cocos2d-x内存管理源码

Cocos2d-x移植自Objective C的Cocos2d,其内存管理其实也来自于OC。因而对于写过OC程序的朋友来讲,Cocos2d-x的内存管理应该是一目了然的,但对于没接触过OC的C++码农来说,或许直接看Cocos2d-x源代码才是最直接快捷的方式。

Node类

我们首先来看Node类的代码,Node是Cocos2d-x中极重要的基类,许多常用的Scene、Layer、MenuItem等都继承自Node。

Node的创建是通过以下的接口,该函数返回一个Node的静态对象指针:

/**

* Allocates and initializes a node.

* @return A initialized node which is marked as “autorelease”.

*/

/**

* 分配空间并初始化Node

* 返回一个被初始化过且是autorelease的Node对象

*/

static Node * create();

下面让我们来看这个函数的实现。该函数采用二段式创建的方式——首先用new operator在heap中开辟空间并进行简单的初始化,假如new返回一个合法地址(Cocos2d-x没有采用C++的异常处理机制),则接着init函数用于实际初始化Node的成员。只有在这二者都成功后,才把创建的指针设为autorelease(关于autorelease后面会继续解释)并返回。

Node * Node::create()

{

Node * ret = new Node();

if (ret && ret->init())

{

ret->autorelease();

}

else

{

CC_SAFE_DELETE(ret);

}

return ret;

}

对于创建失败的情况,Cocos2d-x使用了下面的宏保证该指针被delete且被设为nullptr:

#define CC_SAFE_DELETE(p)

do { delete (p); (p) = nullptr; } while(0)

这个二段式的create函数在cocos2d-x中非常常用,因而cocos2d-x用了以下一个叫CREATE_FUNC来表示这个函数以便给继承Node的子类使用:

/**

* define a create function for a specific type, such as Layer

* @param \__TYPE__  class type to add create(), such as Layer

*/

#define CREATE_FUNC(__TYPE__) \

static __TYPE__* create() \

{ \

__TYPE__ *pRet = new __TYPE__(); \

if (pRet && pRet->init()) \

{ \

pRet->autorelease(); \

return pRet; \

} \

else \

{ \

delete pRet; \

pRet = NULL; \

return NULL; \

} \

}

这样,继承Node的子类(例如ExampleLayer)只需要在类声明(class declaration)中加入CREATE_FUNC(类名)(例如CREATE_FUNC(ExampleLayer)),再override下init函数即可。

Ref类

在Cocos2d-x中,Node类的父类是Ref类,之前我们所看到的autorelease方法实际上就来自于这个父类。

下面我们先来看Ref类的声明,这里为了突出重点,我们忽略script binding的情况:

class CC_DLL Ref

{

public:

/**

* Retains the ownership.

*

* This increases the Ref’s reference count.

*

* @see release, autorelease

* @js NA

*/

/**

* 拿到所有权

* 这会增加引用计数

*/

void retain();

/**

* Releases the ownership immediately.

*

* This decrements the Ref’s reference count.

*

* If the reference count reaches 0 after the descrement, this Ref is

* destructed.

*

* @see retain, autorelease

* @js NA

*/

/**

* 立即释放所有权

* 这会减少引用计数

* 如果更新后的引用计数为0,该Ref对象会被销毁

*/

void release();

/**

* Releases the ownership sometime soon automatically.

*

* This descrements the Ref’s reference count at the end of current

* autorelease pool block.

*

* If the reference count reaches 0 after the descrement, this Ref is

* destructed.

*

* @returns The Ref itself.

*

* @see AutoreleasePool, retain, release

* @js NA

* @lua NA

*/

/**

* 自动释放所有权

* 这会减少引用计数

*

* This descrements the Ref’s reference count at the end of current

* autorelease pool block.

* 如果更新后的引用计数为0,该Ref对象会被销毁

* If the reference count reaches 0 after the descrement, this Ref is

* destructed.

*/

Ref* autorelease();

/**

* Returns the Ref’s current reference count.

*

* @returns The Ref’s reference count.

* @js NA

*/

/**

* 返回该Ref对象的引用计数

*/

unsigned int getReferenceCount() const;

protected:

/**

* Constructor

*

* The Ref’s reference count is 1 after construction.

