170 lines
4.2 KiB
C#
170 lines
4.2 KiB
C#
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/*
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Copyright (c) 2015-2017 topameng(topameng@qq.com)
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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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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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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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*/
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace LuaInterface
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{
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public abstract class LuaBaseRef : IDisposable
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{
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public string name = null;
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protected int reference = -1;
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protected LuaState luaState;
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protected ObjectTranslator translator = null;
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protected volatile bool beDisposed;
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protected int count = 0;
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public LuaBaseRef()
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{
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IsAlive = true;
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count = 1;
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}
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~LuaBaseRef()
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{
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IsAlive = false;
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Dispose(false);
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}
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public virtual void Dispose()
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{
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--count;
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if (count > 0)
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{
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return;
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}
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IsAlive = false;
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Dispose(true);
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}
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public void AddRef()
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{
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++count;
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}
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public virtual void Dispose(bool disposeManagedResources)
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{
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if (!beDisposed)
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{
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beDisposed = true;
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if (reference > 0 && luaState != null)
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{
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luaState.CollectRef(reference, name, !disposeManagedResources);
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}
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reference = -1;
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luaState = null;
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count = 0;
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}
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}
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//慎用
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public void Dispose(int generation)
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{
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if (count > generation)
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{
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return;
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}
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Dispose(true);
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}
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public LuaState GetLuaState()
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{
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return luaState;
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}
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public void Push()
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{
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luaState.Push(this);
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}
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public override int GetHashCode()
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{
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return RuntimeHelpers.GetHashCode(this);
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}
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public virtual int GetReference()
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{
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return reference;
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}
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public override bool Equals(object o)
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{
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if (o == null) return reference <= 0;
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LuaBaseRef lr = o as LuaBaseRef;
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if (lr == null || lr.reference != reference)
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{
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return false;
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}
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return reference > 0;
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}
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static bool CompareRef(LuaBaseRef a, LuaBaseRef b)
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{
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if (System.Object.ReferenceEquals(a, b))
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{
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return true;
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}
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object l = a;
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object r = b;
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if (l == null && r != null)
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{
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return b.reference <= 0;
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}
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if (l != null && r == null)
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{
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return a.reference <= 0;
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}
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if (a.reference != b.reference)
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{
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return false;
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}
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return a.reference > 0;
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}
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public static bool operator == (LuaBaseRef a, LuaBaseRef b)
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{
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return CompareRef(a, b);
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}
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public static bool operator != (LuaBaseRef a, LuaBaseRef b)
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{
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return !CompareRef(a, b);
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}
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public volatile bool IsAlive = true;
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}
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}
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