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/*************************************************************************/
/* csharp_script.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "csharp_script.h"
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# include <stdint.h>
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# include "core/config/project_settings.h"
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# include "core/debugger/engine_debugger.h"
# include "core/debugger/script_debugger.h"
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# include "core/io/file_access.h"
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# include "core/os/mutex.h"
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# include "core/os/os.h"
# include "core/os/thread.h"
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# ifdef TOOLS_ENABLED
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# include "core/os/keyboard.h"
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# include "editor/bindings_generator.h"
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# include "editor/editor_internal_calls.h"
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# include "editor/editor_node.h"
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# include "editor/editor_settings.h"
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# include "editor/inspector_dock.h"
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# include "editor/node_dock.h"
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# include "editor/script_templates/templates.gen.h"
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# endif
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# ifdef DEBUG_METHODS_ENABLED
# include "class_db_api_json.h"
# endif
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# include "godotsharp_dirs.h"
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
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# include "managed_callable.h"
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# include "mono_gd/gd_mono_cache.h"
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# include "signal_awaiter_utils.h"
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# include "utils/macros.h"
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# include "utils/string_utils.h"
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# define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->get_string_names().m_var)
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# ifdef TOOLS_ENABLED
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static bool _create_project_solution_if_needed ( ) {
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CRASH_COND ( CSharpLanguage : : get_singleton ( ) - > get_godotsharp_editor ( ) = = nullptr ) ;
return CSharpLanguage : : get_singleton ( ) - > get_godotsharp_editor ( ) - > call ( " CreateProjectSolutionIfNeeded " ) ;
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}
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# endif
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CSharpLanguage * CSharpLanguage : : singleton = nullptr ;
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GDExtensionInstanceBindingCallbacks CSharpLanguage : : _instance_binding_callbacks = {
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& _instance_binding_create_callback ,
& _instance_binding_free_callback ,
& _instance_binding_reference_callback
} ;
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String CSharpLanguage : : get_name ( ) const {
return " C# " ;
}
String CSharpLanguage : : get_type ( ) const {
return " CSharpScript " ;
}
String CSharpLanguage : : get_extension ( ) const {
return " cs " ;
}
Error CSharpLanguage : : execute_file ( const String & p_path ) {
// ??
return OK ;
}
void CSharpLanguage : : init ( ) {
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# ifdef DEBUG_METHODS_ENABLED
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if ( OS : : get_singleton ( ) - > get_cmdline_args ( ) . find ( " --class-db-json " ) ) {
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class_db_api_to_json ( " user://class_db_api.json " , ClassDB : : API_CORE ) ;
# ifdef TOOLS_ENABLED
class_db_api_to_json ( " user://class_db_api_editor.json " , ClassDB : : API_EDITOR ) ;
# endif
}
# endif
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# if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED)
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
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// Generate the bindings here, before loading assemblies. The Godot assemblies
// may be missing if the glue wasn't generated yet in order to build them.
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List < String > cmdline_args = OS : : get_singleton ( ) - > get_cmdline_args ( ) ;
BindingsGenerator : : handle_cmdline_args ( cmdline_args ) ;
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# endif
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
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gdmono = memnew ( GDMono ) ;
gdmono - > initialize ( ) ;
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# ifdef TOOLS_ENABLED
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if ( gdmono - > is_runtime_initialized ( ) ) {
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gdmono - > initialize_load_assemblies ( ) ;
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}
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EditorNode : : add_init_callback ( & _editor_init_callback ) ;
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# endif
}
void CSharpLanguage : : finish ( ) {
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finalize ( ) ;
}
void CSharpLanguage : : finalize ( ) {
if ( finalized ) {
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return ;
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}
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finalizing = true ;
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// Make sure all script binding gchandles are released before finalizing GDMono
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for ( KeyValue < Object * , CSharpScriptBinding > & E : script_bindings ) {
CSharpScriptBinding & script_binding = E . value ;
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if ( ! script_binding . gchandle . is_released ( ) ) {
script_binding . gchandle . release ( ) ;
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script_binding . inited = false ;
}
}
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if ( gdmono ) {
memdelete ( gdmono ) ;
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gdmono = nullptr ;
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}
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// Clear here, after finalizing all domains to make sure there is nothing else referencing the elements.
