mirror of
https://github.com/drwhut/tabletop-club.git
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106 lines
3.7 KiB
GDScript
106 lines
3.7 KiB
GDScript
# tabletop-club
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# Copyright (c) 2020-2024 Benjamin 'drwhut' Beddows.
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# Copyright (c) 2021-2024 Tabletop Club contributors (see game/CREDITS.tres).
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends Node
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# Loading resources from multiple threads at the same time is not supported -
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# so make sure we load resources one at a time with a mutex.
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var _res_mutex = Mutex.new()
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var _free_queue = []
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# Prevent two objects from being registered to be freed at the same time.
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var _free_mutex = Mutex.new()
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# OSX only: prevents StreamTextures from being freed from memory, since we keep
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# a reference to them here.
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var _stex_refs = {}
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# Load the resource at the given path. This function will block if another
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# thread is loading a resource at the same time.
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# Returns: The resource at the given path.
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# path: The path of the resource to load.
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func load_res(path: String) -> Resource:
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_res_mutex.lock()
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# Workaround for this issue:
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# https://github.com/godotengine/godot/issues/55566
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OS.delay_msec(1)
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var res: Resource = load(path)
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# On macOS, I came across a bug in GLES3 where a StreamTexture would be
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# freed (via normal means), but the material holding that texture would not
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# be updated - so instead of delving into graphics library code I decided
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# to be a coward and just use a workaround - just keep StreamTextures
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# hostage in memory :)
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if OS.get_name() == "OSX":
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if res is StreamTexture:
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_stex_refs[res.resource_path] = res
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_res_mutex.unlock()
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return res
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# Free an object in a thread-safe manner.
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# object: The object to free.
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func free_object(object: Object) -> void:
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# Lock the resource mutex here, just in case a resource used by the object
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# is being created as it is being freed here.
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_res_mutex.lock()
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if object is Node:
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# This is a workaround for a crash that sometimes happens when a
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# MeshInstance tries to disconnect its mesh's _mesh_changed signal.
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var node_stack = [object]
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while not node_stack.empty():
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var node: Node = node_stack.pop_back()
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for child in node.get_children():
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node_stack.push_back(child)
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if node is MeshInstance:
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node.mesh = null
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object.queue_free()
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else:
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object.free()
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_res_mutex.unlock()
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# Queue an object to be freed in a thread-safe manner.
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# object: The object to be freed.
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func queue_free_object(object: Object) -> void:
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_free_mutex.lock()
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_free_queue.push_back(object)
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call_deferred("_clear_free_queue")
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_free_mutex.unlock()
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func _notification(what):
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match what:
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NOTIFICATION_PREDELETE:
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_clear_free_queue()
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# Free all of the objects in the free queue.
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func _clear_free_queue() -> void:
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_free_mutex.lock()
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while not _free_queue.empty():
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free_object(_free_queue.pop_back())
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_free_mutex.unlock()
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