cocos2dx的内存管理,我有空追踪一下源代码 理解一下。
我们都知道 cocos2dx是靠引用计数实现的,顺便加入了对象池的管理。
涉及到一下几个类,AutorealsePool,PoolManager,Ref,DisplayLinkDirector.
函数:
mainLoop,retain,release,autoRealse.
1.首先跳转到Application::run()
,
int Application::run()
{
PVRFrameEnableControlWindow(false);
// Main message loop: LARGE_INTEGER nLast; LARGE_INTEGER nNow; QueryPerformanceCounter(&nLast); initGLContextAttrs(); // Initialize instance and cocos2d. if (!applicationDidFinishLaunching()) { return 0; } auto director = Director::getInstance(); auto glview = director->getOpenGLView(); // Retain glview to avoid glview being released in the while loop glview->retain(); //如果窗口未关闭 就是一个while死循环 while(!glview->windowShouldClose()) { QueryPerformanceCounter(&nNow); if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart) { nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % _animationInterval.QuadPart); director->mainLoop(); glview->pollEvents(); } else { Sleep(1); } } // Director should still do a cleanup if the window was closed manually. if (glview->isOpenGLReady()) { director->end(); director->mainLoop(); director = nullptr; } glview->release(); return true;
}
,
2.跳转到mainLoop函数中
void DisplayLinkDirector::mainLoop()
{
if (_purgeDirectorInNextLoop)
{
_purgeDirectorInNextLoop = false;
purgeDirector();
}
else if (_restartDirectorInNextLoop)
{
_restartDirectorInNextLoop = false;
restartDirector();
}
else if (! _invalid)
{
drawScene();
// release the objects
auto count = PoolManager::getInstance()->getPoolCount();//这个函数我自己加的,方便打印
CCLOG("$$$$$$$$$$=========== %d",count);
CCLOG("&&&&&&&&&&=========== %s",PoolManager::getInstance()->getCurrentPool()->getName());//这个函数我自己加的,方便打印 auto pool = PoolManager::getInstance()->getCurrentPool();
CCLOG("前面pool count is %d",pool->getCount());
PoolManager::getInstance()->getCurrentPool()->clear();
CCLOG("后面pool count is %d",pool->getCount());
}
}
其他的先不管 ,就看PoolManager::getInstance()->getCurrentPool()->clear();这行代码。
PoolManager这个类,从字面上的意思它是个管理类,所以它被写成单例模式。单例的代码:
PoolManager* PoolManager::getInstance()
{
if (s_singleInstance == nullptr)
{
s_singleInstance = new (std::nothrow) PoolManager();
// Add the first auto release pool
new AutoreleasePool("cocos2d autorelease pool");
}
return s_singleInstance;
}
以上代码是个典型的单例模式写法,但是有行代码
new AutoreleasePool(“cocos2d autorelease pool”);我从没看过生成一个对象 却不用其他的引用或者指针指向它,写的好奇怪。
3.查看AutoreleasePool这个类
查看他的构造函数:
AutoreleasePool::AutoreleasePool(const std::string &name)
: _name(name)
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0),_isClearing(false)
#endif
{
_managedObjectArray.reserve(150);
PoolManager::getInstance()->push(this);
}
原来AutoreleasePool类生成对象的时候,在构造函数中调用
PoolManager::getInstance()->push(this)。
void PoolManager::push(AutoreleasePool *pool)
{
_releasePoolStack.push_back(pool);
}
看懂了吧,原来push函数原来在这里调用了,但是这种写法很奇怪,可能是我c++功力太浅了,要是我直接在单例getInstance函数中push了。
PoolManager类成员变量:
std::vector 《AutoreleasePool*》 _releasePoolStack
其实这个_releasePoolStack断点的时候,只有在生成单例模式的push了一个AutoreleasePool对象,_releasePoolStack的size() = 1。
所以在mainLoop中:
auto count = PoolManager::getInstance()->getPoolCount();
CCLOG("$$$$$$$$$$=========== %d",count);
定义如下
int PoolManager::getPoolCount()
{
return _releasePoolStack.size();
}
打印始终都是size等于1
AutoreleasePool* PoolManager::getCurrentPool() const
{
return _releasePoolStack.back();
}
这个函数返回的是_releasePoolStack的末尾引用
而_releasePoolStack的数据size其实只有一条,既然是一条,那干嘛用vector呢?这点没弄明白 难道是因为喜欢用vector存贮数据?
接下来看AutoreleasePool::clear()函数
void AutoreleasePool::clear()
{
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
_isClearing = true;
#endif
std::vector<Ref*> releasings;
releasings.swap(_managedObjectArray);
for (const auto &obj : releasings)
{
obj->release();
}
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
_isClearing = false;
#endif
}
_managedObjectArray数据被清空,这个函数中有个重要的知识点 那就是vector的swap的用法,swap可以清空vector申请的内存,而clear却不一定。详情可参照:
追踪release代码:
void Ref::release()
{
CCASSERT(_referenceCount > 0,"reference count should be greater than 0");
--_referenceCount;
if (_referenceCount == 0)
{
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
auto poolManager = PoolManager::getInstance();
if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this)) { CCASSERT(false,"The reference shouldn't be 0 because it is still in autorelease pool."); } #endif #if CC_REF_LEAK_DETECTION untrackRef(this); #endif delete this; } }
release函数 就是将计数自减一,将0的Ref析构掉。
每个集成了Ref的对象 都有属性_referenceCount,那它在哪里自增呢?