script_bindings . clear ( ) ;
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# ifdef DEBUG_ENABLED
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for ( const KeyValue < ObjectID , int > & E : unsafe_object_references ) {
const ObjectID & id = E . key ;
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Object * obj = ObjectDB : : get_instance ( id ) ;
if ( obj ) {
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ERR_PRINT ( " Leaked unsafe reference to object: " + obj - > to_string ( ) ) ;
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} else {
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ERR_PRINT ( " Leaked unsafe reference to deleted object: " + itos ( id ) ) ;
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}
}
# endif
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memdelete ( managed_callable_middleman ) ;
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finalizing = false ;
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finalized = true ;
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}
void CSharpLanguage : : get_reserved_words ( List < String > * p_words ) const {
static const char * _reserved_words [ ] = {
// Reserved keywords
" abstract " ,
" as " ,
" base " ,
" bool " ,
" break " ,
" byte " ,
" case " ,
" catch " ,
" char " ,
" checked " ,
" class " ,
" const " ,
" continue " ,
" decimal " ,
" default " ,
" delegate " ,
" do " ,
" double " ,
" else " ,
" enum " ,
" event " ,
" explicit " ,
" extern " ,
" false " ,
" finally " ,
" fixed " ,
" float " ,
" for " ,
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" foreach " ,
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" goto " ,
" if " ,
" implicit " ,
" in " ,
" int " ,
" interface " ,
" internal " ,
" is " ,
" lock " ,
" long " ,
" namespace " ,
" new " ,
" null " ,
" object " ,
" operator " ,
" out " ,
" override " ,
" params " ,
" private " ,
" protected " ,
" public " ,
" readonly " ,
" ref " ,
" return " ,
" sbyte " ,
" sealed " ,
" short " ,
" sizeof " ,
" stackalloc " ,
" static " ,
" string " ,
" struct " ,
" switch " ,
" this " ,
" throw " ,
" true " ,
" try " ,
" typeof " ,
" uint " ,
" ulong " ,
" unchecked " ,
" unsafe " ,
" ushort " ,
" using " ,
" virtual " ,
" void " ,
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" volatile " ,
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" while " ,
// Contextual keywords. Not reserved words, but I guess we should include
// them because this seems to be used only for syntax highlighting.
" add " ,
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" alias " ,
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" ascending " ,
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" async " ,
" await " ,
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" by " ,
" descending " ,
" dynamic " ,
" equals " ,
" from " ,
" get " ,
" global " ,
" group " ,
" into " ,
" join " ,
" let " ,
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" nameof " ,
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" on " ,
" orderby " ,
" partial " ,
" remove " ,
" select " ,
" set " ,
" value " ,
" var " ,
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" when " ,
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" where " ,
" yield " ,
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nullptr
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} ;
const char * * w = _reserved_words ;
while ( * w ) {
p_words - > push_back ( * w ) ;
w + + ;
}
}
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bool CSharpLanguage : : is_control_flow_keyword ( String p_keyword ) const {
return p_keyword = = " break " | |
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p_keyword = = " case " | |
p_keyword = = " catch " | |
p_keyword = = " continue " | |
p_keyword = = " default " | |
p_keyword = = " do " | |
p_keyword = = " else " | |
p_keyword = = " finally " | |
p_keyword = = " for " | |
p_keyword = = " foreach " | |
p_keyword = = " goto " | |
p_keyword = = " if " | |
p_keyword = = " return " | |
p_keyword = = " switch " | |
p_keyword = = " throw " | |
p_keyword = = " try " | |
p_keyword = = " while " ;
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}
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void CSharpLanguage : : get_comment_delimiters ( List < String > * p_delimiters ) const {
p_delimiters - > push_back ( " // " ) ; // single-line comment
p_delimiters - > push_back ( " /* */ " ) ; // delimited comment
}
void CSharpLanguage : : get_string_delimiters ( List < String > * p_delimiters ) const {
p_delimiters - > push_back ( " ' ' " ) ; // character literal
p_delimiters - > push_back ( " \" \" " ) ; // regular string literal
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p_delimiters - > push_back ( " @ \" \" " ) ; // verbatim string literal
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// Generic string highlighting suffices as a workaround for now.
