@c -*-texinfo-*-
@node Smart Pointers, HOWTO Create Your Own Plugin, SCF, SCF Chapter
@subsection Correctly Using Smart Pointers
@cindex @code{csPtr}
@cindex @code{csRef}
@cindex @code{IncRef}
@cindex @code{DecRef}
@cindex Smart Pointers

@noindent
@emph{Written by Jorrit Tyberghein,
@email{jorrit.tyberghein@@gmail.com}.  Updated and expanded
significantly by Eric Sunshine, @email{sunshine@@sunshineco.com}.}

Smart pointers were introduced in Crystal Space stable version 0.96
(developmental version 0.95).  The purpose of smart pointers is to make it
easier to manage reference counting.  Instead of manually calling
@code{IncRef()} and @code{DecRef()} on an object, you use a smart pointer
(@code{csRef<>}) and let it manage the reference count automatically.  The
@code{csRef<>} smart pointer template works with any class which provides
@code{IncRef()} and @code{DecRef()} methods, such as @samp{csRefCount}, as well
as all @sc{scf} classes.  The @code{csRef<>} template is defined in
@file{CS/include/csutil/ref.h}.

@subsubheading How to Use Smart Pointers

This is easy. For example, often you want to keep track of a few
common objects in your main class (such as the pointer to the engine and
so on). To do this you just declare in your main class:

@example
class MyClass
@{
  csRef<iEngine> engine;
  @dots{}
@}
@end example

Smart pointers do not need to be initialized, so there is no need to write
@samp{engine = 0} in the constructor of your class.  There is also no need to
clean them up.  The reference to the engine, in the example, will be cleaned up
automatically when the instance of @code{MyClass} is destroyed.

Here is an example of assigning a valid object to the @samp{engine} smart
pointer and then utilizing that pointer (assuming the engine plugin is loaded):

@example
iObjectRegistry* object_reg = @dots{};
engine = scfQueryInterface<iEngine> (object_reg);
engine->CreateSector ();
@end example

That is all there is to it.  For contrast, here is an example of how the same
operations would have been performed before the introduction of smart pointers:

@example
class MyClass
@{
  iEngine* engine;
  @dots{}
@}

MyClass::MyClass ()
@{
  engine = 0;
@}

MyClass::~MyClass ()
@{
  if (engine != 0)
    engine->DecRef ();
@}

@dots{}
engine = csQueryRegistry<iEngine> (object_reg);
engine->CreateSector (); @dots{}
@dots{}
@end example

The advantage might not seem huge but, in general, it is a @emph{lot} easier to
use smart pointers than to manually manipulate reference counts.  The nice
thing about smart pointers is that you can use them exactly like you would use
a normal pointer (i.e. you can do things like @code{engine->CreateSector()}).

Here is another example illustrating smart pointers:

@example
csRef<iMeshWrapper> sprite(engine->CreateMeshWrapper(@dots{}));
csRef<iSprite3DState> state (scfQueryInterface<iSprite3DState> (
    sprite->GetMeshObject ()));
state->SetAction ("default");
@end example

@subsubheading When to Use csRef<>?

Use @code{csRef<>} wherever you need to own a reference to a reference-counted
object.  The above examples illustrate a few cases in which @code{csRef<>} is
warranted.  If you do not need to own a reference to a reference-counted
object, and you know positively that the object will exist for the duration of
a piece of code, then you can use a plain pointer rather than a smart pointer.
However, for complete safety, using @code{csRef<>} will ensure that a
reference-counted object will remain valid for as long as the @code{csRef<>}
remains alive.  For this reason, it is often simplest to utilize @code{csRef<>}
when dealing with reference-counted objects, rather than plain pointers.

@code{csRef<>} is also a very handy and 100% safe mechanism for transferring
object ownership from a function back to its caller.  This is useful in cases
when the caller of a function wants to take ownership of a brand new object
created by the function on the caller's behalf.  For example:

@example
csRef<iFoo> MyFunction ()
@{
  csRef<iFoo> foo;
  foo.AttachNew(new Foo(@dots{}));
  foo->FooMethod(@dots{});
  @dots{}
  return foo;
@}
@end example

The reason that this is 100% safe is that the newly created object is correctly
destroyed (not leaked) even if the caller of @code{MyFunction()} forgets or
neglects to assign it to a variable.

@subsubheading What About csPtr<>?

@code{csPtr<>} is a companion class.  Originally, it aided in the transition
from the old (pre-smart pointer) @sc{api} to the new one.  The idea was that
all functions that used to return a pointer, upon which the caller had to
invoke @code{DecRef()}, now return a @code{csPtr<>}.  These days,
@code{csPtr<>} is usually used as a micro-optimization when transferring object
ownership from a function to its caller, and as an ugly shortcut when assigning
a new object to a @code{csRef<>} (instead of the more obvious
@code{csRef<>::AttachNew()} method).

@code{csPtr<>} represents a single, owned, one-time-transferable reference to
an object and should be used only as the return value of a function, or when
creating a brand new object which is assigned directly to a @code{csRef<>}.
@code{csPtr<>} never invokes @code{IncRef()} or @code{DecRef()}.  It simply
stores the pointer.  @code{csPtr<>} is very specialized, and exists solely as a
mechanism for transferring an existing reference into a @code{csRef<>}.

