Fix container and string leaks
Some functions return a new instance of such containers, but instead we made a copy of them, without taking ownership of the original created by the function. Now we use a specific constructor taking ownership on the godot_* struct.pull/490/head
parent
43828ebb39
commit
fb71edd45b
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@ -58,6 +58,8 @@ class Array {
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godot_array _godot_array;
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friend class Variant;
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friend class Dictionary;
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friend class String;
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inline explicit Array(const godot_array &other) {
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_godot_array = other;
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}
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@ -88,7 +90,7 @@ public:
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Variant &operator[](const int idx);
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Variant operator[](const int idx) const;
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const Variant &operator[](const int idx) const;
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void append(const Variant &v);
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@ -10,6 +10,11 @@ namespace godot {
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class NodePath {
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godot_node_path _node_path;
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friend class Variant;
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inline explicit NodePath(godot_node_path node_path) {
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_node_path = node_path;
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}
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public:
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NodePath();
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@ -18,6 +18,12 @@ class Array;
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class PoolByteArray {
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godot_pool_byte_array _godot_array;
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friend class String;
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friend class Variant;
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inline explicit PoolByteArray(godot_pool_byte_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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@ -116,6 +122,11 @@ public:
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class PoolIntArray {
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godot_pool_int_array _godot_array;
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friend class Variant;
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explicit inline PoolIntArray(godot_pool_int_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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friend class PoolIntArray;
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@ -213,6 +224,11 @@ public:
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class PoolRealArray {
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godot_pool_real_array _godot_array;
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friend class Variant;
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explicit inline PoolRealArray(godot_pool_real_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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friend class PoolRealArray;
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@ -310,6 +326,12 @@ public:
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class PoolStringArray {
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godot_pool_string_array _godot_array;
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friend class String;
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friend class Variant;
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explicit inline PoolStringArray(godot_pool_string_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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friend class PoolStringArray;
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@ -407,6 +429,11 @@ public:
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class PoolVector2Array {
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godot_pool_vector2_array _godot_array;
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friend class Variant;
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explicit inline PoolVector2Array(godot_pool_vector2_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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friend class PoolVector2Array;
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@ -504,6 +531,11 @@ public:
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class PoolVector3Array {
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godot_pool_vector3_array _godot_array;
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friend class Variant;
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explicit inline PoolVector3Array(godot_pool_vector3_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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friend class PoolVector3Array;
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@ -601,6 +633,11 @@ public:
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class PoolColorArray {
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godot_pool_color_array _godot_array;
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friend class Variant;
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explicit inline PoolColorArray(godot_pool_color_array a) {
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_godot_array = a;
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}
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public:
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class Read {
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friend class PoolColorArray;
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@ -29,7 +29,10 @@ public:
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class String {
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godot_string _godot_string;
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String(godot_string contents) :
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friend class Dictionary;
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friend class NodePath;
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friend class Variant;
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explicit inline String(godot_string contents) :
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_godot_string(contents) {}
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public:
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@ -31,6 +31,11 @@ class Array;
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class Variant {
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godot_variant _godot_variant;
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friend class Array;
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inline explicit Variant(godot_variant v) {
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_godot_variant = v;
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}
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public:
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enum Type {
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@ -226,7 +231,9 @@ public:
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operator NodePath() const;
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operator RID() const;
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operator godot_object *() const;
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template <typename T> operator T*() const { return static_cast<T*>(T::___get_from_variant(*this)); }
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template <typename T>
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operator T *() const { return static_cast<T *>(T::___get_from_variant(*this)); }
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operator Dictionary() const;
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operator Array() const;
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@ -5,6 +5,7 @@
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namespace godot {
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// This is an internal base class used by the bindings. You should not need to access its members.
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class _Wrapped {
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public:
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godot_object *_owner;
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@ -52,14 +52,16 @@ Array::Array(const PoolColorArray &a) {
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Variant &Array::operator[](const int idx) {
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godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
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return *(Variant *)v;
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// We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array,
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// so can return a reference without constructing a Variant
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return *reinterpret_cast<Variant *>(v);
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}
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Variant Array::operator[](const int idx) const {
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const Variant &Array::operator[](const int idx) const {
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// Yes, I'm casting away the const... you can hate me now.
