandle())
- {
- void **ptr = (void**)(((char*)this) + prop->byteOffset);
- if (*ptr)
- {
- asASSERT((prop->type.GetTypeInfo()->flags & asOBJ_NOCOUNT) || prop->type.GetBehaviour()->release);
- if (prop->type.GetBehaviour()->release)
- ((asCScriptEngine*)engine)->CallObjectMethod(*ptr, prop->type.GetBehaviour()->release);
- *ptr = 0;
- }
- }
- else if ((prop->type.GetTypeInfo()->flags & asOBJ_VALUE) && (prop->type.GetTypeInfo()->flags & asOBJ_GC))
- {
- // The members of the members needs to be released
- // too, since they may be holding a reference. Even
- // if the member is a value type.
- void *ptr = 0;
- if (prop->type.IsReference())
- ptr = *(void**)(((char*)this) + prop->byteOffset);
- else
- ptr = (void*)(((char*)this) + prop->byteOffset);
- reinterpret_cast<asCScriptEngine*>(engine)->CallObjectMethod(ptr, engine, CastToObjectType(prop->type.GetTypeInfo())->beh.gcReleaseAllReferences);
- }
- }
- else if (prop->type.IsFuncdef())
- {
- asCScriptFunction **ptr = (asCScriptFunction**)(((char*)this) + prop->byteOffset);
- if (*ptr)
- {
- (*ptr)->Release();
- *ptr = 0;
- }
- }
- }
- }
- asCScriptObject &ScriptObject_Assignment(asCScriptObject *other, asCScriptObject *self)
- {
- return (*self = *other);
- }
- asCScriptObject &asCScriptObject::operator=(const asCScriptObject &other)
- {
- CopyFromAs(&other, objType);
- return *this;
- }
- // internal
- int asCScriptObject::CopyFromAs(const asCScriptObject *other, asCObjectType *in_objType)
- {
- if( other != this )
- {
- if( !other->objType->DerivesFrom(in_objType) )
- {
- // We cannot allow a value assignment from a type that isn't the same or
- // derives from this type as the member properties may not have the same layout
- asIScriptContext *ctx = asGetActiveContext();
- ctx->SetException(TXT_MISMATCH_IN_VALUE_ASSIGN);
- return asERROR;
- }
- // If the script class implements the opAssign method, it should be called
- asCScriptEngine *engine = in_objType->engine;
- asCScriptFunction *func = engine->scriptFunctions[in_objType->beh.copy];
- if( func->funcType == asFUNC_SYSTEM )
- {
- // If derived, use the base class' assignment operator to copy the inherited
- // properties. Then only copy new properties for the derived class
- if( in_objType->derivedFrom )
- CopyFromAs(other, in_objType->derivedFrom);
-
- for( asUINT n = in_objType->derivedFrom ? in_objType->derivedFrom->properties.GetLength() : 0;
- n < in_objType->properties.GetLength();
- n++ )
- {
- asCObjectProperty *prop = in_objType->properties[n];
- if( prop->type.IsObject() )
- {
- void **dst = (void**)(((char*)this) + prop->byteOffset);
- void **src = (void**)(((char*)other) + prop->byteOffset);
- if( !prop->type.IsObjectHandle() )
- {
- if( prop->type.IsReference() || (prop->type.GetTypeInfo()->flags & asOBJ_REF) )
- CopyObject(*src, *dst, CastToObjectType(prop->type.GetTypeInfo()), engine);
- else
- CopyObject(src, dst, CastToObjectType(prop->type.GetTypeInfo()), engine);
- }
- else
- CopyHandle((asPWORD*)src, (asPWORD*)dst, CastToObjectType(prop->type.GetTypeInfo()), engine);
- }
- else if (prop->type.IsFuncdef())
- {
- asCScriptFunction **dst = (asCScriptFunction**)(((char*)this) + prop->byteOffset);
- asCScriptFunction **src = (asCScriptFunction**)(((char*)other) + prop->byteOffset);
- if (*dst)
- (*dst)->Release();
- *dst = *src;
- if (*dst)
- (*dst)->AddRef();
- }
- else
- {
- void *dst = ((char*)this) + prop->byteOffset;
- void *src = ((char*)other) + prop->byteOffset;
- memcpy(dst, src, prop->type.GetSizeInMemoryBytes());
- }
- }
- }
- else
- {
- // Reuse the active context or create a new one to call the script class' opAssign method
- asIScriptContext *ctx = 0;
- int r = 0;
- bool isNested = false;
- ctx = asGetActiveContext();
- if( ctx )
- {
- if( ctx->GetEngine() == engine && ctx->PushState() == asSUCCESS )
- isNested = true;
- else
- ctx = 0;
- }
- if( ctx == 0 )
- {
- // Request a context from the engine
- ctx = engine->RequestContext();
- if( ctx == 0 )
- return asERROR;
- }
- r = ctx->Prepare(engine->scriptFunctions[in_objType->beh.copy]);
- if( r < 0 )
- {
- if( isNested )
- ctx->PopState();
- else
- engine->ReturnContext(ctx);
- return r;
- }
- r = ctx->SetArgAddress(0, const_cast<asCScriptObject*>(other));
- asASSERT( r >= 0 );
- r = ctx->SetObject(this);
- asASSERT( r >= 0 );
- for(;;)
- {
- r = ctx->Execute();
- // We can't allow this execution to be suspended
- // so resume the execution immediately
- if( r != asEXECUTION_SUSPENDED )
- break;
- }
- if( r != asEXECUTION_FINISHED )
- {
- if( isNested )
- {
- ctx->PopState();
- // If the execution was aborted or an exception occurred,
- // then we should forward that to the outer execution.
