cocos2dx 3.x 源码阅读之一 引用计数原理

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之前看过很多的文章,都是讲解cocos2dx的引用计数原理。有好有坏,今天我也自己来写一篇引用计数的文章,并且开始尝试阅读cocos2dx的源码,把自己的收获更新到这个博客,不为多少人看。只为自己记录这一路的点点滴滴。

讲了这么多那么开始吧!

首先就是贴上cocos2dx的万物之源 Ref类,这个类是Node的基类,而所有的显示节点类都是继承自Node类,所以他算是cocos2dx的根。

CCRef.h

  1. class CC_DLL Ref
  2. {
  3. public:
  4. void retain();
  5.  
  6. void release();
  7.  
  8. Ref* autorelease();
  9.  
  10. unsigned int getReferenceCount() const;
  11.  
  12. protected:
  13. Ref();
  14.  
  15. public:
  16. virtual ~Ref();
  17.  
  18. protected:
  19. //用于计数的变量
  20. unsigned int _referenceCount;
  21.  
  22. friend class AutoreleasePool;
  23.  
  24. #if CC_ENABLE_SCRIPT_BINDING
  25. public:
  26.  
  27. unsigned int _ID;
  28.  
  29. int _luaID;
  30.  
  31. void* _scriptObject;
  32. #endif
  33.  
  34. #if CC_USE_MEM_LEAK_DETECTION
  35. public:
  36. static void printLeaks();
  37. #endif
  38. };
CCRef.cpp
  1. #include "base/CCRef.h"
  2. #include "base/CCAutoreleasePool.h"
  3. #include "base/ccMacros.h"
  4. #include "base/CCScriptSupport.h"
  5.  
  6. #if CC_USE_MEM_LEAK_DETECTION
  7. #include <algorithm> // std::find
  8. #endif
  9.  
  10. NS_CC_BEGIN
  11.  
  12. #if CC_USE_MEM_LEAK_DETECTION
  13. static void trackRef(Ref* ref);
  14. static void untrackRef(Ref* ref);
  15. #endif
  16.  
  17. Ref::Ref()
  18. : _referenceCount(1) // when the Ref is created,the reference count of it is 1
  19. {
  20. #if CC_ENABLE_SCRIPT_BINDING
  21. static unsigned int uObjectCount = 0;
  22. _luaID = 0;
  23. _ID = ++uObjectCount;
  24. _scriptObject = nullptr;
  25. #endif
  26. #if CC_USE_MEM_LEAK_DETECTION
  27. trackRef(this);
  28. #endif
  29. }
  30.  
  31. Ref::~Ref()
  32. {
  33. #if CC_ENABLE_SCRIPT_BINDING
  34. // if the object is referenced by Lua engine,remove it
  35. if (_luaID)
  36. {
  37. ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptObjectByObject(this);
  38. }
  39. else
  40. {
  41. ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine();
  42. if (pEngine != nullptr && pEngine->getScriptType() == kScriptTypeJavascript)
  43. {
  44. pEngine->removeScriptObjectByObject(this);
  45. }
  46. }
  47. #endif
  48.  
  49.  
  50. #if CC_USE_MEM_LEAK_DETECTION
  51. if (_referenceCount != 0)
  52. untrackRef(this);
  53. #endif
  54. }
  55.  
  56. void Ref::retain()
  57. {
  58. CCASSERT(_referenceCount > 0,"reference count should greater than 0");
  59. ++_referenceCount;
  60. }
  61.  
  62. void Ref::release()
  63. {
  64. CCASSERT(_referenceCount > 0,"reference count should greater than 0");
  65. --_referenceCount;
  66.  
  67. if (_referenceCount == 0)
  68. {
  69. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
  70. auto poolManager = PoolManager::getInstance();
  71. if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this))
  72. {
  73. CCASSERT(false,"The reference shouldn't be 0 because it is still in autorelease pool.");
  74. }
  75. #endif
  76.  
  77. #if CC_USE_MEM_LEAK_DETECTION
  78. untrackRef(this);
  79. #endif
  80. delete this;
  81. }
  82. }
  83.  
  84. Ref* Ref::autorelease()
  85. {
  86. PoolManager::getInstance()->getCurrentPool()->addObject(this);
  87. return this;
  88. }
  89.  
  90. unsigned int Ref::getReferenceCount() const
  91. {
  92. return _referenceCount;
  93. }
  94.  
  95. #if CC_USE_MEM_LEAK_DETECTION
  96.  
  97. static std::list<Ref*> __refAllocationList;
  98.  
  99. void Ref::printLeaks()
  100. {
  101. if (__refAllocationList.empty())
  102. {
  103. log("[memory] All Ref objects successfully cleaned up (no leaks detected).\n");
  104. }
  105. else
  106. {
  107. log("[memory] WARNING: %d Ref objects still active in memory.\n",(int)__refAllocationList.size());
  108.  
  109. for (const auto& ref : __refAllocationList)
  110. {
  111. CC_ASSERT(ref);
  112. const char* type = typeid(*ref).name();
  113. log("[memory] LEAK: Ref object '%s' still active with reference count %d.\n",(type ? type : ""),ref->getReferenceCount());
  114. }
  115. }
  116. }
  117.  
  118. static void trackRef(Ref* ref)
  119. {
  120. CCASSERT(ref,"Invalid parameter,ref should not be null!");
  121. __refAllocationList.push_back(ref);
  122. }
  123.  
  124. static void untrackRef(Ref* ref)
  125. {
  126. auto iter = std::find(__refAllocationList.begin(),__refAllocationList.end(),ref);
  127. if (iter == __refAllocationList.end())
  128. {
  129. log("[memory] CORRUPTION: Attempting to free (%s) with invalid ref tracking record.\n",typeid(*ref).name());
  130. return;
  131. }
  132.  
  133. __refAllocationList.erase(iter);
  134. }
  135.  
  136. #endif // #if CC_USE_MEM_LEAK_DETECTION
  137.  
  138.  
  139. NS_CC_END


