Class RefCounted
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Base class for any object that keeps a reference count. Resource and many other helper objects inherit this class.
Unlike other GodotObject types, RefCounteds keep an internal reference counter so that they are automatically released when no longer in use, and only then. RefCounteds therefore do not need to be freed manually with Free().
RefCounted instances caught in a cyclic reference will not be freed automatically. For example, if a node holds a reference to instance A
, which directly or indirectly holds a reference back to A
, A
's reference count will be 2. Destruction of the node will leave A
dangling with a reference count of 1, and there will be a memory leak. To prevent this, one of the references in the cycle can be made weak with @GlobalScope.weakref
.
In the vast majority of use cases, instantiating and using RefCounted-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.
Note: In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will linger on for a while before being removed.
public class RefCounted : GodotObject, IDisposable
- Inheritance
-
RefCounted
- Implements
- Derived
- Inherited Members
Constructors
RefCounted()
public RefCounted()
Methods
GetReferenceCount()
Returns the current reference count.
public int GetReferenceCount()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InitRef()
Initializes the internal reference counter. Use this only if you really know what you are doing.
Returns whether the initialization was successful.
public bool InitRef()
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
Reference()
Increments the internal reference counter. Use this only if you really know what you are doing.
Returns true
if the increment was successful, false
otherwise.
public bool Reference()
Returns
Unreference()
Decrements the internal reference counter. Use this only if you really know what you are doing.
Returns true
if the object should be freed after the decrement, false
otherwise.
public bool Unreference()