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}
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static String get_base_class_name ( const String & p_base_class_name , const String p_class_name ) {
String base_class = p_base_class_name ;
if ( p_class_name = = base_class ) {
base_class = " Godot. " + base_class ;
}
return base_class ;
}
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bool CSharpLanguage : : is_using_templates ( ) {
return true ;
}
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Ref < Script > CSharpLanguage : : make_template ( const String & p_template , const String & p_class_name , const String & p_base_class_name ) const {
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Ref < CSharpScript > script ;
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script . instantiate ( ) ;
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String class_name_no_spaces = p_class_name . replace ( " " , " _ " ) ;
String base_class_name = get_base_class_name ( p_base_class_name , class_name_no_spaces ) ;
String processed_template = p_template ;
processed_template = processed_template . replace ( " _BINDINGS_NAMESPACE_ " , BINDINGS_NAMESPACE )
. replace ( " _BASE_ " , base_class_name )
. replace ( " _CLASS_ " , class_name_no_spaces )
. replace ( " _TS_ " , _get_indentation ( ) ) ;
script - > set_source_code ( processed_template ) ;
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return script ;
}
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Vector < ScriptLanguage : : ScriptTemplate > CSharpLanguage : : get_built_in_templates ( StringName p_object ) {
Vector < ScriptLanguage : : ScriptTemplate > templates ;
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# ifdef TOOLS_ENABLED
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for ( int i = 0 ; i < TEMPLATES_ARRAY_SIZE ; i + + ) {
if ( TEMPLATES [ i ] . inherit = = p_object ) {
templates . append ( TEMPLATES [ i ] ) ;
}
}
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# endif
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return templates ;
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}
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String CSharpLanguage : : validate_path ( const String & p_path ) const {
String class_name = p_path . get_file ( ) . get_basename ( ) ;
List < String > keywords ;
get_reserved_words ( & keywords ) ;
if ( keywords . find ( class_name ) ) {
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return RTR ( " Class name can't be a reserved keyword " ) ;
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}
return " " ;
}
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Script * CSharpLanguage : : create_script ( ) const {
return memnew ( CSharpScript ) ;
}
bool CSharpLanguage : : has_named_classes ( ) const {
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return false ;
}
bool CSharpLanguage : : supports_builtin_mode ( ) const {
return false ;
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}
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# ifdef TOOLS_ENABLED
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static String variant_type_to_managed_name ( const String & p_var_type_name ) {
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if ( p_var_type_name . is_empty ( ) ) {
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return " Variant " ;
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}
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if ( ClassDB : : class_exists ( p_var_type_name ) ) {
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return p_var_type_name ;
}
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if ( p_var_type_name = = Variant : : get_type_name ( Variant : : OBJECT ) ) {
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return " Godot.Object " ;
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}
2017-10-16 04:17:06 +02:00
2022-10-07 12:11:24 +02:00
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : INT ) ) {
return " long " ;
}
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : FLOAT ) ) {
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return " double " ;
}
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if ( p_var_type_name = = Variant : : get_type_name ( Variant : : STRING ) ) {
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return " string " ; // I prefer this one >:[
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}
2017-10-16 04:17:06 +02:00
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if ( p_var_type_name = = Variant : : get_type_name ( Variant : : DICTIONARY ) ) {
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return " Collections.Dictionary " ;
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}
2017-10-16 04:17:06 +02:00
2020-07-05 19:19:36 +02:00
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : ARRAY ) ) {
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return " Collections.Array " ;
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}
2017-10-16 04:17:06 +02:00
2020-07-05 19:19:36 +02:00
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_BYTE_ARRAY ) ) {
2018-11-30 20:43:06 +01:00
