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Reimplement Mutex with C++'s <mutex>
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `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`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
This commit is contained in:
@@ -104,28 +104,21 @@ GDScriptInstance *GDScript::_create_instance(const Variant **p_args, int p_argco
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/* STEP 2, INITIALIZE AND CONSTRUCT */
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->lock();
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#endif
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{
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MutexLock lock(GDScriptLanguage::singleton->lock);
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instances.insert(instance->owner);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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instances.insert(instance->owner);
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}
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initializer->call(instance, p_args, p_argcount, r_error);
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if (r_error.error != Callable::CallError::CALL_OK) {
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instance->script = Ref<GDScript>();
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instance->owner->set_script_instance(NULL);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->lock();
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#endif
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instances.erase(p_owner);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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{
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MutexLock lock(GDScriptLanguage::singleton->lock);
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instances.erase(p_owner);
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}
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ERR_FAIL_COND_V(r_error.error != Callable::CallError::CALL_OK, NULL); //error constructing
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}
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@@ -346,16 +339,9 @@ PlaceHolderScriptInstance *GDScript::placeholder_instance_create(Object *p_this)
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bool GDScript::instance_has(const Object *p_this) const {
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->lock();
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#endif
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bool hasit = instances.has((Object *)p_this);
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MutexLock lock(GDScriptLanguage::singleton->lock);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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return hasit;
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return instances.has((Object *)p_this);
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}
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bool GDScript::has_source_code() const {
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@@ -544,14 +530,12 @@ void GDScript::_set_subclass_path(Ref<GDScript> &p_sc, const String &p_path) {
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Error GDScript::reload(bool p_keep_state) {
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->lock();
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#endif
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bool has_instances = instances.size();
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bool has_instances;
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{
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MutexLock lock(GDScriptLanguage::singleton->lock);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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has_instances = instances.size();
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}
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ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE);
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@@ -1007,13 +991,10 @@ GDScript::GDScript() :
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#endif
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#ifdef DEBUG_ENABLED
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->lock();
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}
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GDScriptLanguage::get_singleton()->script_list.add(&script_list);
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{
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MutexLock lock(GDScriptLanguage::get_singleton()->lock);
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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GDScriptLanguage::get_singleton()->script_list.add(&script_list);
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}
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#endif
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}
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@@ -1057,13 +1038,10 @@ GDScript::~GDScript() {
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_save_orphaned_subclasses();
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#ifdef DEBUG_ENABLED
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->lock();
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}
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GDScriptLanguage::get_singleton()->script_list.remove(&script_list);
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{
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MutexLock lock(GDScriptLanguage::get_singleton()->lock);
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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GDScriptLanguage::get_singleton()->script_list.remove(&script_list);
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}
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#endif
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}
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@@ -1472,14 +1450,9 @@ GDScriptInstance::GDScriptInstance() {
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GDScriptInstance::~GDScriptInstance() {
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if (script.is_valid() && owner) {
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->lock();
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#endif
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MutexLock lock(GDScriptLanguage::singleton->lock);
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script->instances.erase(owner);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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}
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}
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@@ -1580,9 +1553,7 @@ void GDScriptLanguage::finish() {
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void GDScriptLanguage::profiling_start() {
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#ifdef DEBUG_ENABLED
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if (lock) {
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lock->lock();
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}
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MutexLock lock(this->lock);
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1599,25 +1570,15 @@ void GDScriptLanguage::profiling_start() {
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}
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profiling = true;
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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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}
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void GDScriptLanguage::profiling_stop() {
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#ifdef DEBUG_ENABLED
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if (lock) {
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lock->lock();
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}
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MutexLock lock(this->lock);
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profiling = false;
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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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}
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@@ -1625,9 +1586,8 @@ int GDScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr,
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int current = 0;
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#ifdef DEBUG_ENABLED
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if (lock) {
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lock->lock();
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}
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MutexLock lock(this->lock);
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1640,11 +1600,6 @@ int GDScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr,
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elem = elem->next();
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current++;
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}
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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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return current;
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@@ -1655,9 +1610,7 @@ int GDScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_
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int current = 0;
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#ifdef DEBUG_ENABLED
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if (lock) {
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lock->lock();
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}
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MutexLock lock(this->lock);
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1672,11 +1625,6 @@ int GDScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_
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}
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elem = elem->next();
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}
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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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return current;
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@@ -1707,23 +1655,18 @@ void GDScriptLanguage::reload_all_scripts() {
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#ifdef DEBUG_ENABLED
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print_verbose("GDScript: Reloading all scripts");
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if (lock) {
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lock->lock();
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}
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List<Ref<GDScript> > scripts;
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{
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MutexLock lock(this->lock);
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SelfList<GDScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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print_verbose("GDScript: Found: " + elem->self()->get_path());
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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SelfList<GDScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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print_verbose("GDScript: Found: " + elem->self()->get_path());
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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}
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elem = elem->next();
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}
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elem = elem->next();
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}
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if (lock) {
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lock->unlock();
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}
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//as scripts are going to be reloaded, must proceed without locking here
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@@ -1743,23 +1686,18 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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#ifdef DEBUG_ENABLED
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if (lock) {
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lock->lock();
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}
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List<Ref<GDScript> > scripts;
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{
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MutexLock lock(this->lock);
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SelfList<GDScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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SelfList<GDScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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}
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elem = elem->next();
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}
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elem = elem->next();
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}
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if (lock) {
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lock->unlock();
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}
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//when someone asks you why dynamically typed languages are easier to write....
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@@ -1879,9 +1817,7 @@ void GDScriptLanguage::frame() {
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#ifdef DEBUG_ENABLED
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if (profiling) {
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if (lock) {
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lock->lock();
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}
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MutexLock lock(this->lock);
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1893,10 +1829,6 @@ void GDScriptLanguage::frame() {
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elem->self()->profile.frame_total_time = 0;
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elem = elem->next();
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}
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if (lock) {
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lock->unlock();
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}
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}
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#endif
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@@ -2262,11 +2194,6 @@ GDScriptLanguage::GDScriptLanguage() {
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_debug_parse_err_line = -1;
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_debug_parse_err_file = "";
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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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profiling = false;
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script_frame_time = 0;
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@@ -2300,10 +2227,6 @@ GDScriptLanguage::GDScriptLanguage() {
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GDScriptLanguage::~GDScriptLanguage() {
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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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if (_call_stack) {
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memdelete_arr(_call_stack);
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}
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