源码版本来自3.x,转载请注明
cocos2d-x 源码分析总目录:
http://blog.csdn.net/u011225840/article/details/31743129
void Ref::retain()
{
CCASSERT(_referenceCount > 0, "reference count should greater than 0");
++_referenceCount;
}
Ref* Ref::autorelease()
{
PoolManager::getInstance()->getCurrentPool()->addObject(this);
return this;
}
void Ref::release()
{
CCASSERT(_referenceCount > 0, "reference count should greater than 0");
--_referenceCount;
if (_referenceCount == 0)
{
delete this;
}
}
void AutoreleasePool::clear()
{
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
_isClearing = true;
#endif
for (const auto &obj : _managedObjectArray)
{
obj->release();
}
_managedObjectArray.clear();
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
_isClearing = false;
#endif
}
void DisplayLinkDirector::mainLoop()
{
if (_purgeDirectorInNextLoop)
{
_purgeDirectorInNextLoop = false;
purgeDirector();
}
else if (! _invalid)
{
drawScene();
// release the objects
PoolManager::getInstance()->getCurrentPool()->clear();
}
}
PoolManager* PoolManager::getInstance()
{
if (s_singleInstance == nullptr)
{
s_singleInstance = new PoolManager();
// Add the first auto release pool
s_singleInstance->_curReleasePool = new AutoreleasePool("cocos2d autorelease pool");
s_singleInstance->_releasePoolStack.push_back(s_singleInstance->_curReleasePool);
}
return s_singleInstance;
}
poolManager是单例模式,当第一次初始化的时候,会自动生成一个AutoreleasePool,并将其放入自己的stack中。但是,当你打开AutoreleasePool的构造函数时,发现其中已经有一个调用PoolManager::getInstance()->push(this); 通过debug跟踪,笔者发现此时有两个AutoRealsePool。即poolManager的stack内有两个位置都指向同一个AutoRealsePool。感觉此处应该是一个Bug。