SvRV_set(sv, 0);
return;
case SVt_PVHV:
- SvANY(sv) = new_XPVHV();
- HvFILL(sv) = 0;
- HvMAX(sv) = 0;
- HvTOTALKEYS(sv) = 0;
-
- goto hv_av_common;
-
case SVt_PVAV:
- SvANY(sv) = new_XPVAV();
- AvMAX(sv) = -1;
- AvFILLp(sv) = -1;
- AvALLOC(sv) = 0;
- AvREAL_only(sv);
+ assert(new_type_details->size);
+
+#ifndef PURIFY
+ assert(new_type_details->arena);
+ /* This points to the start of the allocated area. */
+ new_body_inline(new_body, new_type_details->size, new_type);
+ Zero(new_body, new_type_details->size, char);
+ new_body = ((char *)new_body) - new_type_details->offset;
+#else
+ /* We always allocated the full length item with PURIFY. To do this
+ we fake things so that arena is false for all 16 types.. */
+ new_body = new_NOARENAZ(new_type_details);
+#endif
+ SvANY(sv) = new_body;
+ if (new_type == SVt_PVAV) {
+ AvMAX(sv) = -1;
+ AvFILLp(sv) = -1;
+ AvREAL_only(sv);
+ }
- hv_av_common:
/* SVt_NULL isn't the only thing upgraded to AV or HV.
The target created by newSVrv also is, and it can have magic.
However, it never has SvPVX set.
if (old_type >= SVt_PVMG) {
SvMAGIC_set(sv, ((XPVMG*)old_body)->xmg_magic);
SvSTASH_set(sv, ((XPVMG*)old_body)->xmg_stash);
- } else {
- SvMAGIC_set(sv, NULL);
- SvSTASH_set(sv, NULL);
}
break;