Cocos2d之“引用计数”内存管理机制实现解析

一、引言

本文主要分析cocos2d游戏开发引擎的引用计数内存管理技术的实现原理。建议读者在阅读本文之前阅读笔者之前一篇介绍如何使用cocos2d内存管理技术的文章——《Cocos2d之Ref类与内存管理使用详解》

二、相关概念

引用计数

引用计数是计算机编程语言的一种内存管理技术,是指将资源(对象、内存或者磁盘空间等)的被引用计数保存起来,当引用计数变为零时就将资源释放的过程。使用引用计数技术可以实现自动内存管理的目的。

当实例化一个类时,对象的引用计数为1,在其他对象需要持有这个对象时,就把该对象的引用计数加1,需要解除对该对象的持有关系时,就将该对象的引用计数碱1,直至对象的引用计数为0,对象的内存就被立即释放。

内存管理池

就是一个AutoreleasePool对象。

对象池

内存管理池中一个存储所有Ref对象的结构。

三、实现过程详解

Ref类

《Cocos2d之Ref类与内存管理使用详解》一问中已经详细介绍了Ref类的使用,这里就不再赘述了,直接看Ref的源码吧。

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;
    /// scriptObject, support for swift
    void* _scriptObject;
#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
};

成员变量 _referenceCount 就是所谓的引用计数。下面看成员方法的具体实现。

Ref::Ref()
: _referenceCount(1) // when the Ref is created, the reference count of it is 1
{
    ....
}

void Ref::retain()
{
    CCASSERT(_referenceCount > 0, "reference count should greater than 0");
    ++_referenceCount;
}

void Ref::release()
{
    CCASSERT(_referenceCount > 0, "reference count should greater than 0");
    --_referenceCount;

    if (_referenceCount == 0)
    {
        ....
        delete this;
    }
}

Ref* Ref::autorelease()
{
    PoolManager::getInstance()->getCurrentPool()->addObject(this);
    return this;
}

从源码可以知道,该类在实例化的时候直接把引用计数 _referenceCount 置1,retain和release方法就是负责增减引用计数 _referenceCount 而已,autorelease将该对象交给内存管理池 AutoreleasePool 管理。

下面看一下如何利用这几个接口来创建一个Ref对象。

#define CREATE_FUNC(__TYPE__) 
static __TYPE__* create() 
{ 
    __TYPE__ *pRet = new __TYPE__(); 
    if (pRet && pRet->init()) 
    { 
        pRet->autorelease(); 
        return pRet; 
    } 
    else 
    { 
        delete pRet; 
        pRet = NULL; 
        return NULL; 
    } 
}

这个宏定义了cocos2d里=框架中众多Ref子类(如Scene、Layer)的静态方法create(void)的实现。当创建Ref子类对象时,构造函数将 _referenceCount 置1,然后调用对象的autorelease函数把对象交由当前的内存池管理。因为对象一开始 _referenceCount 就为1,那如果对象创建后没有被持有也没有被调用release函数,会不会造成内存泄露呢?不会的,因为autorelease会在内存管理池销毁后将对象的 _referenceCount 减 1,以抵消创建对象时增加的引用计数,如果此时引用计数为0,那么对象就会被立即回收。

PoolManager类

Ref类的autorelease函数其实已经将内存管理的工作交给PoolManager完成了,而自己只是管理引用计数而已。下面看PoolManager类的声明。

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::vector<AutoreleasePool*> _releasePoolStack;
};

从源码可以看出,PoolManager类被设置成单例模式。单例 s_singleInstance 持有一个管理 AutoreleasePool的 _releasePoolStack 栈。AutoreleasePool类是真正的内存管理池,其实现过程会在下文谈到。_releasePoolStack 栈中至少会有一个由引擎创建的AutoreleasePool对象。PoolManager类提供了获取当前内存管理池currentPool和向对象管理池查询对象的接口。注意,push和pop函数被限制为private,意味着开发者不能够之间向PoolManager单例中添加或者删除AutoreleasePool对象管理池。push和pop方法被AutoreleasePool使用的,也就是说AutoreleasePool创建后将自己添加到 _releasePoolStack 栈中。下面分析PoolManager的实现过程。接下来看PoolManager的实现。

