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
CCRef.cpp
- class CC_DLL Ref
- {
- public:
- void retain();
- void release();
- Ref* autorelease();
- unsigned int getReferenceCount() const;
- protected:
- Ref();
- public:
- virtual ~Ref();
- protected:
- //用于计数的变量
- unsigned int _referenceCount;
- friend class AutoreleasePool;
- #if CC_ENABLE_SCRIPT_BINDING
- public:
- unsigned int _ID;
- int _luaID;
- void* _scriptObject;
- #endif
- #if CC_USE_MEM_LEAK_DETECTION
- public:
- static void printLeaks();
- #endif
- };
- #include "base/CCRef.h"
- #include "base/CCAutoreleasePool.h"
- #include "base/ccMacros.h"
- #include "base/CCScriptSupport.h"
- #if CC_USE_MEM_LEAK_DETECTION
- #include <algorithm> // std::find
- #endif
- NS_CC_BEGIN
- #if CC_USE_MEM_LEAK_DETECTION
- static void trackRef(Ref* ref);
- static void untrackRef(Ref* ref);
- #endif
- Ref::Ref()
- : _referenceCount(1) // when the Ref is created,the reference count of it is 1
- {
- #if CC_ENABLE_SCRIPT_BINDING
- static unsigned int uObjectCount = 0;
- _luaID = 0;
- _ID = ++uObjectCount;
- _scriptObject = nullptr;
- #endif
- #if CC_USE_MEM_LEAK_DETECTION
- trackRef(this);
- #endif
- }
- Ref::~Ref()
- {
- #if CC_ENABLE_SCRIPT_BINDING
- // if the object is referenced by Lua engine,remove it
- if (_luaID)
- {
- ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptObjectByObject(this);
- }
- else
- {
- ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine();
- if (pEngine != nullptr && pEngine->getScriptType() == kScriptTypeJavascript)
- {
- pEngine->removeScriptObjectByObject(this);
- }
- }
- #endif
- #if CC_USE_MEM_LEAK_DETECTION
- if (_referenceCount != 0)
- untrackRef(this);
- #endif
- }
- void Ref::retain()
- {
- CCASSERT(_referenceCount > 0,"reference count should greater than 0");
- ++_referenceCount;
- }
- void Ref::release()
- {
- CCASSERT(_referenceCount > 0,"reference count should greater than 0");
- --_referenceCount;
- if (_referenceCount == 0)
- {
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- auto poolManager = PoolManager::getInstance();
- if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this))
- {
- CCASSERT(false,"The reference shouldn't be 0 because it is still in autorelease pool.");
- }
- #endif
- #if CC_USE_MEM_LEAK_DETECTION
- untrackRef(this);
- #endif
- delete this;
- }
- }
- Ref* Ref::autorelease()
- {
- PoolManager::getInstance()->getCurrentPool()->addObject(this);
- return this;
- }
- unsigned int Ref::getReferenceCount() const
- {
- return _referenceCount;
- }
- #if CC_USE_MEM_LEAK_DETECTION
- static std::list<Ref*> __refAllocationList;
- void Ref::printLeaks()
- {
- if (__refAllocationList.empty())
- {
- log("[memory] All Ref objects successfully cleaned up (no leaks detected).\n");
- }
- else
- {
- log("[memory] WARNING: %d Ref objects still active in memory.\n",(int)__refAllocationList.size());
- for (const auto& ref : __refAllocationList)
- {
- CC_ASSERT(ref);
- const char* type = typeid(*ref).name();
- log("[memory] LEAK: Ref object '%s' still active with reference count %d.\n",(type ? type : ""),ref->getReferenceCount());
- }
- }
- }
- static void trackRef(Ref* ref)
- {
- CCASSERT(ref,"Invalid parameter,ref should not be null!");
- __refAllocationList.push_back(ref);
- }
- static void untrackRef(Ref* ref)
- {
- auto iter = std::find(__refAllocationList.begin(),__refAllocationList.end(),ref);
- if (iter == __refAllocationList.end())
- {
- log("[memory] CORRUPTION: Attempting to free (%s) with invalid ref tracking record.\n",typeid(*ref).name());
- return;
- }
- __refAllocationList.erase(iter);
- }
- #endif // #if CC_USE_MEM_LEAK_DETECTION
- NS_CC_END
我们从一看出Ref这个类中有一个
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。
- protected:
- //用于计数的变量
- unsigned int _referenceCount;
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
CCAutoreleasePool.cpp
- #ifndef __AUTORELEASEPOOL_H__
- #define __AUTORELEASEPOOL_H__
- #include <stack>
- #include <vector>
- #include <string>
- #include "base/CCRef.h"
- NS_CC_BEGIN
- class CC_DLL AutoreleasePool
- {
- public:
- AutoreleasePool();
- AutoreleasePool(const std::string &name);
- ~AutoreleasePool();
- void addObject(Ref *object);
- void clear();
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- bool isClearing() const { return _isClearing; };
- #endif
- bool contains(Ref* object) const;
- void dump();
- private:
- std::vector<Ref*> _managedObjectArray;
- std::string _name;
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- bool _isClearing;