return " byte[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_INT32_ARRAY ) ) {
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return " int[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_INT64_ARRAY ) ) {
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return " long[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_FLOAT32_ARRAY ) ) {
2018-11-30 20:43:06 +01:00
return " float[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_FLOAT64_ARRAY ) ) {
2020-03-14 19:20:17 +01:00
return " double[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_STRING_ARRAY ) ) {
2018-11-30 20:43:06 +01:00
return " string[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_VECTOR2_ARRAY ) ) {
2018-11-30 20:43:06 +01:00
return " Vector2[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_VECTOR3_ARRAY ) ) {
2018-11-30 20:43:06 +01:00
return " Vector3[] " ;
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}
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : PACKED_COLOR_ARRAY ) ) {
2018-11-30 20:43:06 +01:00
return " Color[] " ;
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}
2018-11-30 20:43:06 +01:00
2020-07-05 19:19:36 +02:00
if ( p_var_type_name = = Variant : : get_type_name ( Variant : : SIGNAL ) ) {
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return " SignalInfo " ;
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}
2020-03-14 19:20:17 +01:00
2018-11-30 20:43:06 +01:00
Variant : : Type var_types [ ] = {
Variant : : BOOL ,
Variant : : INT ,
Variant : : VECTOR2 ,
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Variant : : VECTOR2I ,
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Variant : : RECT2 ,
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Variant : : RECT2I ,
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Variant : : VECTOR3 ,
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Variant : : VECTOR3I ,
2018-11-30 20:43:06 +01:00
Variant : : TRANSFORM2D ,
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Variant : : VECTOR4 ,
Variant : : VECTOR4I ,
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Variant : : PLANE ,
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Variant : : QUATERNION ,
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Variant : : AABB ,
Variant : : BASIS ,
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Variant : : TRANSFORM3D ,
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Variant : : PROJECTION ,
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Variant : : COLOR ,
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Variant : : STRING_NAME ,
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Variant : : NODE_PATH ,
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Variant : : RID ,
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Variant : : CALLABLE
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} ;
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2019-02-21 20:57:39 +01:00
for ( unsigned int i = 0 ; i < sizeof ( var_types ) / sizeof ( Variant : : Type ) ; i + + ) {
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if ( p_var_type_name = = Variant : : get_type_name ( var_types [ i ] ) ) {
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return p_var_type_name ;
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}
2017-10-16 04:17:06 +02:00
}
2017-10-02 23:24:00 +02:00
2022-10-07 12:11:24 +02:00
return " Variant " ;
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}
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String CSharpLanguage : : make_function ( const String & , const String & p_name , const PackedStringArray & p_args ) const {
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// FIXME
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// - Due to Godot's API limitation this just appends the function to the end of the file
// - Use fully qualified name if there is ambiguity
2017-10-02 23:24:00 +02:00
String s = " private void " + p_name + " ( " ;
for ( int i = 0 ; i < p_args . size ( ) ; i + + ) {
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const String & arg = p_args [ i ] ;
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if ( i > 0 ) {
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s + = " , " ;
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}
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s + = variant_type_to_managed_name ( arg . get_slice ( " : " , 1 ) ) + " " + escape_csharp_keyword ( arg . get_slice ( " : " , 0 ) ) ;
2017-10-02 23:24:00 +02:00
}
2018-05-23 23:11:00 +02:00
s + = " ) \n { \n // Replace with function body. \n } \n " ;
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return s ;
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}
2017-10-16 04:17:06 +02:00
# else
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String CSharpLanguage : : make_function ( const String & , const String & , const PackedStringArray & ) const {
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return String ( ) ;
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}
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# endif
2017-10-02 23:24:00 +02:00
