73c94f571d
Didn't require any changes except dos2unix.
998 lines
29 KiB
C++
998 lines
29 KiB
C++
/*
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AngelCode Scripting Library
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Copyright (c) 2003-2018 Andreas Jonsson
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you
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must not claim that you wrote the original software. If you use
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this software in a product, an acknowledgment in the product
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documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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The original version of this library can be located at:
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http://www.angelcode.com/angelscript/
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Andreas Jonsson
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andreas@angelcode.com
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*/
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//
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// as_gc.cpp
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//
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// The implementation of the garbage collector
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//
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#include <stdlib.h>
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#include "as_gc.h"
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#include "as_scriptengine.h"
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#include "as_scriptobject.h"
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#include "as_texts.h"
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BEGIN_AS_NAMESPACE
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asCGarbageCollector::asCGarbageCollector()
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{
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engine = 0;
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detectState = clearCounters_init;
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destroyNewState = destroyGarbage_init;
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destroyOldState = destroyGarbage_init;
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numDestroyed = 0;
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numNewDestroyed = 0;
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numDetected = 0;
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numAdded = 0;
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isProcessing = false;
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seqAtSweepStart[0] = 0;
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seqAtSweepStart[1] = 0;
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seqAtSweepStart[2] = 0;
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circularRefDetectCallbackFunc = 0;
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circularRefDetectCallbackParam = 0;
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}
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asCGarbageCollector::~asCGarbageCollector()
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{
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// This local typedef is done to workaround a compiler error on
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// MSVC6 when using the typedef declared in the class definition
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typedef asSMapNode_t node_t;
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for( asUINT n = 0; n < freeNodes.GetLength(); n++ )
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asDELETE(freeNodes[n], node_t);
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freeNodes.SetLength(0);
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}
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int asCGarbageCollector::AddScriptObjectToGC(void *obj, asCObjectType *objType)
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{
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if( obj == 0 || objType == 0 )
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{
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engine->WriteMessage("", 0, 0, asMSGTYPE_ERROR, TXT_GC_RECEIVED_NULL_PTR);
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return asINVALID_ARG;
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}
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engine->CallObjectMethod(obj, objType->beh.addref);
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asSObjTypePair ot = {obj, objType, 0};
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// Invoke the garbage collector to destroy a little garbage as new comes in
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// This will maintain the number of objects in the GC at a maintainable level without
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// halting the application, and without burdening the application with manually invoking the
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// garbage collector.
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if( engine->ep.autoGarbageCollect && gcNewObjects.GetLength() )
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{
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// If the GC is already processing in another thread, then don't try this again
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if( TRYENTERCRITICALSECTION(gcCollecting) )
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{
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// Skip this if the GC is already running in this thread
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if( !isProcessing )
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{
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isProcessing = true;
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// TODO: The number of iterations should be dynamic, and increase
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// if the number of objects in the garbage collector grows high
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// Run one step of DetectGarbage
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if( gcOldObjects.GetLength() )
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{
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IdentifyGarbageWithCyclicRefs();
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DestroyOldGarbage();
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}
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// Run a few steps of DestroyGarbage
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int iter = (int)gcNewObjects.GetLength();
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if( iter > 10 ) iter = 10;
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while( iter-- > 0 )
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DestroyNewGarbage();
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isProcessing = false;
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}
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LEAVECRITICALSECTION(gcCollecting);
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}
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}
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// Add the data to the gcObjects array in a critical section as
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// another thread might be calling this method at the same time
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ENTERCRITICALSECTION(gcCritical);
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ot.seqNbr = numAdded++;
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gcNewObjects.PushLast(ot);
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LEAVECRITICALSECTION(gcCritical);
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return ot.seqNbr;
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}
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int asCGarbageCollector::GetObjectInGC(asUINT idx, asUINT *seqNbr, void **obj, asITypeInfo **type)
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{
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if( seqNbr ) *seqNbr = 0;
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if( obj ) *obj = 0;
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if( type ) *type = 0;
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ENTERCRITICALSECTION(gcCritical);
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asSObjTypePair *o = 0;
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asUINT newObjs = asUINT(gcNewObjects.GetLength());
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if( idx < newObjs )
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o = &gcNewObjects[idx];
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else if( idx < gcOldObjects.GetLength() + newObjs )
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o = &gcOldObjects[idx-newObjs];
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else
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{
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LEAVECRITICALSECTION(gcCritical);
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return asINVALID_ARG;
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}
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if( seqNbr ) *seqNbr = o->seqNbr;
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if( obj ) *obj = o->obj;
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if( type ) *type = o->type;
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LEAVECRITICALSECTION(gcCritical);
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return asSUCCESS;
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}
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// TODO: Should have a flag to tell the garbage collector to automatically determine how many iterations are needed
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// It should then gather statistics such as how many objects has been created since last run, and how many objects
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// are destroyed per iteration, and how many objects are detected as cyclic garbage per iteration.