PoolManager* PoolManager::s_singleInstance = nullptr;

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;
}

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

PoolManager::PoolManager()
{
    _releasePoolStack.reserve(10);
}

PoolManager::~PoolManager()
{
    CCLOGINFO("deallocing PoolManager: %p", this);
    
    while (!_releasePoolStack.empty())
    {
        AutoreleasePool* pool = _releasePoolStack.back();
        
        delete pool;
    }
}


AutoreleasePool* PoolManager::getCurrentPool() const
{
    return _releasePoolStack.back();
}

bool PoolManager::isObjectInPools(Ref* obj) const
{
    for (const auto& pool : _releasePoolStack)
    {
        if (pool->contains(obj))
            return true;
    }
    return false;
}

void PoolManager::push(AutoreleasePool *pool)
{
    _releasePoolStack.push_back(pool);
}

void PoolManager::pop()
{
    CC_ASSERT(!_releasePoolStack.empty());
    _releasePoolStack.pop_back();
}

从源码不难看出,PoolManager持有一个存储所有所有对象管理池的栈 _releasePoolStack,PoolManger无非就是实现了对 releasePoolStack 栈的管理而已,内存管理的工作由栈中不同的AutoreleasePool对象完成。

AutoreleasePool类

AutoreleasePool对象就是内存管理池。下面看AutoreleasePool类的声明。

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();

    
    /**
     * 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;
    
};

从源码可以看出,AutoreleasePool内存管理池中只有一个Ref对象池 _managedObjectArray,AutoreleasePool类提供里往 _managedObjectArray 对象池添加对象、查询对象和清空对象池的接口。AutoreleasePool内存管理池自行维护 _managedObjectArray 对象池。

AutoreleasePool::AutoreleasePool()
: _name("")
{
    _managedObjectArray.reserve(150);
    PoolManager::getInstance()->push(this);
}

AutoreleasePool::AutoreleasePool(const std::string &name)
: _name(name)
{
    _managedObjectArray.reserve(150);
    PoolManager::getInstance()->push(this);
}

AutoreleasePool::~AutoreleasePool()
{
    CCLOGINFO("deallocing AutoreleasePool: %p", this);
    clear();
    
    PoolManager::getInstance()->pop();
}

void AutoreleasePool::addObject(Ref* object)
{
    _managedObjectArray.push_back(object);
}

void AutoreleasePool::clear()
{
    for (const auto &obj : _managedObjectArray)
    {
        obj->release();
    }
    _managedObjectArray.clear();
}

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
", _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
", obj, obj->getReferenceCount());
    }
}

从AutoreleasePool的构造函数可知,AutoreleasePool内存管理池创建后会将自己添加到 PoolManager 的 _releasePoolStack 栈中,成为PoolManager的currentPool。AutoreleasePool的析构函数调用clear函数,clear函数会将调用对象池中每个对象的release函数,如果对象的引用计数为0则将对象释放,到这一步就完成了Ref类的autorelease函数了所有功能。

四、总结

看到这里,读者应该明白了cocos2d的引用计数内存管理技术是由AutoreleasePool、PoolManager和Ref三个类协助完成的。所有Ref的子类,都能够使用这套内存管理机制。AutoreleasePool(内存管理池)中有个对象池,存放了所有需要被管理的Ref对象。cocos2d引擎至少有一个默认的内存管理池,开发者也可以自定义和创建自己的内存管理池。PoolManager用一个栈结构管理所有的内存管理池。

原文地址:https://www.cnblogs.com/chenshi/p/4084067.html