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String CSharpLanguage : : _get_indentation ( ) const {
# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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bool use_space_indentation = EDITOR_GET ( " text_editor/behavior/indent/type " ) ;
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if ( use_space_indentation ) {
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int indent_size = EDITOR_GET ( " text_editor/behavior/indent/size " ) ;
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String space_indent = " " ;
for ( int i = 0 ; i < indent_size ; i + + ) {
space_indent + = " " ;
}
return space_indent ;
}
}
# endif
return " \t " ;
}
2019-03-07 20:47:13 +01:00
String CSharpLanguage : : debug_get_error ( ) const {
return _debug_error ;
}
int CSharpLanguage : : debug_get_stack_level_count ( ) const {
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if ( _debug_parse_err_line > = 0 ) {
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return 1 ;
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}
2019-03-07 20:47:13 +01:00
// TODO: StackTrace
return 1 ;
}
int CSharpLanguage : : debug_get_stack_level_line ( int p_level ) const {
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if ( _debug_parse_err_line > = 0 ) {
2019-03-07 20:47:13 +01:00
return _debug_parse_err_line ;
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}
2019-03-07 20:47:13 +01:00
// TODO: StackTrace
return 1 ;
}
String CSharpLanguage : : debug_get_stack_level_function ( int p_level ) const {
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if ( _debug_parse_err_line > = 0 ) {
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return String ( ) ;
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}
2019-03-07 20:47:13 +01:00
// TODO: StackTrace
return String ( ) ;
}
String CSharpLanguage : : debug_get_stack_level_source ( int p_level ) const {
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if ( _debug_parse_err_line > = 0 ) {
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return _debug_parse_err_file ;
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}
2019-03-07 20:47:13 +01:00
// TODO: StackTrace
return String ( ) ;
}
2018-01-09 17:19:03 +01:00
Vector < ScriptLanguage : : StackInfo > CSharpLanguage : : debug_get_current_stack_info ( ) {
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# ifdef DEBUG_ENABLED
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// Printing an error here will result in endless recursion, so we must be careful
static thread_local bool _recursion_flag_ = false ;
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if ( _recursion_flag_ ) {
2020-03-14 19:20:17 +01:00
return Vector < StackInfo > ( ) ;
2020-07-05 19:19:36 +02:00
}
2020-03-14 19:20:17 +01:00
_recursion_flag_ = true ;
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2021-05-03 15:21:06 +02:00
SCOPE_EXIT {
_recursion_flag_ = false ;
} ;
2020-03-14 19:20:17 +01:00
2022-02-27 21:57:39 +01:00
if ( ! gdmono - > is_runtime_initialized ( ) ) {
2018-01-09 17:19:03 +01:00
return Vector < StackInfo > ( ) ;
2020-07-05 19:19:36 +02:00
}
2018-01-09 17:19:03 +01:00
Vector < StackInfo > si ;
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if ( GDMonoCache : : godot_api_cache_updated ) {
GDMonoCache : : managed_callbacks . DebuggingUtils_GetCurrentStackInfo ( & si ) ;
2018-01-09 17:19:03 +01:00
}
return si ;
2021-09-12 20:21:15 +02:00
# else
return Vector < StackInfo > ( ) ;
# endif
2022-02-27 21:57:39 +01:00
}
2018-01-09 17:19:03 +01:00
2020-01-13 21:00:07 +01:00
void CSharpLanguage : : post_unsafe_reference ( Object * p_obj ) {
# ifdef DEBUG_ENABLED
2020-02-26 11:28:13 +01:00
MutexLock lock ( unsafe_object_references_lock ) ;
2020-01-13 21:00:07 +01:00
ObjectID id = p_obj - > get_instance_id ( ) ;
2020-01-23 21:23:32 +01:00
unsafe_object_references [ id ] + + ;
2020-01-13 21:00:07 +01:00
# endif
}
void CSharpLanguage : : pre_unsafe_unreference ( Object * p_obj ) {
# ifdef DEBUG_ENABLED
2020-02-26 11:28:13 +01:00
MutexLock lock ( unsafe_object_references_lock ) ;
2020-01-13 21:00:07 +01:00
ObjectID id = p_obj - > get_instance_id ( ) ;
2022-05-13 15:04:37 +02:00
HashMap < ObjectID , int > : : Iterator elem = unsafe_object_references . find ( id ) ;
2020-01-13 21:00:07 +01:00
ERR_FAIL_NULL ( elem ) ;
2022-05-13 15:04:37 +02:00
if ( - - elem - > value = = 0 ) {
unsafe_object_references . remove ( elem ) ;
2020-07-05 19:19:36 +02:00
}
2020-01-13 21:00:07 +01:00
# endif
}
2017-10-02 23:24:00 +02:00
void CSharpLanguage : : frame ( ) {
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if ( gdmono & & gdmono - > is_runtime_initialized ( ) & & GDMonoCache : : godot_api_cache_updated ) {
GDMonoCache : : managed_callbacks . ScriptManagerBridge_FrameCallback ( ) ;
2017-10-02 23:24:00 +02:00
}
}
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struct CSharpScriptDepSort {
// Must support sorting so inheritance works properly (parent must be reloaded first)
bool operator ( ) ( const Ref < CSharpScript > & A , const Ref < CSharpScript > & B ) const {
if ( A = = B ) {
// Shouldn't happen but just in case...