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// It should try to reach a stable number of objects, i.e. so that on average the number of objects added to
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// the garbage collector is the same as the number of objects destroyed. And it should try to minimize the number
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// of iterations of detections that must be executed per cycle while still identifying the cyclic garbage
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// These variables should also be available for inspection through the gcstatistics.
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int asCGarbageCollector::GarbageCollect(asDWORD flags, asUINT iterations)
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{
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// If the GC is already processing in another thread, then don't enter here again
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if( TRYENTERCRITICALSECTION(gcCollecting) )
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{
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// If the GC is already processing in this thread, then don't enter here again
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if( isProcessing )
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{
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LEAVECRITICALSECTION(gcCollecting);
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return 1;
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}
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isProcessing = true;
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bool doDetect = (flags & asGC_DETECT_GARBAGE) || !(flags & asGC_DESTROY_GARBAGE);
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bool doDestroy = (flags & asGC_DESTROY_GARBAGE) || !(flags & asGC_DETECT_GARBAGE);
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if( flags & asGC_FULL_CYCLE )
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{
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// Reset the state
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if( doDetect )
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{
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// Move all new objects to the old list, so we guarantee that all is detected
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MoveAllObjectsToOldList();
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detectState = clearCounters_init;
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}
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if( doDestroy )
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{
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destroyNewState = destroyGarbage_init;
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destroyOldState = destroyGarbage_init;
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}
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// The full cycle only works with the objects in the old list so that the
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// set of objects scanned for garbage is fixed even if new objects are added
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// by other threads in parallel.
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unsigned int count = (unsigned int)(gcOldObjects.GetLength());
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for(;;)
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{
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// Detect all garbage with cyclic references
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if( doDetect )
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while( IdentifyGarbageWithCyclicRefs() == 1 ) {}
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// Now destroy all known garbage
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if( doDestroy )
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{
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if( !doDetect )
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while( DestroyNewGarbage() == 1 ) {}
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while( DestroyOldGarbage() == 1 ) {}
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}
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// Run another iteration if any garbage was destroyed
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if( count != (unsigned int)(gcOldObjects.GetLength()) )
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count = (unsigned int)(gcOldObjects.GetLength());
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else
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break;
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}
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isProcessing = false;
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LEAVECRITICALSECTION(gcCollecting);
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return 0;
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}
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else
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{
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while( iterations-- > 0 )
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{
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// Destroy the garbage that we know of
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if( doDestroy )
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{
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DestroyNewGarbage();
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DestroyOldGarbage();
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}
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// Run another incremental step of the identification of cyclic references
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if( doDetect && gcOldObjects.GetLength() > 0 )
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IdentifyGarbageWithCyclicRefs();
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}
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}
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isProcessing = false;
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LEAVECRITICALSECTION(gcCollecting);
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}
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// Return 1 to indicate that the cycle wasn't finished
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return 1;
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}
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// TODO: Additional statistics to gather
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//
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// - How many objects are added on average between each destroyed object
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// - How many objects are added on average between each detected object
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// - how many iterations are needed for each destroyed object
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// - how many iterations are needed for each detected object
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//
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// The average must have a decay so that long running applications will not suffer
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// from objects being created early on in the application and then never destroyed.
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//
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// This ought to be possible to accomplish by holding two buckets.
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// Numbers will be accumulated in one bucket while the other is held fixed.
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// When returning the average it should use a weighted average between the two buckets using the size as weight.
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// When a bucket is filled up, the buckets are switched, and then new bucket is emptied to gather new statistics.
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void asCGarbageCollector::GetStatistics(asUINT *currentSize, asUINT *totalDestroyed, asUINT *totalDetected, asUINT *newObjects, asUINT *totalNewDestroyed) const
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{
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// It is not necessary to protect this with critical sections, however
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// as it is not protected the variables can be filled in slightly different
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// moments and might not match perfectly when inspected by the application
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// afterwards.
