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Construct Variants from Reference properly in GDNative

Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.

Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
This commit is contained in:
Ruslan Mustakov
2017-08-19 19:41:11 +07:00
parent 9ac940677c
commit f08bc0df7c
4 changed files with 27 additions and 9 deletions

View File

@@ -33,7 +33,7 @@
bool Reference::init_ref() {
if (refcount.ref()) {
if (reference()) {
// this may fail in the scenario of two threads assigning the pointer for the FIRST TIME
// at the same time, which is never likely to happen (would be crazy to do)
@@ -41,7 +41,7 @@ bool Reference::init_ref() {
if (refcount_init.get() > 0) {
refcount_init.unref();
refcount.unref(); // first referencing is already 1, so compensate for the ref above
unreference(); // first referencing is already 1, so compensate for the ref above
}
return true;
@@ -62,13 +62,16 @@ int Reference::reference_get_count() const {
return refcount.get();
}
void Reference::reference() {
bool Reference::reference() {
bool success = refcount.ref();
refcount.ref();
if (get_script_instance()) {
if (success && get_script_instance()) {
get_script_instance()->refcount_incremented();
}
return success;
}
bool Reference::unreference() {
bool die = refcount.unref();