cocos3.1内存管理的一点理解

从cocos的CCNode.h的可以看出Node是继承与Ref,首先我们先看CCRef.h文件,如下:

//CCRef.h

#include "base/CCPlatformMacros.h"

#include "base/ccConfig.h"

#define CC_USE_MEM_LEAK_DETECTION 0


NS_CC_BEGIN
/**
 * @addtogroup base_nodes
 * @{
 */

class Ref;

/** Interface that defines how to clone an Ref */
class CC_DLL Clonable
{
public:
    /** returns a copy of the Ref */
    virtual Clonable* clone() const = 0;
    /**
     * @js NA
     * @lua NA
     */
    virtual ~Clonable() {};


    /** returns a copy of the Ref.
     * @deprecated Use clone() instead
     */
    CC_DEPRECATED_ATTRIBUTE Ref* copy() const
    {
        // use "clone" instead
        CC_ASSERT(false);
        return nullptr;
    }
};


class CC_DLL Ref
{
public:
    /**
     * Retains the ownership.
     *
     * This increases the Ref's reference count.
     *
     * @see release, autorelease
     * @js NA
     */
    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
     */
    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
     */
    Ref* autorelease();
    /**
     * Returns the Ref's current reference count.
     *
     * @returns The Ref's reference count.
     * @js NA
     */
    unsigned int getReferenceCount() const;


protected:
    /**
     * Constructor
     *
     * The Ref's reference count is 1 after construction.
     * @js NA
     */
    Ref();


public:
    /**
     * @js NA
     * @lua NA
     */
    virtual ~Ref();


protected:
    /// count of references
    unsigned int _referenceCount;


    friend class AutoreleasePool;


#if CC_ENABLE_SCRIPT_BINDING
public:
    /// object id, ScriptSupport need public _ID
    unsigned int        _ID;
    /// Lua reference id
    int                 _luaID;
#endif


    // Memory leak diagnostic data (only included when CC_USE_MEM_LEAK_DETECTION is defined and its value isn't zero)
#if CC_USE_MEM_LEAK_DETECTION
public:
    static void printLeaks();
#endif
};


class Node;

//定义的回调方式
typedef void (Ref::*SEL_CallFunc)();
typedef void (Ref::*SEL_CallFuncN)(Node*);
typedef void (Ref::*SEL_CallFuncND)(Node*, void*);
typedef void (Ref::*SEL_CallFuncO)(Ref*);
typedef void (Ref::*SEL_MenuHandler)(Ref*);
typedef void (Ref::*SEL_SCHEDULE)(float);


#define callfunc_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFunc>(&_SELECTOR)
#define callfuncN_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncN>(&_SELECTOR)
#define callfuncND_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncND>(&_SELECTOR)
#define callfuncO_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncO>(&_SELECTOR)
#define menu_selector(_SELECTOR) static_cast<cocos2d::SEL_MenuHandler>(&_SELECTOR)
#define schedule_selector(_SELECTOR) static_cast<cocos2d::SEL_SCHEDULE>(&_SELECTOR)

// end of base_nodes group
/// @}
NS_CC_END

#endif // __BASE_CCREF_H__

从文件里面看到了release,retain,autorelease这些与cocos内存管理有关的函数,现在在分析一下实现的文件CCRef.cpp

//CCRef.cpp

#include "base/CCRef.h"
#include "base/CCAutoreleasePool.h"
#include "base/ccMacros.h"
#include "base/CCScriptSupport.h"
#if CC_USE_MEM_LEAK_DETECTION
#include <algorithm>    // std::find
#endif

NS_CC_BEGIN
//内存追踪宏
#if CC_USE_MEM_LEAK_DETECTION
static void trackRef(Ref* ref);
static void untrackRef(Ref* ref);
#endif
//构造函数,引用计数值初始化1
Ref::Ref()
: _referenceCount(1) // when the Ref is created, the reference count of it is 1
{
#if CC_ENABLE_SCRIPT_BINDING
    static unsigned int uObjectCount = 0;
    _luaID = 0;
    _ID = ++uObjectCount;
#endif
    