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if( currentSize )
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*currentSize = (asUINT)(gcNewObjects.GetLength() + gcOldObjects.GetLength());
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if( totalDestroyed )
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*totalDestroyed = numDestroyed;
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if( totalDetected )
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*totalDetected = numDetected;
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if( newObjects )
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*newObjects = (asUINT)gcNewObjects.GetLength();
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if( totalNewDestroyed )
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*totalNewDestroyed = numNewDestroyed;
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}
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asCGarbageCollector::asSObjTypePair asCGarbageCollector::GetNewObjectAtIdx(int idx)
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{
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// We need to protect this access with a critical section as
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// another thread might be appending an object at the same time
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ENTERCRITICALSECTION(gcCritical);
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asSObjTypePair gcObj = gcNewObjects[idx];
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LEAVECRITICALSECTION(gcCritical);
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return gcObj;
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}
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asCGarbageCollector::asSObjTypePair asCGarbageCollector::GetOldObjectAtIdx(int idx)
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{
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// We need to protect this access with a critical section as
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// another thread might be appending an object at the same time
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ENTERCRITICALSECTION(gcCritical);
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asSObjTypePair gcObj = gcOldObjects[idx];
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LEAVECRITICALSECTION(gcCritical);
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return gcObj;
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}
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void asCGarbageCollector::RemoveNewObjectAtIdx(int idx)
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{
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// We need to protect this update with a critical section as
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// another thread might be appending an object at the same time
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ENTERCRITICALSECTION(gcCritical);
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if( idx == (int)gcNewObjects.GetLength() - 1)
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gcNewObjects.PopLast();
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else
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gcNewObjects[idx] = gcNewObjects.PopLast();
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LEAVECRITICALSECTION(gcCritical);
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}
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void asCGarbageCollector::RemoveOldObjectAtIdx(int idx)
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{
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// We need to protect this update with a critical section as
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// another thread might be appending an object at the same time
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ENTERCRITICALSECTION(gcCritical);
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if( idx == (int)gcOldObjects.GetLength() - 1)
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gcOldObjects.PopLast();
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else
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gcOldObjects[idx] = gcOldObjects.PopLast();
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LEAVECRITICALSECTION(gcCritical);
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}
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void asCGarbageCollector::MoveObjectToOldList(int idx)
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{
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// We need to protect this update with a critical section as
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// another thread might be appending an object at the same time
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ENTERCRITICALSECTION(gcCritical);
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gcOldObjects.PushLast(gcNewObjects[idx]);
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if( idx == (int)gcNewObjects.GetLength() - 1)
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gcNewObjects.PopLast();
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else
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gcNewObjects[idx] = gcNewObjects.PopLast();
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LEAVECRITICALSECTION(gcCritical);
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}
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void asCGarbageCollector::MoveAllObjectsToOldList()
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{
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// We need to protect this update with a critical section as
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// another thread might be appending an object at the same time
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ENTERCRITICALSECTION(gcCritical);
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if( gcOldObjects.Concatenate(gcNewObjects) )
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gcNewObjects.SetLength(0);
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LEAVECRITICALSECTION(gcCritical);
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}
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int asCGarbageCollector::DestroyNewGarbage()
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{
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// This function will only be called within the critical section gcCollecting
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asASSERT(isProcessing);
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for(;;)
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{
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switch( destroyNewState )
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{
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case destroyGarbage_init:
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{
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// If there are no objects to be freed then don't start
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if( gcNewObjects.GetLength() == 0 )
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return 0;
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// Update the seqAtSweepStart which is used to determine when
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// to move an object from the new set to the old set
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seqAtSweepStart[0] = seqAtSweepStart[1];
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seqAtSweepStart[1] = seqAtSweepStart[2];
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seqAtSweepStart[2] = numAdded;
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destroyNewIdx = (asUINT)-1;
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destroyNewState = destroyGarbage_loop;
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}
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break;
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case destroyGarbage_loop:
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case destroyGarbage_haveMore:
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{
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// If the refCount has reached 1, then only the GC still holds a
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// reference to the object, thus we don't need to worry about the
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// application touching the objects during collection.
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// Destroy all objects that have refCount == 1. If any objects are
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// destroyed, go over the list again, because it may have made more
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// objects reach refCount == 1.