Although it is safest and cleanest for a function to transfer ownership of a
new object back to its caller by returning a @code{csRef<>}, it is also
possible to utilize @code{csPtr<>} for this purpose.  This can be done as a
micro-optimization in order to avoid the very minor overhead of the extra
reference-count manipulation incurred when returning a @code{csRef<>} from a
function.  @emph{Note} carefully, however, that you should never return a
@code{csPtr<>} from a function if there is any chance that the caller might
ignore the returned value since that would result in a resource leak.
Returning a @code{csRef<>} ensures that the returned object can never be
leaked, even if the caller neglects to assign it to a variable.

There is only one valid way to use the result of a function which returns a
@code{csPtr<>}: assign it to a @code{csRef<>}.  For example:

@example
// An example interface and method.
struct iEngine
@{
  virtual csPtr<iLight> CreateLight (@dots{}) = 0;
  @dots{}
@}

// Assignment of csPtr<> to csRef<>.
csRef<iLight> light (engine->CreateLight (@dots{}));
// or...
csRef<iLight> light = engine->CreateLight (@dots{});
// or...
csRef<iLight> light;
@dots{}
light = engine->CreateLight (@dots{});
@end example

When a @code{csPtr<>} is assigned to a @code{csRef<>}, the reference owned by
the @code{csPtr<>} is transferred to the @code{csRef<>} without an additional
@code{IncRef()}; that is, @code{csRef<>} inherits, steals, or hijacks the
reference owned by the @code{csPtr<>}.

To make it easier for functions to actually return a @code{csPtr<>} even though
they are working internally with a @code{csRef<>} there is also an
@emph{explicit} conversion from @code{csRef<>} to @code{csPtr<>}; which means
that a @code{csPtr<>} can be constructed from a @code{csRef<>} if the
@code{csPtr<>} constructor is called explicitly with a @code{csRef<>} as its
sole argument.  This means that the following code is valid:

@example
csPtr<iFoo> MyFunction ()
@{
  csRef<iFoo> foo = @dots{};
  @dots{}
  return csPtr<iFoo> (foo);
@}
@end example

What happens, in this case, is that the @code{csPtr<>} constructor which
accepts a @code{csRef<>} will call @code{IncRef()} on the object.  This is
necessary because when the @code{csRef<>} inside @code{MyFunction()} goes out
of scope it will call @code{DecRef()} automatically; potentially destroying the
object.

The following usage, however, is incorrect:

@example
iFoo* MyFunction ()
@{
  csRef<iFoo> foo = @dots{};
  @dots{}
  return foo;
@}
@end example

This is incorrect because here nothing calls @code{IncRef()} on the returned
pointer, yet the @code{csRef<>} will still call @code{DecRef()} upon
destruction, which means, at best, the function is returning ownership of an
object even though it does not hold ownership, and, at worst, it is potentially
returning a destroyed object.

As noted above, the transfer of object ownership
to the caller of a function should almost always be handled by returning a
@code{csRef<>} or a @code{csPtr<>} rather than a bare @code{iFoo*}.  However,
if you really must return a normal pointer, then you have to ensure that you
actually own a reference which you can return to the caller.  Here is how the
above example can be re-written so that it works correctly:

@example
iFoo* MyFunction ()
@{
  csRef<iFoo> foo = @dots{};
  @dots{}
  foo->IncRef();
  return foo;
@}
@end example

If you prefer obscurity and brevity over clarity, you can also use
@code{csPtr<>} as a shortcut, in place of @code{csRef<>::AttachNew()}, when
assigning a newly allocated object to a @code{csRef<>}.  The following idiom
ensures that the reference count of the new object is correctly maintained.

@example
csRef<iView> view = csPtr<iView> (new csView (@dots{}));
@end example

This works
correctly because the new object (@samp{new csView}) already automatically has
a reference-count of 1 at construction time.  By encapsulating the new object
pointer in a @code{csPtr<>}, @code{csRef<>} is instructed to @emph{not} invoke
@code{IncRef()} on the incoming object, but rather to simply inherit the
reference already owned by the @code{csPtr<>}.  By contrast, the following code
is incorrect and will result in a resource leak since the object's
reference-count will be 2, rather than one; one reference from the @samp{new}
operation, and one from the @code{IncRef()} invocation performed by the
@code{csRef<>}.

@example
// Do not do this! It will cause a resource leak.
csRef<iView> view = new csView (@dots{});
@end example

@emph{WARNING}: Only use @code{csPtr<>} in the situations described above!
@emph{Never} use a @code{csPtr<>} to store an object.  @emph{Never} pass
@code{csPtr<>} instances as arguments to other functions.

@subsubheading What to do With a Function Return Value?

