From e77716188861d4aa83b227a90e04a66b63baeb1f Mon Sep 17 00:00:00 2001 From: click Date: Sat, 5 Jun 2010 00:59:25 +0200 Subject: HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier) + reduced Vmap size to less than one third, and improve precision + indoor/outdoor check which allows automatic unmounting of players + additional area information from WMOAreaTable.dbc, removed existing "hacks" + WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!) - buildfiles for windows are not properly done, and will need to be sorted out NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault ! THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK! --HG-- branch : trunk --- dep/src/g3dlite/ReferenceCount.cpp | 61 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 61 insertions(+) create mode 100644 dep/src/g3dlite/ReferenceCount.cpp (limited to 'dep/src/g3dlite/ReferenceCount.cpp') diff --git a/dep/src/g3dlite/ReferenceCount.cpp b/dep/src/g3dlite/ReferenceCount.cpp new file mode 100644 index 00000000000..2e1f117e0d9 --- /dev/null +++ b/dep/src/g3dlite/ReferenceCount.cpp @@ -0,0 +1,61 @@ +/** + @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 -- cgit v1.2.3