举个例子,去看看Sprite的create函数
Sprite* Sprite::create(const std::string& filename)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->initWithFile(filename))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
autorelease函数的定义
Ref* Ref::autorelease()
{
PoolManager::getInstance()->getCurrentPool()->addObject(this);
return this;
}
再追踪addObject函数
void AutoreleasePool::addObject(Ref* object)
{
_managedObjectArray.push_back(object);
}
奇怪 不是说好 一个精灵创建的时候 引用计数就加1吗?但是我们找了半天没发现,原来是Ref构造的时候就默认设置成1了,如下代码:
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;
_scriptObject = nullptr;
#endif
#if CC_REF_LEAK_DETECTION
trackRef(this);
#endif
}
我们知道 cocos2dx 中node sprite都是继承Ref,C++中对象生成的时候,先调用父类的构造函数 ,再调用自己的构造函数。
4.引用计数 自增和自减 在哪些地方出现?
void Node::addChildHelper(Node* child,int localZOrder,int tag,const std::string &name,bool setTag)
{
if (_children.empty())
{
this->childrenAlloc();
}
this->insertChild(child,localZOrder);
if (setTag)
child->setTag(tag);
else
child->setName(name);
child->setParent(this);
child->setOrderOfArrival(s_globalOrderOfArrival++);
#if CC_USE_PHYSICS
// Recursive add children with which have physics body.
auto scene = this->getScene();
if (scene && scene->getPhysicsWorld())
{
scene->addChildToPhysicsWorld(child);
}
#endif
if( _running )
{
child->onEnter();
// prevent onEnterTransitionDidFinish to be called twice when a node is added in onEnter
if (_isTransitionFinished)
{
child->onEnterTransitionDidFinish();
}
}
if (_cascadeColorEnabled)
{
updateCascadeColor();
}
if (_cascadeOpacityEnabled)
{
updateCascadeOpacity();
}
}
找到insertChild函数:
void Node::insertChild(Node* child,int z)
{
_transformUpdated = true;
_reorderChildDirty = true;
_children.pushBack(child);
child->_localZOrder = z;
}
接着找到pushBack函数,开始以为就是vector中的函数呢,其实不然:
void pushBack(T object)
{
CCASSERT(object != nullptr,"The object should not be nullptr");
_data.push_back( object );
object->retain();
}
终于找到retain函数了啊!
- setParent函数:
void Node::setParent(Node * parent)
{
_parent = parent;
_transformUpdated = _transformDirty = _inverseDirty = true;
}
发现这个函数根本没有使引用计数增加,而我在项目中使用setParent的时候 根本一个节点没有显示出来,所以这个函数只是一个指向关系,并未将孩子真正加入到父节点中,所以我基本不使用它,我都是使用addChild函数。
所以当你生成一个Sprite并把它加入到layer之后,他的引用计数是2。
- removeFromParent函数:
void Node::removeFromParent()
{
this->removeFromParentAndCleanup(true);
}
void Node::removeFromParentAndCleanup(bool cleanup)
{
if (_parent != nullptr)
{
_parent->removeChild(this,cleanup);
}
}
我们可以看到这两个函数几乎等同,接着removeChild:
void Node::removeChild(Node* child,bool cleanup /* = true */)
{
// explicit nil handling
if (_children.empty())
{
return;
}
ssize_t index = _children.getIndex(child);
if( index != CC_INVALID_INDEX )
this->detachChild( child,index,cleanup );
}
接着detachChild:
void Node::detachChild(Node *child,ssize_t childIndex,bool doCleanup)
{
// IMPORTANT:
// -1st do onExit
// -2nd cleanup
if (_running)
{
child->onExitTransitionDidStart();
child->onExit();
}
#if CC_USE_PHYSICS
child->removeFromPhysicsWorld();
#endif
// If you don't do cleanup,the child's actions will not get removed and the
// its scheduledSelectors_ dict will not get released!
if (doCleanup)
{
child->cleanup();
}
// set parent nil at the end
child->setParent(nullptr);
_children.erase(childIndex);
}
接着cleanup函数:
void Node::cleanup()
{
// actions
this->stopAllActions();
this->unscheduleAllCallbacks();
#if CC_ENABLE_SCRIPT_BINDING
if ( _scriptType != kScriptTypeNone)
{
int action = kNodeOnCleanup;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
#endif // #if CC_ENABLE_SCRIPT_BINDING
// timers
for( const auto &child: _children)
child->cleanup();
}
可以看到 递归调用了cleanup函数 子节点都是处理一些事情,detachChild函数最后将子节点的父节点设置为空,最后看erase函数:
iterator erase(ssize_t index)
{
CCASSERT(!_data.empty() && index >=0 && index < size(),"Invalid index!");
auto it = std::next( begin(),index );
(*it)->release();
return _data.erase(it);
}
终于找到了release函数了。
有时候我容易将 std::vector和cocos2dx封装的Vector搞混淆,真是眼睛不好啊!现在内存管理的基本思路搞清楚了。