- if( r == asEXECUTION_EXCEPTION )
- {
- // TODO: How to improve this exception
- ctx->SetException(TXT_EXCEPTION_IN_NESTED_CALL);
- }
- else if( r == asEXECUTION_ABORTED )
- ctx->Abort();
- }
- else
- {
- // Return the context to the engine
- engine->ReturnContext(ctx);
- }
- return asERROR;
- }
- if( isNested )
- ctx->PopState();
- else
- {
- // Return the context to the engine
- engine->ReturnContext(ctx);
- }
- }
- }
- return asSUCCESS;
- }
- int asCScriptObject::CopyFrom(const asIScriptObject *other)
- {
- if( other == 0 ) return asINVALID_ARG;
- if( GetTypeId() != other->GetTypeId() )
- return asINVALID_TYPE;
- *this = *(asCScriptObject*)other;
- return asSUCCESS;
- }
- void *asCScriptObject::AllocateUninitializedObject(asCObjectType *in_objType, asCScriptEngine *engine)
- {
- void *ptr = 0;
- if( in_objType->flags & asOBJ_SCRIPT_OBJECT )
- {
- ptr = engine->CallAlloc(in_objType);
- ScriptObject_ConstructUnitialized(in_objType, reinterpret_cast<asCScriptObject*>(ptr));
- }
- else if( in_objType->flags & asOBJ_TEMPLATE )
- {
- // Templates store the original factory that takes the object
- // type as a hidden parameter in the construct behaviour
- ptr = engine->CallGlobalFunctionRetPtr(in_objType->beh.construct, in_objType);
- }
- else if( in_objType->flags & asOBJ_REF )
- {
- ptr = engine->CallGlobalFunctionRetPtr(in_objType->beh.factory);
- }
- else
- {
- ptr = engine->CallAlloc(in_objType);
- int funcIndex = in_objType->beh.construct;
- if( funcIndex )
- engine->CallObjectMethod(ptr, funcIndex);
- }
- return ptr;
- }
- void asCScriptObject::FreeObject(void *ptr, asCObjectType *in_objType, asCScriptEngine *engine)
- {
- if( in_objType->flags & asOBJ_REF )
- {
- asASSERT( (in_objType->flags & asOBJ_NOCOUNT) || in_objType->beh.release );
- if(in_objType->beh.release )
- engine->CallObjectMethod(ptr, in_objType->beh.release);
- }
- else
- {
- if( in_objType->beh.destruct )
- engine->CallObjectMethod(ptr, in_objType->beh.destruct);
- engine->CallFree(ptr);
- }
- }
- void asCScriptObject::CopyObject(const void *src, void *dst, asCObjectType *in_objType, asCScriptEngine *engine)
- {
- int funcIndex = in_objType->beh.copy;
- if( funcIndex )
- {
- asCScriptFunction *func = engine->scriptFunctions[in_objType->beh.copy];
- if( func->funcType == asFUNC_SYSTEM )
- engine->CallObjectMethod(dst, const_cast<void*>(src), funcIndex);
- else
- {
- // Call the script class' opAssign method
- asASSERT(in_objType->flags & asOBJ_SCRIPT_OBJECT );
- reinterpret_cast<asCScriptObject*>(dst)->CopyFrom(reinterpret_cast<const asCScriptObject*>(src));
- }
- }
- else if( in_objType->size && (in_objType->flags & asOBJ_POD) )
- memcpy(dst, src, in_objType->size);
- }
- void asCScriptObject::CopyHandle(asPWORD *src, asPWORD *dst, asCObjectType *in_objType, asCScriptEngine *engine)
- {
- // asOBJ_NOCOUNT doesn't have addref or release behaviours
- asASSERT( (in_objType->flags & asOBJ_NOCOUNT) || (in_objType->beh.release && in_objType->beh.addref) );
- if( *dst && in_objType->beh.release )
- engine->CallObjectMethod(*(void**)dst, in_objType->beh.release);
- *dst = *src;
- if( *dst && in_objType->beh.addref )
- engine->CallObjectMethod(*(void**)dst, in_objType->beh.addref);
- }
- // TODO: weak: Should move to its own file
- asCLockableSharedBool::asCLockableSharedBool() : value(false)
- {
- refCount.set(1);
- }
- int asCLockableSharedBool::AddRef() const
- {
- return refCount.atomicInc();
- }
- int asCLockableSharedBool::Release() const
- {
- int r = refCount.atomicDec();
- if( r == 0 )
- asDELETE(const_cast<asCLockableSharedBool*>(this), asCLockableSharedBool);
- return r;
- }
- bool asCLockableSharedBool::Get() const
- {
- return value;
- }
- void asCLockableSharedBool::Set(bool v)
- {
- // Make sure the value is not changed while another thread
- // is inspecting it and taking a decision on what to do.
- Lock();
- value = v;
- Unlock();
- }
- void asCLockableSharedBool::Lock() const
- {
- ENTERCRITICALSECTION(lock);
- }
- void asCLockableSharedBool::Unlock() const
- {
- LEAVECRITICALSECTION(lock);
- }
- // Interface
- // Auxiliary function to allow applications to create shared
- // booleans without having to implement the logic for them
- AS_API asILockableSharedBool *asCreateLockableSharedBool()
- {
- return asNEW(asCLockableSharedBool);
- }
- END_AS_NAMESPACE
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