In the Crystal Space @sc{api} there are three possible modes by which
reference-counted object pointers are returned:

@itemize @bullet
@item
The function returns a normal pointer.  This mode is used when the function is
simply returning a pointer to an existing object; and moreover an object to
which the function is @emph{not} transferring ownership to the caller.  In this
case you can assign the return value to a normal pointer or to a
@code{csRef<>}.  If you assign the return value to a normal pointer, then you
will not own a reference to the returned object.  If you assign it to a
@code{csRef<>}, then the @code{csRef<>} will increment the reference count at
assignment time, and decrement it again when the @code{csRef<>} destroyed.

@item
The function returns a @code{csRef<>}.  In this case the function is
@emph{requesting} that you take ownership of the returned object because it
(the function) will be giving up ownership.  By taking ownership, you ensure
that the object does not get destroyed prematurely.  You can assign the
returned @code{csRef<>} to another @code{csRef<>}.  It may also be safe to not
store the pointer but instead directly use it like this,
@code{Function()->DoSomething()} (however, some older compilers might destroy
the @code{csRef<>} before @code{DoSomething()} is actually called, so be
careful).  It is @emph{not} safe to assign the result of a function returning a
@code{csRef<>} to a normal pointer because doing so will result in a resource
leak since, after assignment, an immediate @code{DecRef()} will occur which may
cause destruction of the object.  Finally, it is safe to ignore the return
value from a function returning a @code{csRef<>} since the @code{csRef<>} will
ensure that the owned reference is properly cleaned up even if you neglect to
assign it to a variable or use it directly.

@item
The function returns a @code{csPtr<>}.  In this case the function is
@emph{demanding} that you take ownership of the returned object because it (the
function) will be giving up ownership.  You must assign the returned
@code{csPtr<>} to a @code{csRef<>} in order to utilize it.  The @code{csRef<>}
will inherit the reference from the @code{csPtr<>}.  When the @code{csRef<>},
to which the @code{csPtr<>} was assigned, is finally destroyed, the reference
count will be decremented properly.  It is @emph{never} safe to ignore the
return value from a function returning a @code{csPtr<>} since doing so would
result in a resource leak.
@end itemize

@subsubheading Warnings About csPtr<>!

As noted above, only use @code{csPtr<>} for returning already incremented
object references, and for wrapping a new object before storing it in a
@code{csRef<>}.  Do @emph{not} use @code{csPtr<>} for any other purpose.

Also, when a function returns a @code{csPtr} you @emph{must} assign the result
to a @code{csRef<>}.  You must not ignore the returned value.  If you ignore
it, then that will result in a resource leak because @code{DecRef()} will never
be invoked for the reference owned by the returned @code{csPtr<>}.  For
example, the following code is illegal and should be avoided because it ignores
the returned object:

@example
// An example interface and method.
struct iEngine
@{
  virtual csPtr<iLight> CreateLight (@dots{}) = 0;
  @dots{}
@}

// Do not do this!  It will cause a resource leak.
engine->CreateLight (@dots{});
@end example

Note that if you build the project in debug mode, then Crystal Space will add a
run-time test for this incorrect usage, and will throw an exception if you
neglect to assign a returned @code{csPtr<>} to a @code{csRef<>}.

@subsubheading Warning About IncRef() and DecRef()!

When using smart pointers (@code{csRef<>}) correctly you should avoid invoking
@code{IncRef()} and @code{DecRef()} on the managed pointer, except in very
specialized cases, and only when you know exactly what you are doing and why
you are doing it.  Avoid constructs like this:

@example
csRef<iMeshWrapper> mesh = @dots{};
@dots{}
mesh->DecRef ();
mesh = 0;
@end example

The bogus code in this example will cause the reference-count to be decremented
@emph{twice}---once when @code{DecRef()} is invoked explicitly, and once when 0
is assigned to @samp{mesh})--which is almost certainly not what was intended.

@subsubheading Warning About DestroyApplication()!

Due to the way the current implementation of
@code{csInitializer::DestroyApplication()} works, you @emph{must} ensure that
all of your references to Crystal Space objects are released @emph{before}
invoking @code{DestroyApplication()}.  Therefore, the following code is
@emph{not} legal:

@example
int main (int argc, char* argv[])
@{
  iObjectRegistry* object_reg =
    csInitializer::CreateEnvironment(argc, argv);
  @dots{}
  csRef<iPluginManager> plugin_mgr =
    (csQueryRegistry<iPluginManager> (object_reg));
  @dots{}
  csInitializer::DestroyApplication (object_reg);
  return 0;
@}
@end example

The reason this doesn't work correctly is that the @samp{plugin_mgr} reference
will be cleaned up at the end of @code{main()}, which occurs after
@code{DestroyApplication()} is invoked.  To fix this you can use several
techniques.  Manually setting @samp{plugin_mgr} to 0 just before calling
@code{DestroyApplication()} is one method.  Another technique is to put the
initialization into another routine so that @samp{plugin_mgr} is created in
another scope; a scope which is destroyed before @code{DestroyApplication()} is
invoked.

For the same reason it also is not wise to call @code{DestroyApplication()}
from within the destructor of your main class.  This is because any
@code{csRef<>} instance variables of your main class will not be destroyed
until the very end of the destructor, which is @emph{after} the invocation of
@code{DestroyApplication()} in the body of the destructor.