* @js NA

*/

/**

* 构造函数

* 初始引用计数为1

*/

Ref();

public:

/**

* @js NA

* @lua NA

*/

virtual ~Ref();

protected:

/**

* 采用引用计数(reference counting)

* _referenceCount就是计数值

*/

// count of references

unsigned int _referenceCount;

friend class AutoreleasePool;

// Memory leak diagnostic data (only included when CC_USE_MEM_LEAK_DETECTION is defined and its value isn’t zero)

// 以下函数用于开启内存泄露检测时打印出泄露信息

#if CC_USE_MEM_LEAK_DETECTION

public:

static void printLeaks();

#endif

};

从上面的代码,我们可以初步了解到:Ref采用引用计数(reference counting)的方法来管理某个指针所指向的某个对象,初始创建时计数是1,当计数变为0时该对象被析构;retain方法会增加计数并拿到所有权,而与之对应的,release方法会减少计数;autorelease是把所有权交给友类(friend class)AutoreleasePool,让它来决定何时减少计数,这个类我们后面会继续谈到。

下面我们来看Ref类的实现(definition):

#if CC_USE_MEM_LEAK_DETECTION

static void trackRef(Ref* ref);

static void untrackRef(Ref* ref);

#endif

// 在初始化列表中将计数设为1

Ref::Ref()

: _referenceCount(1) // when the Ref is created, the reference count of it is 1

{

// 假如开启内存泄露检测,则追踪该对象指针,将该对象指针放入一个列表(list)中

// 后面的代码我们很快就会看到这个list

#if CC_USE_MEM_LEAK_DETECTION

trackRef(this);

#endif

}

Ref::~Ref()

{

// 假如开启内存泄露检测且引用计数非0,则在追踪列表中找到该对象指针并删除

#if CC_USE_MEM_LEAK_DETECTION

if (_referenceCount != 0)

untrackRef(this);

#endif

}

// retain只是单纯将计数递增

void Ref::retain()

{

// CCASSERT是cocos2d-x对C++的assert所封装的宏

CCASSERT(_referenceCount > 0, “reference count should greater than 0″);

++_referenceCount;

}

void Ref::release()

{

// 首先计数递减

CCASSERT(_referenceCount > 0, “reference count should greater than 0″);

–_referenceCount;

// 计数为0,应当析构对象

if (_referenceCount == 0)

{

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

// 得到一个PoolManager单例的对象

// PoolManager类后面会解释

auto poolManager = PoolManager::getInstance();

// 后面会详细解释这段代码

if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this))

{

// 以下的注释很重要,很快会解释到

// Trigger an assert if the reference count is 0 but the Ref is still in autorelease pool.

// This happens when ‘autorelease/release’ were not used in pairs with ‘new/retain’.

//

// Wrong usage (1):

//

// auto obj = Node::create();   // Ref = 1, but it’s an autorelease Ref which means it was in the autorelease pool.

// obj->autorelease();   // Wrong: If you wish to invoke autorelease several times, you should retain `obj` first.

//

// Wrong usage (2):

//

// auto obj = Node::create();

// obj->release();   // Wrong: obj is an autorelease Ref, it will be released when clearing current pool.

//

// Correct usage (1):

//

// auto obj = Node::create();

//                     |-   new Node();     // `new` is the pair of the `autorelease` of next line

//                     |-   autorelease();  // The pair of `new Node`.

//

// obj->retain();

// obj->autorelease();  // This `autorelease` is the pair of `retain` of previous line.

//

// Correct usage (2):

//

// auto obj = Node::create();

// obj->retain();

// obj->release();   // This `release` is the pair of `retain` of previous line.

CCASSERT(false, “The reference shouldn’t be 0 because it is still in autorelease pool.”);

}

#endif

// 假如开启内存泄露检测,则在追踪列表中找到该对象指针并删除

#if CC_USE_MEM_LEAK_DETECTION

untrackRef(this);

#endif

// 调用析构函数并释放空间

delete this;

}

}

// 把该对象指针交给友类AutoreleasePool(具体来说,是PoolManager单例对象所得到的当前的AutoreleasePool)来管理

Ref* Ref::autorelease()

{

PoolManager::getInstance()->getCurrentPool()->addObject(this);

return this;

}

unsigned int Ref::getReferenceCount() const

{

return _referenceCount;