#if CC_USE_MEM_LEAK_DETECTION
    trackRef(this);
#endif
}

//析构函数,如果使用了脚本,清除脚本对象
Ref::~Ref()
{
#if CC_ENABLE_SCRIPT_BINDING
    // if the object is referenced by Lua engine, remove it
    if (_luaID)
    {
        ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptObjectByObject(this);
    }
    else
    {
        ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine();
        if (pEngine != NULL && pEngine->getScriptType() == kScriptTypeJavascript)
        {
            pEngine->removeScriptObjectByObject(this);
        }
    }
#endif
//使用了内存泄露跟踪,如果引用计数不为0,清除
#if CC_USE_MEM_LEAK_DETECTION
    if (_referenceCount != 0)
        untrackRef(this);
#endif
}
//调用了retain后,会使引用计数的值加1
void Ref::retain()
{
    CCASSERT(_referenceCount > 0, "reference count should greater than 0");
    ++_referenceCount;
}

//使用了release后,会把引用计数的值减1,当引用计数的值等于0时会删除该对象,所以当你如果使用了retain函数后,引用计数的值其实应该为2,然后在次调用release会进行引用计数值减1,但引用计数的值为1,所以该对象是不会被删除的。可以修改引用计数的值初始化为1,当调用release以后值就是为0,会被删除掉。这里发现一个问题,cocos只进行了delete this,并没有把this=nullptr,不知这样会不会出现野指针,以后验证一下,这里只是猜测一下。。
void Ref::release()
{
    CCASSERT(_referenceCount > 0, "reference count should greater than 0");
    --_referenceCount;

    if (_referenceCount == 0)
    {
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
      ...........................................
#endif
#if CC_USE_MEM_LEAK_DETECTION
        untrackRef(this);
#endif
        delete this;
    }
}
//当调用autorelease以后,该对象的内存管理就交给了cocos的内存池管理器,内存管理器具体内容,稍后在分析
Ref* Ref::autorelease()
{
    PoolManager::getInstance()->getCurrentPool()->addObject(this);
    return this;
}
//显然这个函数是获得引用计数的值
unsigned int Ref::getReferenceCount() const
{
    return _referenceCount;
}

//这是cocos内存泄露的检查,没使用过,具体不清楚,以后体验一下
#if CC_USE_MEM_LEAK_DETECTION
static std::list<Ref*> __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());
        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());
        }
    }
}
static void trackRef(Ref* ref)
{
    CCASSERT(ref, "Invalid parameter, ref should not be null!");
    // Create memory allocation record.
    __refAllocationList.push_back(ref);
}
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
NS_CC_END

接下了是cocos内存池管理器的实现

//首先是头文件

//CCAutoReleasePool.h

#ifndef __AUTORELEASEPOOL_H__
#define __AUTORELEASEPOOL_H__
#include <stack>
#include <vector>
#include <string>
#include "base/CCRef.h"

NS_CC_BEGIN


/**
 * @addtogroup base_nodes
 * @{
 */


class CC_DLL AutoreleasePool
{
public:
    /**
     * @warn Don't create an auto release pool in heap, create it in stack.
     * @js NA
     * @lua NA
     */
    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
     */
    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
     */
    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.
     */
    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.
     */
    std::vector<Ref*> _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
};

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:
    PoolManager();
    ~PoolManager();
    
    void push(AutoreleasePool *pool);
    void pop();
    
    static PoolManager* s_singleInstance;
    
    std::deque<AutoreleasePool*> _releasePoolStack;
    AutoreleasePool *_curReleasePool;
};


// end of base_nodes group
/// @}
NS_CC_END
#endif //__AUTORELEASEPOOL_H__


//CCAutoReleasePool.cpp


#include "base/CCAutoreleasePool.h"
#include "base/ccMacros.h"

