OpenSceneGraph/src/osg/DeleteHandler.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/DeleteHandler>
#include <osg/Notify>
namespace osg
{
DeleteHandler::DeleteHandler(int numberOfFramesToRetainObjects):
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_numFramesToRetainObjects(numberOfFramesToRetainObjects),
_currentFrameNumber(0)
{
}
DeleteHandler::~DeleteHandler()
{
// flushAll();
}
void DeleteHandler::flush()
{
typedef std::list<const osg::Referenced*> DeletionList;
DeletionList deletionList;
{
// gather all the objects to delete whilst holding the mutex to the _objectsToDelete
// list, but delete the objects outside this scoped lock so that if any objects deleted
// unref their children then no deadlock happens.
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
int frameNumberToClearTo = _currentFrameNumber - _numFramesToRetainObjects;
ObjectsToDeleteList::iterator itr;
for(itr = _objectsToDelete.begin();
itr != _objectsToDelete.end();
++itr)
{
if (itr->first > frameNumberToClearTo) break;
deletionList.push_back(itr->second);
itr->second = 0;
}
_objectsToDelete.erase( _objectsToDelete.begin(), itr);
}
for(DeletionList::iterator ditr = deletionList.begin();
ditr != deletionList.end();
++ditr)
{
doDelete(*ditr);
}
}
void DeleteHandler::flushAll()
{
int temp_numFramesToRetainObjects = _numFramesToRetainObjects;
_numFramesToRetainObjects = 0;
typedef std::list<const osg::Referenced*> DeletionList;
DeletionList deletionList;
{
// gather all the objects to delete whilst holding the mutex to the _objectsToDelete
// list, but delete the objects outside this scoped lock so that if any objects deleted
// unref their children then no deadlock happens.
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
ObjectsToDeleteList::iterator itr;
for(itr = _objectsToDelete.begin();
itr != _objectsToDelete.end();
++itr)
{
deletionList.push_back(itr->second);
itr->second = 0;
}
_objectsToDelete.erase( _objectsToDelete.begin(), _objectsToDelete.end());
}
for(DeletionList::iterator ditr = deletionList.begin();
ditr != deletionList.end();
++ditr)
{
doDelete(*ditr);
}
_numFramesToRetainObjects = temp_numFramesToRetainObjects;
}
void DeleteHandler::requestDelete(const osg::Referenced* object)
{
if (_numFramesToRetainObjects==0) doDelete(object);
else
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
_objectsToDelete.push_back(FrameNumberObjectPair(_currentFrameNumber,object));
}
}
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} // end of namespace osg