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if( ++destroyNewIdx < gcNewObjects.GetLength() )
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{
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asSObjTypePair gcObj = GetNewObjectAtIdx(destroyNewIdx);
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if( engine->CallObjectMethodRetInt(gcObj.obj, gcObj.type->beh.gcGetRefCount) == 1 )
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{
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// Release the object immediately
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// Make sure the refCount is really 0, because the
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// destructor may have increased the refCount again.
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bool addRef = false;
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if( gcObj.type->flags & asOBJ_SCRIPT_OBJECT )
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{
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// Script objects may actually be resurrected in the destructor
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int refCount = ((asCScriptObject*)gcObj.obj)->Release();
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if( refCount > 0 ) addRef = true;
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}
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else
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engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.release);
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// Was the object really destroyed?
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if( !addRef )
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{
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numDestroyed++;
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numNewDestroyed++;
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RemoveNewObjectAtIdx(destroyNewIdx);
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destroyNewIdx--;
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}
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else
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{
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// Since the object was resurrected in the
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// destructor, we must add our reference again
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engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.addref);
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}
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destroyNewState = destroyGarbage_haveMore;
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}
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// Check if this object has been inspected 3 times already, and if so move it to the
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// set of old objects that are less likely to become garbage in a short time
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// TODO: Is 3 really a good value? Should the number of times be dynamic?
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else if( gcObj.seqNbr < seqAtSweepStart[0] )
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{
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// We've already verified this object multiple times. It is likely
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// to live for quite a long time so we'll move it to the list if old objects
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MoveObjectToOldList(destroyNewIdx);
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destroyNewIdx--;
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}
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// Allow the application to work a little
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return 1;
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}
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else
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{
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if( destroyNewState == destroyGarbage_haveMore )
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{
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// Restart the cycle
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destroyNewState = destroyGarbage_init;
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}
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else
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{
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// Restart the cycle
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destroyNewState = destroyGarbage_init;
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// Return 0 to tell the application that there
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// is no more garbage to destroy at the moment
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return 0;
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}
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}
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}
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break;
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}
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}
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// Shouldn't reach this point
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UNREACHABLE_RETURN;
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}
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int asCGarbageCollector::ReportAndReleaseUndestroyedObjects()
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{
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// This function will only be called as the engine is shutting down
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int items = 0;
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for( asUINT n = 0; n < gcOldObjects.GetLength(); n++ )
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{
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asSObjTypePair gcObj = GetOldObjectAtIdx(n);
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int refCount = 0;
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if( gcObj.type->beh.gcGetRefCount && engine->scriptFunctions[gcObj.type->beh.gcGetRefCount] )
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refCount = engine->CallObjectMethodRetInt(gcObj.obj, gcObj.type->beh.gcGetRefCount);
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// Report the object as not being properly destroyed
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asCString msg;
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msg.Format(TXT_d_GC_CANNOT_FREE_OBJ_OF_TYPE_s_REF_COUNT_d, gcObj.seqNbr, gcObj.type->name.AddressOf(), refCount - 1);
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engine->WriteMessage("", 0, 0, asMSGTYPE_ERROR, msg.AddressOf());
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// Add additional info for builtin types
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if( gcObj.type->name == "$func" )
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{
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// Unfortunately we can't show the function declaration here, because the engine may have released the parameter list already so the declaration would only be misleading
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// We need to show the function type too as for example delegates do not have a name
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msg.Format(TXT_PREV_FUNC_IS_NAMED_s_TYPE_IS_d, reinterpret_cast<asCScriptFunction*>(gcObj.obj)->GetName(), reinterpret_cast<asCScriptFunction*>(gcObj.obj)->GetFuncType());
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engine->WriteMessage("", 0, 0, asMSGTYPE_INFORMATION, msg.AddressOf());
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}
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else if( gcObj.type->name == "$obj" )
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{
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msg.Format(TXT_PREV_TYPE_IS_NAMED_s, reinterpret_cast<asCObjectType*>(gcObj.obj)->GetName());
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engine->WriteMessage("", 0, 0, asMSGTYPE_INFORMATION, msg.AddressOf());
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}
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// Release the reference that the GC holds if the release functions is still available
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if( gcObj.type->beh.release && engine->scriptFunctions[gcObj.type->beh.release] )
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engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.release);
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items++;
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}
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return items;
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}
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int asCGarbageCollector::DestroyOldGarbage()
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{
|
|
// This function will only be called within the critical section gcCollecting
|
|
asASSERT(isProcessing);
|
|
|
|
for(;;)
|
|
{
|
|
switch( destroyOldState )
|
|
{
|
|
case destroyGarbage_init:
|
|
{
|
|
// If there are no objects to be freed then don't start
|
|
if( gcOldObjects.GetLength() == 0 )
|
|
return 0;
|
|
|
|
destroyOldIdx = (asUINT)-1;
|
|
destroyOldState = destroyGarbage_loop;
|
|
}
|
|
break;
|
|
|
|
case destroyGarbage_loop:
|
|
case destroyGarbage_haveMore:
|
|
{
|
|
// If the refCount has reached 1, then only the GC still holds a
|
|
// reference to the object, thus we don't need to worry about the
|
|
// application touching the objects during collection.