}

#if CC_USE_MEM_LEAK_DETECTION

// 这里便是存放所追踪的对象指针的列表

static std::list __refAllocationList;

void Ref::printLeaks()

{

// Dump Ref object memory leaks

if (__refAllocationList.empty())

{

log(“[memory] All Ref objects successfully cleaned up (no leaks detected).\n”);

}

else

{

log(“[memory] WARNING: %d Ref objects still active in memory.\n”, (int)__refAllocationList.size());

// C++的range-for语法

// 打印出每个泄露内存的对象指针的类型和引用计数

for (const auto& ref : __refAllocationList)

{

CC_ASSERT(ref);

const char* type = typeid(*ref).name();

log(“[memory] LEAK: Ref object ‘%s’ still active with reference count %d.\n”, (type ? type : “”), ref->getReferenceCount());

}

}

}

// 将对象指针放入列表中

static void trackRef(Ref* ref)

{

CCASSERT(ref, “Invalid parameter, ref should not be null!”);

// Create memory allocation record.

__refAllocationList.push_back(ref);

}

// 在列表中找到该对象指针并删除

static void untrackRef(Ref* ref)

{

auto iter = std::find(__refAllocationList.begin(), __refAllocationList.end(), ref);

if (iter == __refAllocationList.end())

{

log(“[memory] CORRUPTION: Attempting to free (%s) with invalid ref tracking record.\n”, typeid(*ref).name());

return;

}

__refAllocationList.erase(iter);

}

#endif // #if CC_USE_MEM_LEAK_DETECTION

这段源代码对使用者最重要的在于release函数中的注释:

当Ref的计数变为0时,它一定不能在AutoreleasePool中。

Ref的计数为0且同时在AutoreleasePool中的错误是由new/retain和autorelease/release没有对应引起的(有木有想起C++中new和delete没对应所引起的内存泄露?)

autorelease缺乏对应的retain。 例如:

auto obj = Node::create();   // 注意create函数会调用autorelease方法,因此obj已经没有该指针的所有权了

obj->autorelease();   // obj没有所有权,因此无法再把所有权转交给AutoreleasePool,若要调用autorelease方法需要先调用retain拿到所有权

release缺乏对应的retain。例如:

auto obj = Node::create();   // 注意create函数会调用autorelease方法,因此obj已经没有该指针的所有权了

obj->release();   // obj没有所有权,因此无法再控制计数(所有权在AutoreleasePool),若要调用release方法需要先调用retain拿到所有权

正确的用法是在create后调用autorelease或release方法前先用retain拿到所有权: 例如:

// 前面我们分析过create函数,它会先用new operator得到对象,再调用autorelease方法

// 这里new和autorelease对应

auto obj = Node::create();

|-   new Node();

|-   autorelease();

// 这里retain和autorelease对应,autorelease一个已经被autorelease过的对象(例如通过create函数构造的对象)必须先retain

obj->retain();

obj->autorelease();

又如:

auto obj = Node::create();

// 这里retain和release对应,release一个已经被autorelease过的对象(例如通过create函数构造的对象)必须先retain

obj->retain();

obj->release();

AutoreleasePool类

现在我们来看Ref类的友类AutoreleasePool。 首先来看类声明:

class CC_DLL AutoreleasePool

{

public:

/**

* @warn Don’t create an auto release pool in heap, create it in stack.

* @js NA

* @lua NA

*/

/**

* 警告:不要在heap上构造AutoreleasePool对象,要在stack上构造

*/

AutoreleasePool();

/**

* Create an autorelease pool with specific name. This name is useful for debugging.

*/

AutoreleasePool(const std::string &name);

/**

* @js NA

* @lua NA

*/

~AutoreleasePool();

/**

* Add a given object to this pool.

*

* The same object may be added several times to the same pool; When the

* pool is destructed, the object’s Ref::release() method will be called

* for each time it was added.

*

* @param object    The object to add to the pool.

* @js NA

* @lua NA

*/

/**

* 把指定的对象指针放到AutoreleasePool对象中

* 注意:

* 同一对象的指针可能会被多次加入到同一AutoreleasePool对象中;

* 当该AutoreleasePool对象被析构时,该对象指针被加入多少次,就得调用多少次该对象的release()函数

* 这是因为AutoreleasePool用vector而非set来存放所管理的对象指针,因此不会去重

*/

void addObject(Ref *object);

/**

* Clear the autorelease pool.