- #endif
- };
- class CC_DLL PoolManager
- {
- public:
- CC_DEPRECATED_ATTRIBUTE static PoolManager* sharedPoolManager() { return getInstance(); }
- static PoolManager* getInstance();
- CC_DEPRECATED_ATTRIBUTE static void purgePoolManager() { destroyInstance(); }
- static void destroyInstance();
- AutoreleasePool *getCurrentPool() const;
- bool isObjectInPools(Ref* obj) const;
- friend class AutoreleasePool;
- private:
- PoolManager();
- ~PoolManager();
- void push(AutoreleasePool *pool);
- void pop();
- static PoolManager* s_singleInstance;
- std::vector<AutoreleasePool*> _releasePoolStack;
- };
- NS_CC_END
- #endif //__AUTORELEASEPOOL_H__
可以看到
- #include "base/CCAutoreleasePool.h"
- #include "base/ccMacros.h"
- NS_CC_BEGIN
- AutoreleasePool::AutoreleasePool()
- : _name("")
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0),_isClearing(false)
- #endif
- {
- _managedObjectArray.reserve(150);
- PoolManager::getInstance()->push(this);
- }
- AutoreleasePool::AutoreleasePool(const std::string &name)
- : _name(name)
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0),_isClearing(false)
- #endif
- {
- _managedObjectArray.reserve(150);
- PoolManager::getInstance()->push(this);
- }
- AutoreleasePool::~AutoreleasePool()
- {
- CCLOGINFO("deallocing AutoreleasePool: %p",this);
- clear();
- PoolManager::getInstance()->pop();
- }
- void AutoreleasePool::addObject(Ref* object)
- {
- _managedObjectArray.push_back(object);
- }
- void AutoreleasePool::clear()
- {
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- _isClearing = true;
- #endif
- for (const auto &obj : _managedObjectArray)
- {
- obj->release();
- }
- _managedObjectArray.clear();
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- _isClearing = false;
- #endif
- }
- bool AutoreleasePool::contains(Ref* object) const
- {
- for (const auto& obj : _managedObjectArray)
- {
- if (obj == object)
- return true;
- }
- return false;
- }
- void AutoreleasePool::dump()
- {
- CCLOG("autorelease pool: %s,number of managed object %d\n",_name.c_str(),static_cast<int>(_managedObjectArray.size()));
- CCLOG("%20s%20s%20s","Object pointer","Object id","reference count");
- for (const auto &obj : _managedObjectArray)
- {
- CC_UNUSED_PARAM(obj);
- CCLOG("%20p%20u\n",obj,obj->getReferenceCount());
- }
- }
- //--------------------------------------------------------------------
- //
- // PoolManager
- //
- //--------------------------------------------------------------------
- PoolManager* PoolManager::s_singleInstance = nullptr;
- PoolManager* PoolManager::getInstance()
- {
- if (s_singleInstance == nullptr)
- {
- s_singleInstance = new PoolManager();
- // Add the first auto release pool
- new AutoreleasePool("cocos2d autorelease pool");
- }
- return s_singleInstance;
- }
- void PoolManager::destroyInstance()
- {
- delete s_singleInstance;
- s_singleInstance = nullptr;
- }
- PoolManager::PoolManager()
- {
- _releasePoolStack.reserve(10);
- }
- PoolManager::~PoolManager()
- {
- CCLOGINFO("deallocing PoolManager: %p",this);
- while (!_releasePoolStack.empty())
- {
- AutoreleasePool* pool = _releasePoolStack.back();
- delete pool;
- }
- }
- AutoreleasePool* PoolManager::getCurrentPool() const
- {
- return _releasePoolStack.back();
- }
- bool PoolManager::isObjectInPools(Ref* obj) const
- {
- for (const auto& pool : _releasePoolStack)
- {
- if (pool->contains(obj))
- return true;
- }
- return false;
- }
- void PoolManager::push(AutoreleasePool *pool)
- {
- _releasePoolStack.push_back(pool);
- }
- void PoolManager::pop()
- {
- CC_ASSERT(!_releasePoolStack.empty());
- _releasePoolStack.pop_back();
- }
- NS_CC_END
- 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">_managedObjectArray的vector里面去了。
- 那么自动管理是怎么做到呢?
- 转到CCDirector.cpp
- <pre name="code" class="cpp">void DisplayLinkDirector::mainLoop()
- {
- if (_purgeDirectorInNextLoop)
- {
- _purgeDirectorInNextLoop = false;
- purgeDirector();
- }
- else if (! _invalid)
- {
- drawScene();
- // release the objects
- PoolManager::getInstance()->getCurrentPool()->clear();
- }
- }
- 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。
- <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、我们在创建Ref的时候计数器值是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。
- 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AutoreleasePool的clear给释放掉。
- 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。
- <span style="font-family: Arial,sans-serif;">
- </span>
- <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>