上面的代码中我删除了一些注释,为了避免干扰。

我们从一看出Ref这个类中有一个

  1. protected:
  2. //用于计数的变量
  3. unsigned int _referenceCount;
这个变量就是记录引用次数,并且在构造函数中初始化时1。

代码retain中可以看到只有简单增加这个计数器。

重要的来了,那就是release这个函数,我们看到他是在计数器为0的时候,delete自己。这样的设计源于自己创建自己销毁这个原则。

我们还可以看到 autoRelease 这个接口,他调用了PoolManager。

从字面上猜到,这个接口的作用应该是自动释放。

那么他是怎么实现的呢?

我们又找到了PoolManager的源码。

CCAutoreleasePool.h

  1. #ifndef __AUTORELEASEPOOL_H__
  2. #define __AUTORELEASEPOOL_H__
  3.  
  4. #include <stack>
  5. #include <vector>
  6. #include <string>
  7. #include "base/CCRef.h"
  8.  
  9. NS_CC_BEGIN
  10.  
  11. class CC_DLL AutoreleasePool
  12. {
  13. public:
  14. AutoreleasePool();
  15. AutoreleasePool(const std::string &name);
  16. ~AutoreleasePool();
  17.  
  18. void addObject(Ref *object);
  19.  
  20. void clear();
  21. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
  22.  
  23. bool isClearing() const { return _isClearing; };
  24. #endif
  25. bool contains(Ref* object) const;
  26.  
  27. void dump();
  28. private:
  29. std::vector<Ref*> _managedObjectArray;
  30. std::string _name;
  31. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
  32. bool _isClearing;
  33. #endif
  34. };
  35.  
  36. class CC_DLL PoolManager
  37. {
  38. public:
  39. CC_DEPRECATED_ATTRIBUTE static PoolManager* sharedPoolManager() { return getInstance(); }
  40. static PoolManager* getInstance();
  41.  
  42. CC_DEPRECATED_ATTRIBUTE static void purgePoolManager() { destroyInstance(); }
  43. static void destroyInstance();
  44. AutoreleasePool *getCurrentPool() const;
  45.  
  46. bool isObjectInPools(Ref* obj) const;
  47.  
  48. friend class AutoreleasePool;
  49. private:
  50. PoolManager();
  51. ~PoolManager();
  52. void push(AutoreleasePool *pool);
  53. void pop();
  54. static PoolManager* s_singleInstance;
  55. std::vector<AutoreleasePool*> _releasePoolStack;
  56. };
  57.  
  58. NS_CC_END
  59.  
  60. #endif //__AUTORELEASEPOOL_H__
CCAutoreleasePool.cpp
  1. #include "base/CCAutoreleasePool.h"
  2. #include "base/ccMacros.h"
  3.  
  4. NS_CC_BEGIN
  5.  
  6. AutoreleasePool::AutoreleasePool()
  7. : _name("")
  8. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0),_isClearing(false)
  9. #endif
  10. {
  11. _managedObjectArray.reserve(150);
  12. PoolManager::getInstance()->push(this);
  13. }
  14.  
  15. AutoreleasePool::AutoreleasePool(const std::string &name)
  16. : _name(name)
  17. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0),_isClearing(false)
  18. #endif
  19. {
  20. _managedObjectArray.reserve(150);
  21. PoolManager::getInstance()->push(this);
  22. }
  23.  
  24. AutoreleasePool::~AutoreleasePool()
  25. {
  26. CCLOGINFO("deallocing AutoreleasePool: %p",this);
  27. clear();
  28. PoolManager::getInstance()->pop();
  29. }
  30.  
  31. void AutoreleasePool::addObject(Ref* object)
  32. {
  33. _managedObjectArray.push_back(object);
  34. }
  35.  
  36. void AutoreleasePool::clear()
  37. {
  38. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
  39. _isClearing = true;
  40. #endif
  41. for (const auto &obj : _managedObjectArray)
  42. {
  43. obj->release();
  44. }
  45. _managedObjectArray.clear();
  46. #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
  47. _isClearing = false;
  48. #endif
  49. }
  50.  
  51. bool AutoreleasePool::contains(Ref* object) const
  52. {
  53. for (const auto& obj : _managedObjectArray)
  54. {
  55. if (obj == object)
  56. return true;
  57. }
  58. return false;
  59. }
  60.  