*

* Ref::release() will be called for each time the managed object is

* added to the pool.

* @js NA

* @lua NA

*/

/**

* 清空AutoreleasePool

* 每个被管理的对象指针被加入多少次,就会调用多少次release()函数

*/

void clear();

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

/**

* Whether the pool is doing `clear` operation.

*/

bool isClearing() const { return _isClearing; };

#endif

/**

* Checks whether the pool contains the specified object.

*/

/**

* 检查AutoreleasePool对象是否管理某个对象指针

*/

bool contains(Ref* object) const;

/**

* Dump the objects that are put into autorelease pool. It is used for debugging.

*

* The result will look like:

* Object pointer address     object id     reference count

*

*/

void dump();

private:

/**

* The underlying array of object managed by the pool.

*

* Although Array retains the object once when an object is added, proper

* Ref::release() is called outside the array to make sure that the pool

* does not affect the managed object’s reference count. So an object can

* be destructed properly by calling Ref::release() even if the object

* is in the pool.

*/

/**

* AutoreleasePool对象将它所管理的对象指针放到下面的vector中

* 尽管每次有对象指针加到该vector中时,该vector实际上retain拿到了所有权,

* 但是Ref::release()会被调用来保证AutoreleasePool不会改变它所管理的对象指针

* 的引用计数。

* 所以,当某个对象指针被放到AutoreleasePool类中管理时,仍然可以通过调用

* Ref::release()函数来析构它

*/

std::vector _managedObjectArray;

std::string _name;

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

/**

*  The flag for checking whether the pool is doing `clear` operation.

*/

bool _isClearing;

#endif

};

从类声明中能解读出的最重要的信息是AutoreleasePool类用STL vector来存放它所管理的Ref所指向的对象。要搞清楚原理还需要继续看它的实现:

AutoreleasePool::AutoreleasePool(): _name(“”)

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

, _isClearing(false)

#endif

{

_managedObjectArray.reserve(150);

// 每个新创建的AutoreleasePool对象都交由PoolManager单例对象统一管理

PoolManager::getInstance()->push(this);

}

AutoreleasePool::AutoreleasePool(const std::string &name)

: _name(name)

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

, _isClearing(false)

#endif

{

_managedObjectArray.reserve(150);

// 每个新创建的AutoreleasePool对象都交由PoolManager单例对象统一管理

PoolManager::getInstance()->push(this);

}

AutoreleasePool::~AutoreleasePool()

{

CCLOGINFO(“deallocing AutoreleasePool: %p”, this);

// 清空该AutoreleasePool

clear();

// 要析构的AutoreleasePool对象不再由PoolManager管理

PoolManager::getInstance()->pop();

}

// 只是单纯调用vector::push_back加入所管理的对象

void AutoreleasePool::addObject(Ref* object)

{

_managedObjectArray.push_back(object);

}

// clear函数就是AutoreleasePool调用release来管理对象的引用计数的地方

void AutoreleasePool::clear()

{

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

_isClearing = true;

#endif

// 调用每个在AutoreleasePool的对象指针的release方法

for (const auto &obj : _managedObjectArray)

{

obj->release();

}

// 清空存放管理对象的vector

_managedObjectArray.clear();

#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)

_isClearing = false;

#endif

}

// 线性搜索所管理的对象指针的vector,查看所指定的Ref指针是否存在

bool AutoreleasePool::contains(Ref* object) const

{

for (const auto& obj : _managedObjectArray)

{

if (obj == object)

return true;

}

return false;

}

void AutoreleasePool::dump()

{

CCLOG(“autorelease pool: %s, number of managed object %d\n”, _name.c_str(), static_cast(_managedObjectArray.size()));

CCLOG(“%20s%20s%20s”, “Object pointer”, “Object id”, “reference count”);

for (const auto &obj : _managedObjectArray)

{

CC_UNUSED_PARAM(obj);

CCLOG(“%20p%20u\n”, obj, obj->getReferenceCount());

}

}

PoolManager类

下面我们来看PoolManager类,在Cocos2d-x中,这个类是典型的单例(singleton)工厂类——及有且只有一个PoolManager对象,该PoolManger有一个存放AutoreleasePool对象指针的stack,该stack是由STL::vector实现的。需要注意的是,Cocos2d-x的单例类都不是线程安全的,跟内存管理紧密相关的PoolManager类也不例外,因此在多线程中使用Cocos2d-x的接口需要特别注意内存管理的问题。