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// since the result is
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godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
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return *(Variant *)v;
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return *reinterpret_cast<const Variant *>(v);
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}
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void Array::append(const Variant &v) {
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@ -84,12 +86,12 @@ void Array::erase(const Variant &v) {
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Variant Array::front() const {
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godot_variant v = godot::api->godot_array_front(&_godot_array);
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return *(Variant *)&v;
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return Variant(v);
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}
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Variant Array::back() const {
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godot_variant v = godot::api->godot_array_back(&_godot_array);
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return *(Variant *)&v;
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return Variant(v);
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}
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int Array::find(const Variant &what, const int from) {
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@ -118,12 +120,12 @@ void Array::invert() {
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Variant Array::pop_back() {
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godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
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return *(Variant *)&v;
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return Variant(v);
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}
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Variant Array::pop_front() {
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godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
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return *(Variant *)&v;
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return Variant(v);
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}
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void Array::push_back(const Variant &v) {
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@ -170,17 +172,17 @@ int Array::bsearch_custom(const Variant &value, const Object *obj,
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Array Array::duplicate(const bool deep) const {
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godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep);
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return *(Array *)&arr;
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return Array(arr);
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}
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Variant Array::max() const {
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godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array);
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return *(Variant *)&v;
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return Variant(v);
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}
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Variant Array::min() const {
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godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array);
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return *(Variant *)&v;
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return Variant(v);
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}
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void Array::shuffle() {
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@ -45,16 +45,18 @@ uint32_t Dictionary::hash() const {
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Array Dictionary::keys() const {
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godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
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return *(Array *)&a;
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return Array(a);
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}
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Variant &Dictionary::operator[](const Variant &key) {
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return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
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godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
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return *reinterpret_cast<Variant *>(v);
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}
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const Variant &Dictionary::operator[](const Variant &key) const {
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// oops I did it again
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return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
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godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
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return *reinterpret_cast<Variant *>(v);
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}
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int Dictionary::size() const {
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@ -63,12 +65,12 @@ int Dictionary::size() const {
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String Dictionary::to_json() const {
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godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
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return *(String *)&s;
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return String(s);
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}
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Array Dictionary::values() const {
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godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
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return *(Array *)&a;
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return Array(a);
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}
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Dictionary::~Dictionary() {
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@ -27,8 +27,7 @@ NodePath::NodePath(const char *contents) {
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String NodePath::get_name(const int idx) const {
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godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
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return *(String *)&str;
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return String(str);
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}
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int NodePath::get_name_count() const {
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@ -37,7 +36,7 @@ int NodePath::get_name_count() const {
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String NodePath::get_subname(const int idx) const {
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godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
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return *(String *)&str;
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return String(str);
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}
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int NodePath::get_subname_count() const {
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@ -54,17 +53,16 @@ bool NodePath::is_empty() const {
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NodePath NodePath::get_as_property_path() const {
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godot_node_path path = godot::core_1_1_api->godot_node_path_get_as_property_path(&_node_path);
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return *(NodePath *)&path;
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return NodePath(path);
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}
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String NodePath::get_concatenated_subnames() const {
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godot_string str = godot::api->godot_node_path_get_concatenated_subnames(&_node_path);
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return *(String *)&str;
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return String(str);
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}
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NodePath::operator String() const {
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godot_string str = godot::api->godot_node_path_as_string(&_node_path);
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return *(String *)&str;
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return String(str);
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}
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bool NodePath::operator==(const NodePath &other) {
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@ -195,8 +195,7 @@ bool String::begins_with_char_array(const char *p_char_array) const {
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PoolStringArray String::bigrams() const {
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godot_array arr = godot::api->godot_string_bigrams(&_godot_string);
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return *(Array *)&arr;
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return Array(arr);
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}
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String String::c_escape() const {
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@ -329,7 +328,7 @@ bool String::matchn(String expr) const {
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PoolByteArray String::md5_buffer() const {
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godot_pool_byte_array arr = godot::api->godot_string_md5_buffer(&_godot_string);
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return *(PoolByteArray *)&arr;
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return PoolByteArray(arr);
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}
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String String::md5_text() const {
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@ -382,8 +381,7 @@ String String::right(int position) const {
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PoolByteArray String::sha256_buffer() const {
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godot_pool_byte_array arr = godot::api->godot_string_sha256_buffer(&_godot_string);
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return *(PoolByteArray *)&arr;
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return PoolByteArray(arr);
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}
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String String::sha256_text() const {
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@ -396,20 +394,19 @@ float String::similarity(String text) const {