|
|
|
|
// Destroy all objects that have refCount == 1. If any objects are
|
|
// destroyed, go over the list again, because it may have made more
|
|
// objects reach refCount == 1.
|
|
if( ++destroyOldIdx < gcOldObjects.GetLength() )
|
|
{
|
|
asSObjTypePair gcObj = GetOldObjectAtIdx(destroyOldIdx);
|
|
|
|
if( gcObj.type->beh.gcGetRefCount == 0 )
|
|
{
|
|
// If circular references are formed with registered types that hasn't
|
|
// registered the GC behaviours, then the engine may be forced to free
|
|
// the object type before the actual object instance. In this case we
|
|
// will be forced to skip the destruction of the objects, so as not to
|
|
// crash the application.
|
|
asCString msg;
|
|
msg.Format(TXT_d_GC_CANNOT_FREE_OBJ_OF_TYPE_s, gcObj.seqNbr, gcObj.type->name.AddressOf());
|
|
engine->WriteMessage("", 0, 0, asMSGTYPE_ERROR, msg.AddressOf());
|
|
|
|
// Just remove the object, as we will not bother to destroy it
|
|
numDestroyed++;
|
|
RemoveOldObjectAtIdx(destroyOldIdx);
|
|
destroyOldIdx--;
|
|
}
|
|
else if( engine->CallObjectMethodRetInt(gcObj.obj, gcObj.type->beh.gcGetRefCount) == 1 )
|
|
{
|
|
// Release the object immediately
|
|
|
|
// Make sure the refCount is really 0, because the
|
|
// destructor may have increased the refCount again.
|
|
bool addRef = false;
|
|
if( gcObj.type->flags & asOBJ_SCRIPT_OBJECT )
|
|
{
|
|
// Script objects may actually be resurrected in the destructor
|
|
int refCount = ((asCScriptObject*)gcObj.obj)->Release();
|
|
if( refCount > 0 ) addRef = true;
|
|
}
|
|
else
|
|
engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.release);
|
|
|
|
// Was the object really destroyed?
|
|
if( !addRef )
|
|
{
|
|
numDestroyed++;
|
|
RemoveOldObjectAtIdx(destroyOldIdx);
|
|
destroyOldIdx--;
|
|
}
|
|
else
|
|
{
|
|
// Since the object was resurrected in the
|
|
// destructor, we must add our reference again
|
|
engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.addref);
|
|
}
|
|
|
|
destroyOldState = destroyGarbage_haveMore;
|
|
}
|
|
|
|
// Allow the application to work a little
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
if( destroyOldState == destroyGarbage_haveMore )
|
|
{
|
|
// Restart the cycle
|
|
destroyOldState = destroyGarbage_init;
|
|
}
|
|
else
|
|
{
|
|
// Restart the cycle
|
|
destroyOldState = destroyGarbage_init;
|
|
|
|
// Return 0 to tell the application that there
|
|
// is no more garbage to destroy at the moment
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Shouldn't reach this point
|
|
UNREACHABLE_RETURN;
|
|
}
|
|
|
|
int asCGarbageCollector::IdentifyGarbageWithCyclicRefs()
|
|
{
|
|
// This function will only be called within the critical section gcCollecting
|
|
asASSERT(isProcessing);
|
|
|
|
for(;;)
|
|
{
|
|
switch( detectState )
|
|
{
|
|
case clearCounters_init:
|
|
detectState = clearCounters_loop;
|
|
break;
|
|
|
|
case clearCounters_loop:
|
|
{
|
|
// Decrease reference counter for all objects removed from the map
|
|
asSMapNode<void*, asSIntTypePair> *cursor = 0;
|
|
gcMap.MoveFirst(&cursor);
|
|
if( cursor )
|
|
{
|
|
void *obj = gcMap.GetKey(cursor);
|
|
asSIntTypePair it = gcMap.GetValue(cursor);
|
|
|
|
engine->CallObjectMethod(obj, it.type->beh.release);
|
|
|
|
ReturnNode(gcMap.Remove(cursor));
|
|
|
|
return 1;
|
|
}
|
|
|
|
detectState = buildMap_init;
|
|
}
|
|
break;
|
|
|
|
case buildMap_init:
|
|
detectIdx = 0;
|
|
detectState = buildMap_loop;
|
|
break;
|
|
|
|
case buildMap_loop:
|
|
{
|
|
// Build a map of objects that will be checked, the map will
|
|
// hold the object pointer as key, and the gcCount and the
|
|
// object's type as value. As objects are added to the map the
|
|
// gcFlag must be set in the objects, so we can be verify if
|
|
// the object is accessed during the GC cycle.
