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Pass objects fuently between C++ and AngelScript, not worrying about the manual ref counting.

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ohlidalp/RefCountingObject-AngelScript

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RefCountingObject system for AngelScript

Created 2022 by Petr Ohlídal

https://github.com/only-a-ptr/RefCountingObject-AngelScript

This mini-framework lets you use a single reference counting mechanism for both AngelScript's built-in garbage collection and C++ smart pointers. This allows you to fluently pass objects between C++ and script context(s) without caring who created the object and where may references be held.

Motivation

I maintain a game project where AngelScript is an optional dependency but at the same time plays an important gameplay role. I wanted to expand the scripting interface by exposing the internal objects and functions as directly as possible, but I didn't want to do AngelScript refcounting manually on the C++ side. I wanted a classic C++ smart pointer (like std::shared_ptr<>) that would do it for me, and which would remain fully functional for C++ even if built without AngelScript.

How to use

The project was developed against AngelScript 2.35.1; but any reasonably recent version should do.

To install, just copy the 'RefCountingObject*' files to your project.

Define your C++ classes by implementing RefCountingObject and calling RegisterRefCountingObject() for each type. Important: Register the factory function as "@+" (auto handle) to satisfy the script ref counting expectation, see "How it works" below.

class Foo: RefCountingObject<Foo>{}
Foo::RegisterRefCountingObject(engine, "Foo");

static Foo* FooFactory() { return new Foo(); }
engine->RegisterObjectBehaviour("Foo", asBEHAVE_FACTORY, "Foo@+ f()", asFUNCTION(FooFactory), asCALL_CDECL);

Define your C++ smart pointers by qualifying RefCountingObjectPtr<> and register each with RegisterRefCountingObjectPtr(). and use them in your interfaces. These will become usable interchangeably from both C++ and script.

typedef RefCountingObjectPtr<Foo> FooPtr;
FooPtr::RegisterRefCountingObjectPtr(engine, "FooPtr", "Foo");

Finally, use the smart pointers in your application interface.

static FooPtr gf;

void SetFoo(FooPtr f) { gf = f; }
engine->RegisterGlobalFunction("void SetFoo(FooPtr@)", asFUNCTION(SetFoo), asCALL_CDECL);

FooPtr GetFoo() { return gf; }
engine->RegisterGlobalFunction("FooPtr@ GetFoo()", asFUNCTION(GetFoo), asCALL_CDECL);

In C++, use just the smart pointers and you'll be safe.

FooPtr f1 = new Foo(); // refcount 1
SetFoo(f1);            // refcount 2
FooPtr f2 = GetFoo();  // refcount 3
f2 = nullptr;          // refcount 2
f1 = nullptr;          // refcount 1
SetFoo(nullptr);       // refcount 0 -> deleted.

In AngelScript, use the native handles.

Foo@ f1 = Foo();       // refcount 1
SetFoo(f1);            // refcount 2
Foo@ f2 = GetFoo();    // refcount 3
@f2 = null;            // refcount 2
@f1 = null;            // refcount 1
SetFoo(null);          // refcount 0 -> deleted.

How it works

AngelScript automatically increases refcount when passing pointers to application and expects the application to increase refcount when passing pointers to AngelScript. See http://www.angelcode.com/angelscript/sdk/docs/manual/doc_obj_handle.html#doc_obj_handle_3

Across AngelScript documentation, the object constructor always pre-assigns refcount to 1, but that would complicate using a smart pointer in C++. Thus, RefCountingObject leaves the initial refcount at 0 and leaves it to either RefCountingObjectPtr (when constructing in C++) or the user-defined factory function (when constructing in AngelScript) to increase it. The factory function can either explicitly call AddRef() or use the "auto handle" syntax @+ which takes care of it automatically, see http://www.angelcode.com/angelscript/sdk/docs/manual/doc_obj_handle.html#doc_obj_handle_4

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Pass objects fuently between C++ and AngelScript, not worrying about the manual ref counting.

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