/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Commando / G Library *
* *
* $Archive:: /Commando/Code/wwlib/refcount.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 9/13/01 8:38p $*
* *
* $Revision:: 24 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef REFCOUNT_H
#define REFCOUNT_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef LISTNODE_H
#include "listnode.h"
#endif
class RefCountClass;
#ifndef NDEBUG
struct ActiveRefStruct
{
char * File;
int Line;
};
#define NEW_REF( C, P ) ( (C*)RefCountClass::Set_Ref_Owner( new C P, __FILE__, __LINE__ ) )
#define SET_REF_OWNER( P ) ( RefCountClass::Set_Ref_Owner( P, __FILE__, __LINE__ ) )
#else
#define NEW_REF( C, P ) ( new C P )
#define SET_REF_OWNER( P ) P
#endif
/*
** Macros for setting and releasing a pointer to a ref counted object.
** If you have a member variable which can be pointed at a ref counted object and
** you want to point it at some object. You must release whatever it currently points at,
** point it at the new object, and add-ref the new object (if its not null...)
*/
#define REF_PTR_SET(dst,src) { if (src) (src)->Add_Ref(); if (dst) (dst)->Release_Ref(); (dst) = (src); }
#define REF_PTR_RELEASE(x) { if (x) x->Release_Ref(); x = NULL; }
/*
** Rules regarding the use of RefCountClass
**
** If you call a function that returns a pointer to a RefCountClass,
** you MUST Release_Ref() it
**
** If a functions calls you, and you return a pointer to a RefCountClass,
** you MUST Add_Ref() it
**
** If you call a function and pass a pointer to a RefCountClass,
** you DO NOT Add_Ref() it
**
** If a function calls you, and passes you a pointer to a RefCountClass,
** if you keep the pointer, you MUST Add_Ref() and Release_Ref() it
** otherwise, you DO NOT Add_Ref() or Release_Ref() it
**
*/
typedef DataNode RefCountNodeClass;
typedef List RefCountListClass;
class RefCountClass
{
public:
RefCountClass(void) :
NumRefs(1)
#ifndef NDEBUG
,ActiveRefNode(this)
#endif
{
#ifndef NDEBUG
Add_Active_Ref(this);
Inc_Total_Refs(this);
#endif
}
RefCountClass(const RefCountClass & ) :
NumRefs(1)
#ifndef NDEBUG
,ActiveRefNode(this)
#endif
{
#ifndef NDEBUG
Add_Active_Ref(this);
Inc_Total_Refs(this);
#endif
}
/*
** Add_Ref, call this function if you are going to keep a pointer
** to this object.
*/
#ifdef NDEBUG
WWINLINE void Add_Ref(void) { NumRefs++; }
#else
void Add_Ref(void);
#endif
/*
** Release_Ref, call this function when you no longer need the pointer
** to this object.
*/
WWINLINE void Release_Ref(void) {
#ifndef NDEBUG
Dec_Total_Refs(this);
#endif
NumRefs--;
assert(NumRefs >= 0);
if (NumRefs == 0) Delete_This();
}
/*
** Check the number of references to this object.
*/
int Num_Refs(void) { return NumRefs; }
/*
** Delete_This - this function will be called when the object is being
** destroyed as a result of its last reference being released. Its
** job is to actually destroy the object.
*/
virtual void Delete_This(void) { delete this; }
/*
** Total_Refs - This static function can be used to get the total number
** of references that have been made. Once you've released all of your
** objects, it should go to zero.
*/
static int Total_Refs(void) { return TotalRefs; }
protected:
/*
** Destructor, user should not have access to this...
*/
virtual ~RefCountClass(void)
{
#ifndef NDEBUG
Remove_Active_Ref(this);
#endif
assert(NumRefs == 0);
}
private:
/*
** Current reference count of this object
*/
int NumRefs;
/*
** Sum of all references to RefCountClass's. Should equal zero after
** everything has been released.
*/
static int TotalRefs;
/*
** increments the total reference count
*/
static void Inc_Total_Refs(RefCountClass *);
/*
** decrements the total reference count
*/
static void Dec_Total_Refs(RefCountClass *);
public:
#ifndef NDEBUG // Debugging stuff
/*
** Node in the Active Refs List
*/
RefCountNodeClass ActiveRefNode;
/*
** Auxiliary Active Ref Data
*/
ActiveRefStruct ActiveRefInfo;
/*
** List of the active referenced objects
*/
static RefCountListClass ActiveRefList;
/*
** Adds the ref obj pointer to the active ref list
*/
static RefCountClass * Add_Active_Ref(RefCountClass *obj);
/*
** Updates the owner file/line for the given ref obj in the active ref list
*/
static RefCountClass * Set_Ref_Owner(RefCountClass *obj,char * file,int line);
/*
** Remove the ref obj from the active ref list
*/
static void Remove_Active_Ref(RefCountClass * obj);
/*
** Confirm the active ref object using the pointer of the refbaseclass as a search key
*/
static bool Validate_Active_Ref(RefCountClass * obj);
#endif
};
#endif