|
|
|
|
// If an object is removed from the gcObjects list during the
|
|
// iteration of this step, it is possible that an object won't
|
|
// be used during the analyzing for cyclic references. This
|
|
// isn't a problem, as the next time the GC cycle starts the
|
|
// object will be verified.
|
|
if( detectIdx < gcOldObjects.GetLength() )
|
|
{
|
|
// Add the gc count for this object
|
|
asSObjTypePair gcObj = GetOldObjectAtIdx(detectIdx);
|
|
|
|
int refCount = 0;
|
|
if( gcObj.type->beh.gcGetRefCount )
|
|
refCount = engine->CallObjectMethodRetInt(gcObj.obj, gcObj.type->beh.gcGetRefCount);
|
|
|
|
if( refCount > 1 )
|
|
{
|
|
asSIntTypePair it = {refCount-1, gcObj.type};
|
|
|
|
gcMap.Insert(GetNode(gcObj.obj, it));
|
|
|
|
// Increment the object's reference counter when putting it in the map
|
|
engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.addref);
|
|
|
|
// Mark the object so that we can
|
|
// see if it has changed since read
|
|
engine->CallObjectMethod(gcObj.obj, gcObj.type->beh.gcSetFlag);
|
|
}
|
|
|
|
detectIdx++;
|
|
|
|
// Let the application work a little
|
|
return 1;
|
|
}
|
|
else
|
|
detectState = countReferences_init;
|
|
}
|
|
break;
|
|
|
|
case countReferences_init:
|
|
{
|
|
gcMap.MoveFirst(&gcMapCursor);
|
|
detectState = countReferences_loop;
|
|
}
|
|
break;
|
|
|
|
case countReferences_loop:
|
|
{
|
|
// Call EnumReferences on all objects in the map to count the number
|
|
// of references reachable from between objects in the map. If all
|
|
// references for an object in the map is reachable from other objects
|
|
// in the map, then we know that no outside references are held for
|
|
// this object, thus it is a potential dead object in a circular reference.
|
|
|
|
// If the gcFlag is cleared for an object we consider the object alive
|
|
// and referenced from outside the GC, thus we don't enumerate its references.
|
|
|
|
// Any new objects created after this step in the GC cycle won't be
|
|
// in the map, and is thus automatically considered alive.
|
|
if( gcMapCursor )
|
|
{
|
|
void *obj = gcMap.GetKey(gcMapCursor);
|
|
asCObjectType *type = gcMap.GetValue(gcMapCursor).type;
|
|
gcMap.MoveNext(&gcMapCursor, gcMapCursor);
|
|
|
|
if( engine->CallObjectMethodRetBool(obj, type->beh.gcGetFlag) )
|
|
{
|
|
engine->CallObjectMethod(obj, engine, type->beh.gcEnumReferences);
|
|
}
|
|
|
|
// Allow the application to work a little
|
|
return 1;
|
|
}
|
|
else
|
|
detectState = detectGarbage_init;
|
|
}
|
|
break;
|
|
|
|
case detectGarbage_init:
|
|
{
|
|
gcMap.MoveFirst(&gcMapCursor);
|
|
liveObjects.SetLength(0);
|
|
detectState = detectGarbage_loop1;
|
|
}
|
|
break;
|
|
|
|
case detectGarbage_loop1:
|
|
{
|
|
// All objects that are known not to be dead must be removed from the map,
|
|
// along with all objects they reference. What remains in the map after
|
|
// this pass is sure to be dead objects in circular references.