我们先来看类声明:

class CC_DLL PoolManager

{

public:

/**

* @js NA

* @lua NA

*/

CC_DEPRECATED_ATTRIBUTE static PoolManager* sharedPoolManager() { return getInstance(); }

static PoolManager* getInstance();

/**

* @js NA

* @lua NA

*/

CC_DEPRECATED_ATTRIBUTE static void purgePoolManager() { destroyInstance(); }

static void destroyInstance();

/**

* Get current auto release pool, there is at least one auto release pool that created by engine.

* You can create your own auto release pool at demand, which will be put into auto releae pool stack.

*/

AutoreleasePool *getCurrentPool() const;

bool isObjectInPools(Ref* obj) const;

/**

* @js NA

* @lua NA

*/

friend class AutoreleasePool;

private:

// singleton类把构造函数和析构函数设为private,避免被调用

PoolManager();

~PoolManager();

void push(AutoreleasePool *pool);

void pop();

static PoolManager* s_singleInstance;

// 同样用vector来存放所管理AutoreleasePool对象指针的列表

std::vector _releasePoolStack;

};

再来看类实现:

PoolManager* PoolManager::s_singleInstance = nullptr;

PoolManager* PoolManager::getInstance()

{

if (s_singleInstance == nullptr)

{

s_singleInstance = new PoolManager();

// Add the first auto release pool

new AutoreleasePool(“cocos2d autorelease pool”);

}

return s_singleInstance;

}

void PoolManager::destroyInstance()

{

delete s_singleInstance;

s_singleInstance = nullptr;

}

PoolManager::PoolManager()

{

_releasePoolStack.reserve(10);

}

PoolManager::~PoolManager()

{

CCLOGINFO(“deallocing PoolManager: %p”, this);

// 逐个析构所管理的AutoreleasePool对象

while (!_releasePoolStack.empty())

{

AutoreleasePool* pool = _releasePoolStack.back();

delete pool;

}

}

// 加入AutoreleasePool对象指针时用的是stl::vector的push_back函数,

// 于是调用back函数就可以得到最新被加入的AutoreleasePool对象指针

AutoreleasePool* PoolManager::getCurrentPool() const

{

return _releasePoolStack.back();

}

// 线性搜索每个被管理的AutoreleasePool,

// 每个AutoreleasePool对象再用contains函数线性搜索一遍

bool PoolManager::isObjectInPools(Ref* obj) const

{

for (const auto& pool : _releasePoolStack)

{

if (pool->contains(obj))

return true;

}

return false;

}

void PoolManager::push(AutoreleasePool *pool)

{

_releasePoolStack.push_back(pool);

}

void PoolManager::pop()

{

CC_ASSERT(!_releasePoolStack.empty());

_releasePoolStack.pop_back();

}

最后的疑问

想必各位用惯了C++的看官在看完了以上的代码之后,最有疑问的还是神秘的Ref::autorelease函数。我们从AutoreleasePool的源代码看到,事实上被autorelease的对象最后还是通过release函数来减少其引用计数的,只不过release函数不是由使用者来调用,而是AutoreleasePool来调用,调用的地方在AutoreleasePool::clear()函数。那么AutoreleasePool如何个「auto」自动管理内存法儿?AutoreleasePool::clear()会在哪个地方被调用?

谜底隐藏在cocos/base/CCDirector.cpp中:

void DisplayLinkDirector::mainLoop()

{

if (_purgeDirectorInNextLoop)

{

_purgeDirectorInNextLoop = false;

purgeDirector();

}

else if (! _invalid)

{

drawScene();

// release the objects

PoolManager::getInstance()->getCurrentPool()->clear();

}

}

这里就不纠缠Director类的实现细节了,上面的代码揭示的事实是:在图像渲染的主循环中,如果当前的图形对象是在当前帧,则调用显示函数,并调用AutoreleasePool::clear()减少这些对象的引用计数。mainLoop是每一帧都会自动调用的,所以下一帧时这些对象都被当前的AutoreleasePool对象release了一次。这也是AutoreleasePool「自动」的来由。

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转载自blog.csdn.net/qq_21743659/article/details/108529001