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