| 406 | } |
| 407 | |
| 408 | asCScriptObject::~asCScriptObject() |
| 409 | { |
| 410 | if( extra ) |
| 411 | { |
| 412 | if( extra->weakRefFlag ) |
| 413 | { |
| 414 | extra->weakRefFlag->Release(); |
| 415 | extra->weakRefFlag = 0; |
| 416 | } |
| 417 | |
| 418 | if( objType->engine ) |
| 419 | { |
| 420 | // Clean the user data |
| 421 | for( asUINT n = 0; n < extra->userData.GetLength(); n += 2 ) |
| 422 | { |
| 423 | if( extra->userData[n+1] ) |
| 424 | { |
| 425 | for( asUINT c = 0; c < objType->engine->cleanScriptObjectFuncs.GetLength(); c++ ) |
| 426 | if( objType->engine->cleanScriptObjectFuncs[c].type == extra->userData[n] ) |
| 427 | objType->engine->cleanScriptObjectFuncs[c].cleanFunc(this); |
| 428 | } |
| 429 | } |
| 430 | } |
| 431 | |
| 432 | asDELETE(extra, SExtra); |
| 433 | } |
| 434 | |
| 435 | // The engine pointer should be available from the objectType |
| 436 | asCScriptEngine *engine = objType->engine; |
| 437 | |
| 438 | // Destroy all properties |
| 439 | // In most cases the members are initialized in the order they have been declared, |
| 440 | // so it's safer to uninitialize them from last to first. The order may be different |
| 441 | // depending on the use of inheritance and or initialization in the declaration. |
| 442 | // TODO: Should the order of initialization be stored by the compiler so that the |
| 443 | // reverse order can be guaranteed during the destruction? |
| 444 | for( int n = (int)objType->properties.GetLength()-1; n >= 0; n-- ) |
| 445 | { |
| 446 | asCObjectProperty *prop = objType->properties[n]; |
| 447 | if( prop->type.IsObject() ) |
| 448 | { |
| 449 | // Destroy the object |
| 450 | asCObjectType *propType = CastToObjectType(prop->type.GetTypeInfo()); |
| 451 | if( prop->type.IsReference() || propType->flags & asOBJ_REF ) |
| 452 | { |
| 453 | void **ptr = (void**)(((char*)this) + prop->byteOffset); |
| 454 | if( *ptr ) |
| 455 | { |
| 456 | FreeObject(*ptr, propType, engine); |
| 457 | *(asDWORD*)ptr = 0; |
| 458 | } |
| 459 | } |
| 460 | else |
| 461 | { |
| 462 | // The object is allocated inline. As only POD objects may be allocated inline |
| 463 | // it is not a problem to call the destructor even if the object may never have |
| 464 | // been initialized, e.g. if an exception interrupted the constructor. |
| 465 | asASSERT( propType->flags & asOBJ_POD ); |
no test coverage detected