return false ;
}
const Script * I = B - > get_base_script ( ) . ptr ( ) ;
while ( I ) {
if ( I = = A . ptr ( ) ) {
// A is a base of B
return true ;
}
I = I - > get_base_script ( ) . ptr ( ) ;
}
// A isn't a base of B
return false ;
}
} ;
2017-10-02 23:24:00 +02:00
void CSharpLanguage : : reload_all_scripts ( ) {
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# ifdef GD_MONO_HOT_RELOAD
2019-01-21 22:44:05 +01:00
if ( is_assembly_reloading_needed ( ) ) {
reload_assemblies ( false ) ;
2017-10-02 23:24:00 +02:00
}
# endif
}
void CSharpLanguage : : reload_tool_script ( const Ref < Script > & p_script , bool p_soft_reload ) {
( void ) p_script ; // UNUSED
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CRASH_COND ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) ;
2017-10-02 23:24:00 +02:00
# ifdef TOOLS_ENABLED
2019-07-03 09:44:53 +02:00
get_godotsharp_editor ( ) - > get_node ( NodePath ( " HotReloadAssemblyWatcher " ) ) - > call ( " RestartTimer " ) ;
2019-01-22 18:33:36 +01:00
# endif
# ifdef GD_MONO_HOT_RELOAD
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if ( is_assembly_reloading_needed ( ) ) {
reload_assemblies ( p_soft_reload ) ;
}
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# endif
}
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# ifdef GD_MONO_HOT_RELOAD
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bool CSharpLanguage : : is_assembly_reloading_needed ( ) {
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if ( ! gdmono - > is_runtime_initialized ( ) ) {
2018-11-30 20:43:06 +01:00
return false ;
2020-07-05 19:19:36 +02:00
}
2017-10-02 23:24:00 +02:00
2022-05-28 04:56:46 +02:00
String assembly_path = gdmono - > get_project_assembly_path ( ) ;
2017-10-02 23:24:00 +02:00
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if ( ! assembly_path . is_empty ( ) ) {
if ( ! FileAccess : : exists ( assembly_path ) ) {
return false ; // No assembly to load
2017-10-02 23:24:00 +02:00
}
2018-07-25 21:54:21 +02:00
2022-05-28 04:56:46 +02:00
if ( FileAccess : : get_modified_time ( assembly_path ) < = gdmono - > get_project_assembly_modified_time ( ) ) {
2018-11-30 20:43:06 +01:00
return false ; // Already up to date
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}
2018-07-25 21:54:21 +02:00
} else {
2022-07-28 17:41:51 +02:00
String assembly_name = ProjectSettings : : get_singleton ( ) - > get_setting ( " dotnet/project/assembly_name " ) ;
if ( assembly_name . is_empty ( ) ) {
assembly_name = ProjectSettings : : get_singleton ( ) - > get_safe_project_name ( ) ;
}
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assembly_path = GodotSharpDirs : : get_res_temp_assemblies_dir ( )
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. path_join ( assembly_name + " .dll " ) ;
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assembly_path = ProjectSettings : : get_singleton ( ) - > globalize_path ( assembly_path ) ;
if ( ! FileAccess : : exists ( assembly_path ) ) {
2018-11-30 20:43:06 +01:00
return false ; // No assembly to load
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}
2017-10-02 23:24:00 +02:00
}
2018-11-30 20:43:06 +01:00
return true ;
}
void CSharpLanguage : : reload_assemblies ( bool p_soft_reload ) {
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if ( ! gdmono - > is_runtime_initialized ( ) ) {
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return ;
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}
2018-11-30 20:43:06 +01:00
2022-10-16 23:55:54 +02:00
if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
// We disable collectible assemblies in the game player, because the limitations cause
// issues with mocking libraries. As such, we can only reload assemblies in the editor.
return ;
}
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// TODO:
// Currently, this reloads all scripts, including those whose class is not part of the
// assembly load context being unloaded. As such, we unnecessarily reload GodotTools.
2021-12-28 23:25:16 +01:00
2022-05-28 04:56:46 +02:00
print_verbose ( " .NET: Reloading assemblies... " ) ;
2021-12-28 23:25:16 +01:00
2018-11-30 20:43:06 +01:00
// There is no soft reloading with Mono. It's always hard reloading.
