godot/modules/mono/mono_gc_handle.cpp
Ignacio Etcheverry 0b814ea78d Mono/C#: Optimize the way we store GC handles for scripts
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17 21:51:05 +01:00

67 lines
3.3 KiB
C++

/*************************************************************************/
/* mono_gc_handle.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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#include "mono_gc_handle.h"
#include "mono_gd/gd_mono.h"
void MonoGCHandleData::release() {
#ifdef DEBUG_ENABLED
CRASH_COND(handle && GDMono::get_singleton() == NULL);
#endif
if (handle && GDMono::get_singleton()->is_runtime_initialized()) {
GDMonoUtils::free_gchandle(handle);
handle = 0;
}
}
MonoGCHandleData MonoGCHandleData::new_strong_handle(MonoObject *p_object) {
return MonoGCHandleData(GDMonoUtils::new_strong_gchandle(p_object), gdmono::GCHandleType::STRONG_HANDLE);
}
MonoGCHandleData MonoGCHandleData::new_strong_handle_pinned(MonoObject *p_object) {
return MonoGCHandleData(GDMonoUtils::new_strong_gchandle_pinned(p_object), gdmono::GCHandleType::STRONG_HANDLE);
}
MonoGCHandleData MonoGCHandleData::new_weak_handle(MonoObject *p_object) {
return MonoGCHandleData(GDMonoUtils::new_weak_gchandle(p_object), gdmono::GCHandleType::WEAK_HANDLE);
}
Ref<MonoGCHandleRef> MonoGCHandleRef::create_strong(MonoObject *p_object) {
return memnew(MonoGCHandleRef(MonoGCHandleData::new_strong_handle(p_object)));
}
Ref<MonoGCHandleRef> MonoGCHandleRef::create_weak(MonoObject *p_object) {
return memnew(MonoGCHandleRef(MonoGCHandleData::new_weak_handle(p_object)));
}