* [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses)
With permission of the Facebook Open Source team, we are simplifying the Texture
license so that clients can rely on the Apache 2 terms that most of Texture is
already covered by. This means that code originally forked from AsyncDisplayKit
will be re-licensed from "BSD 3-clause + PATENTS v2" to Apache 2 without a
PATENTS file.
After getting confirmation that the updates to these core files look good, we'll
propagate this new license header to all files (in this same PR) and get sign-off
from all parties before landing.
* [License] Update all Texture source files to be pure Apache 2.
* Changelog entry for Apache 2 license update.
* Revert "[License] Update all Texture source files to be pure Apache 2."
This reverts commit ffa0fbbba9717d871dd16c4b07539f2f8208fc2b.
* [License] Update all Texture source files to be pure Apache 2, maintaining copyrights.
* [License] Update CONTRIBUTING, README, Podspec & Dangerfile.
- Rename `ASDisplayNodeAssertLockUnownedByCurrentThread` to `ASAssertUnlocked`, and `ASDisplayNodeAssertLockOwnedByCurrentThread` to `ASAssertLocked` -> shorter and hopefully easier to distinguish between the two.
- Add assertions to `_locked_` and `_u_` (i.e "unlocked") methods.
- Turn `CHECK_LOCKING_SAFETY` flag on by default. After #1022 and #1023, we're in a good shape to actually enforce locked/unlocked requirements of internal methods. Our test suite passed, and we'll test more at Pinterest after the sync this week.
- Fix ASVideoNode to avoid calling `play` while holding the lock. That method inserts a subnode and must be called lock free.
- Simplify `_loaded(node)` to only nil-check `_layer` because regardless of whether the node is view or layer backed, the layer should always be set if loaded. Use it throughout.
- Other minor changes.
* [ASTextNode2] Upgrade lock safety by protecting all ivars (including rarely-changed ones).
Although I don't know of any specific crashes caused by this, I think we should
lock all properties by default. There are also some indications of premature
optimization in keeping lock scope small, where it is actually important to
have transactional integrity, and also where the ASDisplayNode base class is
otherwise going to repeatedly re-lock the object anyway.
I think this will remain pretty efficient, especially with os_unfair_lock enabled.
* Use compare-assign macros
* Introduce ASRecursiveUnfairLock and tests
* Document it and put underscores to scare people away
* Increment changelog
* Integrate it with ASDN::Mutex behind experiment
* Rename the experiment
* Love these license headers oh so much
* Move internal header because we have to
* Address Jon's feedback
* Make display node, layout spec, and style conform to NSLocking so that users/subclasses can access their locks
* Update the changelog
* Align slashes
* Put it back, when we're in ASDisplayNode
* Go a little further
* Put back the changes I didn't mean to commit
* Kick the CI
* Fix yoga build
* Put back non-locking change
* Address comments from Scott
* Fix crashes caused by failing to unlock or destroy a static mutex while the app is being terminated
* Allocate static mutexes on the heap memory to avoid destruction at app exit
* ASThread to use ASDisplayNodeCAssert() instead of assert()