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authorXanadu <none@none>2010-07-20 02:49:28 +0200
committerXanadu <none@none>2010-07-20 02:49:28 +0200
commit79622802f397258ee0f34327ba3ae6977ca3e7ff (patch)
tree1868946c234ab9ee256a6b7766a15713eae94235 /externals/g3dlite/ReferenceCount.cpp
parent7dd2dc91816ab8b3bc3b99a1b1c99c7ea314d5a8 (diff)
parentf906976837502fa5aa81b982b901d1509f5aa0c4 (diff)
Merge. Revision history for source files should be all back now.
--HG-- branch : trunk rename : sql/CMakeLists.txt => sql/tools/CMakeLists.txt rename : src/server/game/Pools/PoolHandler.cpp => src/server/game/Pools/PoolMgr.cpp rename : src/server/game/Pools/PoolHandler.h => src/server/game/Pools/PoolMgr.h rename : src/server/game/PrecompiledHeaders/NixCorePCH.cpp => src/server/game/PrecompiledHeaders/gamePCH.cpp rename : src/server/game/PrecompiledHeaders/NixCorePCH.h => src/server/game/PrecompiledHeaders/gamePCH.h
Diffstat (limited to 'externals/g3dlite/ReferenceCount.cpp')
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1 files changed, 61 insertions, 0 deletions
diff --git a/externals/g3dlite/ReferenceCount.cpp b/externals/g3dlite/ReferenceCount.cpp
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+/**
+ @file ReferenceCount.cpp
+
+ Reference Counting Garbage Collector for C++
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+ @cite Adapted and extended from Justin Miller's "RGC" class that appeared in BYTE magazine.
+ @cite See also http://www.jelovic.com/articles/cpp_without_memory_errors_slides.htm
+
+ @created 2001-10-23
+ @edited 2009-04-25
+*/
+#include "G3D/platform.h"
+#include "G3D/ReferenceCount.h"
+
+namespace G3D {
+
+ReferenceCountedObject::ReferenceCountedObject() :
+ ReferenceCountedObject_refCount(0),
+ ReferenceCountedObject_weakPointer(0) {
+
+ debugAssertM(isValidHeapPointer(this),
+ "Reference counted objects must be allocated on the heap.");
+}
+
+void ReferenceCountedObject::ReferenceCountedObject_zeroWeakPointers() {
+ // Tell all of my weak pointers that I'm gone.
+
+ _WeakPtrLinkedList* node = ReferenceCountedObject_weakPointer;
+
+ while (node != NULL) {
+ // Notify the weak pointer that it is going away
+ node->weakPtr->objectCollected();
+
+ // Free the node and advance
+ _WeakPtrLinkedList* tmp = node;
+ node = node->next;
+ delete tmp;
+ }
+}
+
+ReferenceCountedObject::~ReferenceCountedObject() {}
+
+
+ReferenceCountedObject::ReferenceCountedObject(const ReferenceCountedObject& notUsed) :
+ ReferenceCountedObject_refCount(0),
+ ReferenceCountedObject_weakPointer(0) {
+ (void)notUsed;
+ debugAssertM(G3D::isValidHeapPointer(this),
+ "Reference counted objects must be allocated on the heap.");
+}
+
+ReferenceCountedObject& ReferenceCountedObject::operator=(const ReferenceCountedObject& other) {
+ (void)other;
+ // Nothing changes when I am assigned; the reference count on
+ // both objects is the same (although my super-class probably
+ // changes).
+ return *this;
+}
+
+} // G3D