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PoolStringArray String::split(String divisor, bool allow_empty) const {
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godot_array arr = godot::api->godot_string_split(&_godot_string, &divisor._godot_string);
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return *(Array *)&arr;
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return Array(arr);
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}
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PoolIntArray String::split_ints(String divisor, bool allow_empty) const {
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godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
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return *(Array *)&arr;
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return Array(arr);
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}
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PoolRealArray String::split_floats(String divisor, bool allow_empty) const {
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// TODO The GDNative API returns godot_array, when according to the doc, it should have been godot_pool_real_array
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godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
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return *(Array *)&arr;
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Array wrapped_array(arr);
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return PoolRealArray(wrapped_array);
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}
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String String::strip_edges(bool left, bool right) const {
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@ -457,33 +454,29 @@ signed char String::naturalnocasecmp_to(String p_str) const {
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}
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String String::dedent() const {
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String new_string;
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new_string._godot_string = godot::core_1_1_api->godot_string_dedent(&_godot_string);
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return new_string;
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godot_string s = godot::core_1_1_api->godot_string_dedent(&_godot_string);
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return String(s);
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}
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PoolStringArray String::rsplit(const String &divisor, const bool allow_empty,
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const int maxsplit) const {
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godot_pool_string_array arr = godot::core_1_1_api->godot_string_rsplit(&_godot_string, &divisor._godot_string, allow_empty, maxsplit);
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return *(PoolStringArray *)&arr;
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PoolStringArray String::rsplit(const String &divisor, const bool allow_empty, const int maxsplit) const {
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godot_pool_string_array arr =
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godot::core_1_1_api->godot_string_rsplit(&_godot_string, &divisor._godot_string, allow_empty, maxsplit);
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return PoolStringArray(arr);
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}
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String String::rstrip(const String &chars) const {
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String new_string;
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new_string._godot_string = godot::core_1_1_api->godot_string_rstrip(&_godot_string, &chars._godot_string);
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return new_string;
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godot_string s = godot::core_1_1_api->godot_string_rstrip(&_godot_string, &chars._godot_string);
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return String(s);
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}
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String String::trim_prefix(const String &prefix) const {
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String new_string;
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new_string._godot_string = godot::core_1_1_api->godot_string_trim_prefix(&_godot_string, &prefix._godot_string);
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return new_string;
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godot_string s = godot::core_1_1_api->godot_string_trim_prefix(&_godot_string, &prefix._godot_string);
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return String(s);
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}
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String String::trim_suffix(const String &suffix) const {
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String new_string;
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new_string._godot_string = godot::core_1_1_api->godot_string_trim_suffix(&_godot_string, &suffix._godot_string);
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return new_string;
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godot_string s = godot::core_1_1_api->godot_string_trim_suffix(&_godot_string, &suffix._godot_string);
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return String(s);
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}
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} // namespace godot
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@ -205,9 +205,8 @@ Variant::operator double() const {
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return godot::api->godot_variant_as_real(&_godot_variant);
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}
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Variant::operator String() const {
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String ret;
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*(godot_string *)&ret = godot::api->godot_variant_as_string(&_godot_variant);
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return ret;
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godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
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return String(s);
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}
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Variant::operator Vector2() const {
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godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
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@ -251,9 +250,8 @@ Variant::operator Color() const {
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return *(Color *)&s;
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}
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Variant::operator NodePath() const {
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NodePath ret;
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*(godot_node_path *)&ret = godot::api->godot_variant_as_node_path(&_godot_variant);
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return ret;
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godot_node_path ret = godot::api->godot_variant_as_node_path(&_godot_variant);
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return NodePath(ret);
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}
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Variant::operator RID() const {
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godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
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@ -271,52 +269,45 @@ Variant::operator Array() const {
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}
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Variant::operator PoolByteArray() const {
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PoolByteArray ret;
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*(godot_pool_byte_array *)&ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
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return ret;
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godot_pool_byte_array ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
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return PoolByteArray(ret);
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}
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Variant::operator PoolIntArray() const {
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PoolIntArray ret;
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*(godot_pool_int_array *)&ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
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return ret;
|
||||
godot_pool_int_array ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
|
||||
return PoolIntArray(ret);
|
||||
}
|
||||
Variant::operator PoolRealArray() const {
|
||||
PoolRealArray ret;
|
||||
*(godot_pool_real_array *)&ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
|
||||
return ret;
|
||||
godot_pool_real_array ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
|
||||
return PoolRealArray(ret);
|
||||
}
|
||||
Variant::operator PoolStringArray() const {
|
||||
PoolStringArray ret;
|
||||
*(godot_pool_string_array *)&ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
|
||||
return ret;
|
||||
godot_pool_string_array ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
|
||||
return PoolStringArray(ret);
|
||||
}
|
||||
Variant::operator PoolVector2Array() const {
|
||||
PoolVector2Array ret;
|
||||
*(godot_pool_vector2_array *)&ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
|
||||
return ret;
|
||||
godot_pool_vector2_array ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
|
||||
return PoolVector2Array(ret);
|
||||
}
|
||||
Variant::operator PoolVector3Array() const {
|
||||
PoolVector3Array ret;
|
||||
*(godot_pool_vector3_array *)&ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
|
||||
return ret;
|
||||
godot_pool_vector3_array ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
|
||||
return PoolVector3Array(ret);
|
||||
}
|
||||
Variant::operator PoolColorArray() const {
|
||||
PoolColorArray ret;
|
||||
*(godot_pool_color_array *)&ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
|
||||
return ret;
|
||||
godot_pool_color_array ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
|
||||
return PoolColorArray(ret);
|
||||
}
|
||||
Variant::operator godot_object *() const {
|
||||
return godot::api->godot_variant_as_object(&_godot_variant);
|
||||
}
|
||||
|
||||
Variant::Type Variant::get_type() const {
|
||||
return (Type)godot::api->godot_variant_get_type(&_godot_variant);
|
||||
return static_cast<Type>(godot::api->godot_variant_get_type(&_godot_variant));
|
||||
}
|
||||
|
||||
Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
|
||||
Variant v;
|
||||
*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
|
||||
return v;
|
||||
godot_variant v = godot::api->godot_variant_call(
|
||||
&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
|
||||
return Variant(v);
|
||||
}
|
||||
|
||||
bool Variant::has_method(const String &method) {
|
||||
|
|
Loading…
Reference in New Issue