|
|
|
|
// An object is considered alive if its gcFlag is cleared, or all the
|
|
// references were not found in the map.
|
|
|
|
// Add all alive objects from the map to the liveObjects array
|
|
if( gcMapCursor )
|
|
{
|
|
asSMapNode<void*, asSIntTypePair> *cursor = gcMapCursor;
|
|
gcMap.MoveNext(&gcMapCursor, gcMapCursor);
|
|
|
|
void *obj = gcMap.GetKey(cursor);
|
|
asSIntTypePair it = gcMap.GetValue(cursor);
|
|
|
|
bool gcFlag = engine->CallObjectMethodRetBool(obj, it.type->beh.gcGetFlag);
|
|
if( !gcFlag || it.i > 0 )
|
|
{
|
|
liveObjects.PushLast(obj);
|
|
}
|
|
|
|
// Allow the application to work a little
|
|
return 1;
|
|
}
|
|
else
|
|
detectState = detectGarbage_loop2;
|
|
}
|
|
break;
|
|
|
|
case detectGarbage_loop2:
|
|
{
|
|
// In this step we are actually removing the alive objects from the map.
|
|
// As the object is removed, all the objects it references are added to the
|
|
// liveObjects list, by calling EnumReferences. Only objects still in the map
|
|
// will be added to the liveObjects list.
|
|
if( liveObjects.GetLength() )
|
|
{
|
|
void *gcObj = liveObjects.PopLast();
|
|
asCObjectType *type = 0;
|
|
|
|
// Remove the object from the map to mark it as alive
|
|
asSMapNode<void*, asSIntTypePair> *cursor = 0;
|
|
if( gcMap.MoveTo(&cursor, gcObj) )
|
|
{
|
|
type = gcMap.GetValue(cursor).type;
|
|
ReturnNode(gcMap.Remove(cursor));
|
|
|
|
// We need to decrease the reference count again as we remove the object from the map
|
|
engine->CallObjectMethod(gcObj, type->beh.release);
|
|
|
|
// Enumerate all the object's references so that they too can be marked as alive
|
|
engine->CallObjectMethod(gcObj, engine, type->beh.gcEnumReferences);
|
|
}
|
|
|
|
// Allow the application to work a little
|
|
return 1;
|
|
}
|
|
else
|
|
detectState = verifyUnmarked_init;
|
|
}
|
|
break;
|
|
|
|
case verifyUnmarked_init:
|
|
gcMap.MoveFirst(&gcMapCursor);
|
|
detectState = verifyUnmarked_loop;
|
|
break;
|
|
|
|
case verifyUnmarked_loop:
|
|
{
|
|
// In this step we must make sure that none of the objects still in the map
|
|
// has been touched by the application. If they have then we must run the
|
|
// detectGarbage loop once more.
|
|
if( gcMapCursor )
|
|
{
|
|
void *gcObj = gcMap.GetKey(gcMapCursor);
|
|
asCObjectType *type = gcMap.GetValue(gcMapCursor).type;
|
|
|
|
bool gcFlag = engine->CallObjectMethodRetBool(gcObj, type->beh.gcGetFlag);
|
|
if( !gcFlag )
|
|
{
|
|
// The unmarked object was touched, rerun the detectGarbage loop
|
|
detectState = detectGarbage_init;
|
|
}
|
|
else
|
|
gcMap.MoveNext(&gcMapCursor, gcMapCursor);
|
|
|
|
// Allow the application to work a little
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
// No unmarked object was touched, we can now be sure
|
|
// that objects that have gcCount == 0 really is garbage
|
|
detectState = breakCircles_init;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case breakCircles_init:
|
|
{
|
|
gcMap.MoveFirst(&gcMapCursor);
|
|
detectState = breakCircles_loop;
|
|
|
|
// If the application has requested a callback for detected circular references,
|
|
// then make that callback now for all the objects in the list. This step is not
|
|
// done in incremental steps as it is only meant for debugging purposes and thus
|
|
// doesn't require interactivity
|
|
if (gcMapCursor && circularRefDetectCallbackFunc)
|
|
{
|
|
while (gcMapCursor)
|
|
{
|
|
void *gcObj = gcMap.GetKey(gcMapCursor);
|
|
asCObjectType *type = gcMap.GetValue(gcMapCursor).type;
|
|
circularRefDetectCallbackFunc(type, gcObj, circularRefDetectCallbackParam);
|
|
|
|
gcMap.MoveNext(&gcMapCursor, gcMapCursor);
|
|
}
|
|
|
|
// Reset iterator
|
|
gcMap.MoveFirst(&gcMapCursor);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case breakCircles_loop:
|
|
case breakCircles_haveGarbage:
|
|
{
|
|
// All objects in the map are now known to be dead objects
|
|
// kept alive through circular references. To be able to free
|
|
// these objects we need to force the breaking of the circle
|
|
// by having the objects release their references.
