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synced 2025-11-04 12:00:25 +00:00
Modernize Mutex
- Based on C++11's `mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS` - `BinaryMutex` added for special cases as the non-recursive version - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
This commit is contained in:
@@ -101,15 +101,9 @@ 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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GDScriptLanguage::singleton->lock.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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GDScriptLanguage::singleton->lock.unlock();
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initializer->call(instance, p_args, p_argcount, r_error);
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@@ -117,11 +111,11 @@ GDScriptInstance *GDScript::_create_instance(const Variant **p_args, int p_argco
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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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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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GDScriptLanguage::singleton->lock.unlock();
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#endif
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ERR_FAIL_COND_V(r_error.error != Variant::CallError::CALL_OK, NULL); //error constructing
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@@ -343,14 +337,9 @@ 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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GDScriptLanguage::singleton->lock.lock();
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bool hasit = instances.has((Object *)p_this);
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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GDScriptLanguage::singleton->lock.unlock();
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return hasit;
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}
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@@ -564,14 +553,9 @@ 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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GDScriptLanguage::singleton->lock.lock();
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bool has_instances = instances.size();
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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GDScriptLanguage::singleton->lock.unlock();
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ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE);
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@@ -926,14 +910,9 @@ 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()->lock.lock();
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GDScriptLanguage::get_singleton()->script_list.add(&script_list);
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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}
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GDScriptLanguage::get_singleton()->lock.unlock();
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#endif
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}
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@@ -970,18 +949,14 @@ void GDScript::_save_orphaned_subclasses() {
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GDScript::~GDScript() {
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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()->lock.lock();
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while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
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// Order matters since clearing the stack may already cause
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// the GDSCriptFunctionState to be destroyed and thus removed from the list.
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pending_func_states.remove(E);
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E->self()->_clear_stack();
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}
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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}
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GDScriptLanguage::get_singleton()->lock.unlock();
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for (Map<StringName, GDScriptFunction *>::Element *E = member_functions.front(); E; E = E->next()) {
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memdelete(E->get());
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@@ -990,14 +965,9 @@ 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()->lock.lock();
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GDScriptLanguage::get_singleton()->script_list.remove(&script_list);
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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}
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GDScriptLanguage::get_singleton()->lock.unlock();
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#endif
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}
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@@ -1400,9 +1370,7 @@ GDScriptInstance::GDScriptInstance() {
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}
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GDScriptInstance::~GDScriptInstance() {
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->lock();
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#endif
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GDScriptLanguage::singleton->lock.lock();
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while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
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// Order matters since clearing the stack may already cause
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@@ -1415,9 +1383,7 @@ GDScriptInstance::~GDScriptInstance() {
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script->instances.erase(owner);
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}
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#ifndef NO_THREADS
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GDScriptLanguage::singleton->lock->unlock();
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#endif
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GDScriptLanguage::singleton->lock.unlock();
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}
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/************* SCRIPT LANGUAGE **************/
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@@ -1517,9 +1483,7 @@ 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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lock.lock();
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1536,25 +1500,16 @@ 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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lock.unlock();
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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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lock.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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lock.unlock();
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#endif
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}
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@@ -1562,9 +1517,7 @@ 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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lock.lock();
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1578,10 +1531,7 @@ int GDScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr,
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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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lock.unlock();
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#endif
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return current;
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@@ -1592,9 +1542,7 @@ 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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lock.lock();
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1610,10 +1558,7 @@ int GDScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_
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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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lock.unlock();
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#endif
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return current;
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@@ -1644,9 +1589,7 @@ 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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lock.lock();
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List<Ref<GDScript> > scripts;
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@@ -1659,9 +1602,7 @@ void GDScriptLanguage::reload_all_scripts() {
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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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lock.unlock();
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//as scripts are going to be reloaded, must proceed without locking here
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@@ -1680,9 +1621,7 @@ 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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lock.lock();
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List<Ref<GDScript> > scripts;
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@@ -1695,9 +1634,7 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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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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lock.unlock();
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//when someone asks you why dynamically typed languages are easier to write....
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@@ -1816,9 +1753,7 @@ 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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lock.lock();
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SelfList<GDScriptFunction> *elem = function_list.first();
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while (elem) {
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@@ -1831,9 +1766,7 @@ void GDScriptLanguage::frame() {
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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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lock.unlock();
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}
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#endif
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@@ -2202,11 +2135,6 @@ 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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@@ -2240,10 +2168,6 @@ 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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