NS_CC_BEGIN

//AutoreleasePool的构造函数,在此处初始化一个vector的变量,空间为150,并把当前autoreleasePool的对象放入PoolManage维持的一个vector当中,AutoReleasePool的有两个构造函数,cocos会默认调用带参数的构造函数,后面会分析为什么会调用带参数的构造函数
AutoreleasePool::AutoreleasePool()
: _name("")
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
, _isClearing(false)
#endif
{
    _managedObjectArray.reserve(150);
    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);
    PoolManager::getInstance()->push(this);
}

//autoRelesae的析构函数,从PoolManager的Vector中弹出autorelease的对象
AutoreleasePool::~AutoreleasePool()
{
    CCLOGINFO("deallocing AutoreleasePool: %p", this);
    clear();
    
    PoolManager::getInstance()->pop();
}

//把继承Ref的子节点放入AutoreleasePool的vector中
void AutoreleasePool::addObject(Ref* object)
{
    _managedObjectArray.push_back(object);
}

//删除vector里面的对象
void AutoreleasePool::clear()
{
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
    _isClearing = true;
#endif
    for (const auto &obj : _managedObjectArray)
    {
        obj->release();
    }
    _managedObjectArray.clear();
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
    _isClearing = false;
#endif
}
//判断对象是否在autoreleasePool当中
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<int>(_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
//
//--------------------------------------------------------------------

//单例模式实现了内存管理池
PoolManager* PoolManager::s_singleInstance = nullptr;
PoolManager* PoolManager::getInstance()
{
    if (s_singleInstance == nullptr)
    {
        s_singleInstance = new PoolManager();
        // Add the first auto release pool

//实例化了autoreleasePool对象,调用了但参数的构造函数,并放入poolmanager的vector当中,并赋值给poolmanager的curReleasePool
        s_singleInstance->_curReleasePool = new AutoreleasePool("cocos2d autorelease pool");
        s_singleInstance->_releasePoolStack.push_back(s_singleInstance->_curReleasePool);
    }
    return s_singleInstance;
}

//PoolManager的清除
void PoolManager::destroyInstance()
{
    delete s_singleInstance;
    s_singleInstance = nullptr;
}


PoolManager::PoolManager()
{
}

//析构函数,清除vector
PoolManager::~PoolManager()
{
    CCLOGINFO("deallocing PoolManager: %p", this);
    
    while (!_releasePoolStack.empty())
    {
        AutoreleasePool* pool = _releasePoolStack.back();
        _releasePoolStack.pop_back();
        delete pool;
    }
}
//返回当前的autoreleasePool的对象
AutoreleasePool* PoolManager::getCurrentPool() const
{
    return _curReleasePool;
}
//判断是否在cocos的自动内存管理
bool PoolManager::isObjectInPools(Ref* obj) const
{
    for (const auto& pool : _releasePoolStack)
    {
        if (pool->contains(obj))
            return true;
    }
    return false;
}

//把autoReleasePOOL放入PoolManager当中
void PoolManager::push(AutoreleasePool *pool)
{
    _releasePoolStack.push_back(pool);
    _curReleasePool = pool;
}
//把autoreleasePOOL从PoolManager当中删除
void PoolManager::pop()
{
    // Can not pop the pool that created by engine
    CC_ASSERT(_releasePoolStack.size() >= 1);
    
    _releasePoolStack.pop_back();
    
    // Should update _curReleasePool if a temple pool is released
    if (_releasePoolStack.size() > 1)
    {
        _curReleasePool = _releasePoolStack.back();
    }
}
NS_CC_END

从以上的分析可知,cocos的内存管理是采用Poolmanager来管理,里面管理的是AutoReleasePool的对象,而继承与Ref的子节点都是AutoRelasePool来管理的,因为他们都放入了AutoReleasePool维持的一个verctor当中。即AutoReleasePool包含了继承Ref的子节点,而PoolManager则保存了AutoReleasePool的对象。

以上是个人的理解,有不当的地方,请大神指出,不胜感激!!!!

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