1
0
Fork 0

Codechange: Use ScriptObjectRef to handle Event reference counting.

This removes manual reference counting.
pull/13003/head
Peter Nelson 2024-10-16 19:32:53 +01:00 committed by Peter Nelson
parent 8360fab18a
commit bacd3e83c6
2 changed files with 3 additions and 17 deletions

View File

@ -242,18 +242,15 @@
/* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
ScriptObjectRef counter(event);
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Only AIs can have an event-queue */
if (!Company::IsValidAiID(company)) {
event->Release();
return;
}
@ -261,18 +258,14 @@
Backup<CompanyID> cur_company(_current_company, company);
Company::Get(_current_company)->ai_instance->InsertEvent(event);
cur_company.Restore();
event->Release();
}
/* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
ScriptObjectRef counter(event);
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
@ -280,8 +273,6 @@
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (c != skip_company) AI::NewEvent(c, event);
}
event->Release();
}
/* static */ void AI::Save(CompanyID company)

View File

@ -145,18 +145,15 @@
/* static */ void Game::NewEvent(ScriptEvent *event)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
ScriptObjectRef counter(event);
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Check if Game instance is alive */
if (Game::instance == nullptr) {
event->Release();
return;
}
@ -164,8 +161,6 @@
Backup<CompanyID> cur_company(_current_company, OWNER_DEITY);
Game::instance->InsertEvent(event);
cur_company.Restore();
event->Release();
}
/* static */ void Game::ResetConfig()