|
|
if( gcMapCursor )
|
|
{
|
|
numDetected++;
|
|
void *gcObj = gcMap.GetKey(gcMapCursor);
|
|
asCObjectType *type = gcMap.GetValue(gcMapCursor).type;
|
|
if( type->flags & asOBJ_SCRIPT_OBJECT )
|
|
{
|
|
// For script objects we must call the class destructor before
|
|
// releasing the references, otherwise the destructor may not
|
|
// be able to perform the necessary clean-up as the handles will
|
|
// be null.
|
|
reinterpret_cast<asCScriptObject*>(gcObj)->CallDestructor();
|
|
}
|
|
engine->CallObjectMethod(gcObj, engine, type->beh.gcReleaseAllReferences);
|
|
|
|
gcMap.MoveNext(&gcMapCursor, gcMapCursor);
|
|
|
|
detectState = breakCircles_haveGarbage;
|
|
|
|
// Allow the application to work a little
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
// If no garbage was detected we can finish now
|
|
if( detectState != breakCircles_haveGarbage )
|
|
{
|
|
// Restart the GC
|
|
detectState = clearCounters_init;
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
// Restart the GC
|
|
detectState = clearCounters_init;
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
} // switch
|
|
}
|
|
|
|
// Shouldn't reach this point
|
|
UNREACHABLE_RETURN;
|
|
}
|
|
|
|
asCGarbageCollector::asSMapNode_t *asCGarbageCollector::GetNode(void *obj, asSIntTypePair it)
|
|
{
|
|
// This function will only be called within the critical section gcCollecting
|
|
asASSERT(isProcessing);
|
|
|
|
asSMapNode_t *node;
|
|
if( freeNodes.GetLength() )
|
|
node = freeNodes.PopLast();
|
|
else
|
|
{
|
|
node = asNEW(asSMapNode_t);
|
|
if( !node )
|
|
{
|
|
// Out of memory
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
node->Init(obj, it);
|
|
return node;
|
|
}
|
|
|
|
void asCGarbageCollector::ReturnNode(asSMapNode_t *node)
|
|
{
|
|
// This function will only be called within the critical section gcCollecting
|
|
asASSERT(isProcessing);
|
|
|
|
if( node )
|
|
freeNodes.PushLast(node);
|
|
}
|
|
|
|
void asCGarbageCollector::GCEnumCallback(void *reference)
|
|
{
|
|
// This function will only be called within the critical section gcCollecting
|
|
asASSERT(isProcessing);
|
|
|
|
if( detectState == countReferences_loop )
|
|
{
|
|
// Find the reference in the map
|
|
asSMapNode<void*, asSIntTypePair> *cursor = 0;
|
|
if( gcMap.MoveTo(&cursor, reference) )
|
|
{
|
|
// Decrease the counter in the map for the reference
|
|
gcMap.GetValue(cursor).i--;
|
|
}
|
|
}
|
|
else if( detectState == detectGarbage_loop2 )
|
|
{
|
|
// Find the reference in the map
|
|
asSMapNode<void*, asSIntTypePair> *cursor = 0;
|
|
if( gcMap.MoveTo(&cursor, reference) )
|
|
{
|
|
// Add the object to the list of objects to mark as alive
|
|
liveObjects.PushLast(reference);
|
|
}
|
|
}
|
|
}
|
|
|
|
END_AS_NAMESPACE
|
|
|