  61. void AutoreleasePool::dump()
  62. {
  63. CCLOG("autorelease pool: %s,number of managed object %d\n",_name.c_str(),static_cast<int>(_managedObjectArray.size()));
  64. CCLOG("%20s%20s%20s","Object pointer","Object id","reference count");
  65. for (const auto &obj : _managedObjectArray)
  66. {
  67. CC_UNUSED_PARAM(obj);
  68. CCLOG("%20p%20u\n",obj,obj->getReferenceCount());
  69. }
  70. }
  71.  
  72.  
  73. //--------------------------------------------------------------------
  74. //
  75. // PoolManager
  76. //
  77. //--------------------------------------------------------------------
  78.  
  79. PoolManager* PoolManager::s_singleInstance = nullptr;
  80.  
  81. PoolManager* PoolManager::getInstance()
  82. {
  83. if (s_singleInstance == nullptr)
  84. {
  85. s_singleInstance = new PoolManager();
  86. // Add the first auto release pool
  87. new AutoreleasePool("cocos2d autorelease pool");
  88. }
  89. return s_singleInstance;
  90. }
  91.  
  92. void PoolManager::destroyInstance()
  93. {
  94. delete s_singleInstance;
  95. s_singleInstance = nullptr;
  96. }
  97.  
  98. PoolManager::PoolManager()
  99. {
  100. _releasePoolStack.reserve(10);
  101. }
  102.  
  103. PoolManager::~PoolManager()
  104. {
  105. CCLOGINFO("deallocing PoolManager: %p",this);
  106. while (!_releasePoolStack.empty())
  107. {
  108. AutoreleasePool* pool = _releasePoolStack.back();
  109. delete pool;
  110. }
  111. }
  112.  
  113.  
  114. AutoreleasePool* PoolManager::getCurrentPool() const
  115. {
  116. return _releasePoolStack.back();
  117. }
  118.  
  119. bool PoolManager::isObjectInPools(Ref* obj) const
  120. {
  121. for (const auto& pool : _releasePoolStack)
  122. {
  123. if (pool->contains(obj))
  124. return true;
  125. }
  126. return false;
  127. }
  128.  
  129. void PoolManager::push(AutoreleasePool *pool)
  130. {
  131. _releasePoolStack.push_back(pool);
  132. }
  133.  
  134. void PoolManager::pop()
  135. {
  136. CC_ASSERT(!_releasePoolStack.empty());
  137. _releasePoolStack.pop_back();
  138. }
  139.  
  140. NS_CC_END
可以看到
  1. AutoreleasePool* PoolManager::getCurrentPool()返回了一个AutoreleasePool的指针,<pre name="code" class="cpp">AutoreleasePool这个指针将在Ref autoRelease的时候添加到了一个叫<pre name="code" class="cpp">_managedObjectArrayvector里面去了。
  1. 那么自动管理是怎么做到呢?
  1. 转到CCDirector.cpp
  1. <pre name="code" class="cpp">void DisplayLinkDirector::mainLoop()
  2. {
  3. if (_purgeDirectorInNextLoop)
  4. {
  5. _purgeDirectorInNextLoop = false;
  6. purgeDirector();
  7. }
  8. else if (! _invalid)
  9. {
  10. drawScene();
  11. // release the objects
  12. PoolManager::getInstance()->getCurrentPool()->clear();
  13. }
  14. }
  1.  
  1.  
  1.  
  1. 在这个文件的上面那个函数中,我们可以看到每个loop里面在渲染场景之后PoolManager做了一个操作,这个操作就是AutoreleasePool类里面的clear
  1. 这个clear就是将维护的_managedObjectArray里面的每个对象执行release操作,最后把_managedObjectArray清空。
  1. <span style="font-family: Arial,Helvetica,sans-serif;">看到这里我们大约知道了他的原理了。</span>
  1. 1、我们在创建Ref的时候计数器值是1
  1. 2、执行retain的时候计数器加1,执行release的时候计数器减1,当计数器为0时由对象自己删除自己。
  1. 3、当我们执行autorelease的时候,Ref把释放的操作的权利给了AutoreleasePool这个友元类,就是如果我们没有任何retain操作,这个Ref的对象将在这一帧结束后被AutoreleasePoolclear给释放掉。
  1. 4、当我们在创建后又retain,那么将保留对这个Ref对象的控制权,只有在你release后才会被释放,因为AutoreleasePool只执行一次便不再参与该对象的内存管理。
  1. <span style="font-family: Arial,sans-serif;">
  2. </span>
  1. <span style="font-family: Arial,sans-serif;">差不多我了解的cocos2dx引用计数的原理就是这么多了,博主的水平也是非常有限,哪里写得不好或出错,欢迎指正交流。</span>

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