Why angelscript doesn't call Release( ) ?

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5 comments, last by zopenge 16 years, 1 month ago
r = engine->RegisterObjectType( "Matrix2", sizeof( ScriptMatrix2 ), asOBJ_REF ); r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_FACTORY, "Matrix2 @f()", asFUNCTION( ScriptMatrix2DefaultFactory ), asCALL_CDECL ); r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_FACTORY, "Matrix2 @f(float, float, float, float)", asFUNCTION( ScriptMatrix2Factory ), asCALL_GENERIC ); r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_ADDREF, "void f()",asMETHOD( ScriptMatrix2, AddRef ), asCALL_THISCALL ); r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_RELEASE, "void f()", asMETHOD( ScriptMatrix2, Release ), asCALL_THISCALL ); // AS Code : Matrix2 m( 0, 0, 0, 0 ); But it had memory leak, Release of Matrix2 didn't been called. I dont't know why, Thanks very much guys !
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Can you show us the implementation of the ScriptMatrix2 class, and the factory functions? The problem is most likely with the implementation of the class and or factory functions.

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ScriptMatrix2::ScriptMatrix2( )
{
// Increase reference
IncreaseRefCount( );
}

ScriptMatrix2::ScriptMatrix2( _float m00, _float m01, _float m10, _float m11 ) : Matrix2( m00, m01, m10, m11 )
{
// Increase reference
IncreaseRefCount( );
}

ScriptMatrix2::~ScriptMatrix2( )
{
EGE_ASSERT( GetRefCount( ) == 0 );
}

//-------------------
// reference counting
//-------------------

_void ScriptMatrix2::AddRef( )
{
IncreaseRefCount( );
}

_void ScriptMatrix2::Release( )
{
// Decrease reference
DecreaseRefCount( );

if ( GetRefCount( ) == 0 )
delete this;
}

//-----------------------
// AngelScript functions
//-----------------------

static ScriptMatrix2* ScriptMatrix2DefaultFactory( )
{
return new ScriptMatrix2( );
}

static ScriptMatrix2* ScriptMatrix2Factory( asIScriptGeneric* gen )
{
return new ScriptMatrix2( gen->GetArgFloat( 0 ), gen->GetArgFloat( 1 ), gen->GetArgFloat( 2 ), gen->GetArgFloat( 3 ) );
}

_void ScriptMatrix2::Register( asIScriptEngine* engine )
{
_long r;

// Register the type
r = engine->RegisterObjectType( "Matrix2", sizeof( ScriptMatrix2 ), asOBJ_REF ); EGE_ASSERT( r >= 0 );

r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_FACTORY, "Matrix2 @f()", asFUNCTION( ScriptMatrix2DefaultFactory ), asCALL_CDECL ); EGE_ASSERT( r >= 0 );
r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_FACTORY, "Matrix2 @f(float, float, float, float)", asFUNCTION( ScriptMatrix2Factory ), asCALL_GENERIC ); EGE_ASSERT( r >= 0 );

r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_ADDREF, "void f()", asMETHOD( ScriptMatrix2, AddRef ), asCALL_THISCALL ); EGE_ASSERT( r >= 0 );
r = engine->RegisterObjectBehaviour( "Matrix2", asBEHAVE_RELEASE, "void f()", asMETHOD( ScriptMatrix2, Release ), asCALL_THISCALL ); EGE_ASSERT( r >= 0 );

// Register methods

}


Thanks for help :)
Where do you initialize the refCount? You must set the refCount to 0 in the constructor before you call the IncreaseRefCount() method.

ScriptMatrix2::ScriptMatrix2( ){  refCount = 0;  // Increase reference  IncreaseRefCount( );}


That's the only problem I could see.

Have you tried debugging the code? When the factory functions return the reference counter should be 1, to account for the pointer that is being returned.

Regards,
Andreas

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I use Matrix2 matrix, without parameters, nothing memory leak happened. Release( ) functions is called. But with parameters, Release( ) is not called.

refCount is zero value when Factory Functions call. Initialize between class Construction.

Is other problem in my code ?
Just saw your problem. You're using the generic calling convention incorrectly.

This is what it should be:

static void ScriptMatrix2Factory( asIScriptGeneric* gen ){  ScriptMatrix2 *mtx = new ScriptMatrix2( gen->GetArgFloat( 0 ), gen->GetArgFloat( 1 ), gen->GetArgFloat( 2 ), gen->GetArgFloat( 3 ) );  *(ScriptMatrix2**)gen->GetReturnPointer() = mtx;}


Regards,
Andreas

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

Thanks very much ~~~ :-)

The problem solved ~~~ no memory leak now :)

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