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Have node and controller share lock (TextureGroup#1227)
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* Have node and controller share lock

* Do it different

* Restore prior method order

* Maybe store the reference

* Try that
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Adlai-Holler committed Nov 15, 2018
1 parent 8029632 commit 2baa943
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Showing 2 changed files with 31 additions and 20 deletions.
13 changes: 9 additions & 4 deletions Source/ASNodeController+Beta.h
Original file line number Diff line number Diff line change
Expand Up @@ -10,18 +10,21 @@
#import <AsyncDisplayKit/ASDisplayNode.h>
#import <AsyncDisplayKit/ASDisplayNode+Subclasses.h> // for ASInterfaceState protocol

NS_ASSUME_NONNULL_BEGIN

/* ASNodeController is currently beta and open to change in the future */
@interface ASNodeController<__covariant DisplayNodeType : ASDisplayNode *>
: NSObject <ASInterfaceStateDelegate, NSLocking>
: NSObject <ASInterfaceStateDelegate, ASLocking>

@property (nonatomic, strong /* may be weak! */) DisplayNodeType node;
@property (strong, readonly /* may be weak! */) DisplayNodeType node;

// Until an ASNodeController can be provided in place of an ASCellNode, some apps may prefer to have
// nodes keep their controllers alive (and a weak reference from controller to node)

@property (nonatomic) BOOL shouldInvertStrongReference;

- (void)loadNode;
// called on an arbitrary thread by the framework. You do not call this. Return a new node instance.
- (DisplayNodeType)createNode;

// for descriptions see <ASInterfaceState> definition
- (void)nodeDidLoad ASDISPLAYNODE_REQUIRES_SUPER;
Expand All @@ -48,6 +51,8 @@

@interface ASDisplayNode (ASNodeController)

@property(nonatomic, readonly) ASNodeController *nodeController;
@property(nullable, readonly) ASNodeController *nodeController;

@end

NS_ASSUME_NONNULL_END
38 changes: 22 additions & 16 deletions Source/ASNodeController+Beta.mm
Original file line number Diff line number Diff line change
Expand Up @@ -18,22 +18,27 @@ @implementation ASNodeController
{
ASDisplayNode *_strongNode;
__weak ASDisplayNode *_weakNode;
ASDN::RecursiveMutex __instanceLock__;
ASDN::Mutex _nodeLock;
}

- (void)loadNode
- (ASDisplayNode *)createNode
{
ASLockScopeSelf();
self.node = [[ASDisplayNode alloc] init];
return [[ASDisplayNode alloc] init];
}

- (ASDisplayNode *)node
{
ASLockScopeSelf();
if (_node == nil) {
[self loadNode];
ASDN::MutexLocker l(_nodeLock);
ASDisplayNode *node = _node;
if (!node) {
node = [self createNode];
if (!node) {
ASDisplayNodeCFailAssert(@"Returned nil from -createNode.");
node = [[ASDisplayNode alloc] init];
}
[self setupReferencesWithNode:node];
}
return _node;
return node;
}

- (void)setupReferencesWithNode:(ASDisplayNode *)node
Expand All @@ -53,12 +58,6 @@ - (void)setupReferencesWithNode:(ASDisplayNode *)node
[node addInterfaceStateDelegate:self];
}

- (void)setNode:(ASDisplayNode *)node
{
ASLockScopeSelf();
[self setupReferencesWithNode:node];
}

- (void)setShouldInvertStrongReference:(BOOL)shouldInvertStrongReference
{
ASLockScopeSelf();
Expand Down Expand Up @@ -93,12 +92,19 @@ - (void)hierarchyDisplayDidFinish {}

- (void)lock
{
__instanceLock__.lock();
[self.node lock];
}

- (void)unlock
{
__instanceLock__.unlock();
// Since the node was already locked on this thread, we don't need to call our accessor or take our lock.
ASDisplayNodeAssertNotNil(_node, @"Node deallocated while locked.");
[_node unlock];
}

- (BOOL)tryLock
{
return [self.node tryLock];
}

@end
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