2017-10-02 23:24:00 +02:00
2020-03-17 07:33:00 +01:00
List < Ref < CSharpScript > > scripts ;
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
{
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MutexLock lock ( script_instances_mutex ) ;
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
for ( SelfList < CSharpScript > * elem = script_list . first ( ) ; elem ; elem = elem - > next ( ) ) {
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// Cast to CSharpScript to avoid being erased by accident
scripts . push_back ( Ref < CSharpScript > ( elem - > self ( ) ) ) ;
2017-10-02 23:24:00 +02:00
}
}
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scripts . sort_custom < CSharpScriptDepSort > ( ) ; // Update in inheritance dependency order
// Serialize managed callables
{
MutexLock lock ( ManagedCallable : : instances_mutex ) ;
for ( SelfList < ManagedCallable > * elem = ManagedCallable : : instances . first ( ) ; elem ; elem = elem - > next ( ) ) {
ManagedCallable * managed_callable = elem - > self ( ) ;
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ERR_CONTINUE ( managed_callable - > delegate_handle . value = = nullptr ) ;
2020-03-14 19:20:17 +01:00
2022-05-28 04:56:46 +02:00
Array serialized_data ;
2020-03-14 19:20:17 +01:00
2022-05-28 04:56:46 +02:00
bool success = GDMonoCache : : managed_callbacks . DelegateUtils_TrySerializeDelegateWithGCHandle (
managed_callable - > delegate_handle , & serialized_data ) ;
2020-03-14 19:20:17 +01:00
if ( success ) {
ManagedCallable : : instances_pending_reload . insert ( managed_callable , serialized_data ) ;
} else if ( OS : : get_singleton ( ) - > is_stdout_verbose ( ) ) {
OS : : get_singleton ( ) - > print ( " Failed to serialize delegate \n " ) ;
}
}
}
2020-03-17 07:33:00 +01:00
List < Ref < CSharpScript > > to_reload ;
2017-10-02 23:24:00 +02:00
2019-07-03 09:44:53 +02:00
// We need to keep reference instances alive during reloading
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List < Ref < RefCounted > > rc_instances ;
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for ( const KeyValue < Object * , CSharpScriptBinding > & E : script_bindings ) {
const CSharpScriptBinding & script_binding = E . value ;
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RefCounted * rc = Object : : cast_to < RefCounted > ( script_binding . owner ) ;
if ( rc ) {
rc_instances . push_back ( Ref < RefCounted > ( rc ) ) ;
2019-07-03 09:44:53 +02:00
}
}
2018-11-30 20:43:06 +01:00
// As scripts are going to be reloaded, must proceed without locking here
2017-10-02 23:24:00 +02:00
2021-07-26 17:50:35 +02:00
for ( Ref < CSharpScript > & script : scripts ) {
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// If someone removes a script from a node, deletes the script, builds, adds a script to the
// same node, then builds again, the script might have no path and also no script_class. In
// that case, we can't (and don't need to) reload it.
2022-05-28 04:56:46 +02:00
if ( script - > get_path ( ) . is_empty ( ) & & ! script - > valid ) {
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continue ;
}
2018-11-30 20:43:06 +01:00
to_reload . push_back ( script ) ;
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
// Script::instances are deleted during managed object disposal, which happens on domain finalize.
// Only placeholders are kept. Therefore we need to keep a copy before that happens.
2017-10-02 23:24:00 +02:00
2022-05-19 17:00:06 +02:00
for ( Object * obj : script - > instances ) {
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script - > pending_reload_instances . insert ( obj - > get_instance_id ( ) ) ;
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// Since this script instance wasn't a placeholder, add it to the list of placeholders
// that will have to be eventually replaced with a script instance in case it turns into one.
// This list is not cleared after the reload and the collected instances only leave
// the list if the script is instantiated or if it was a tool script but becomes a
// non-tool script in a rebuild.
script - > pending_replace_placeholders . insert ( obj - > get_instance_id ( ) ) ;
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RefCounted * rc = Object : : cast_to < RefCounted > ( obj ) ;
if ( rc ) {
rc_instances . push_back ( Ref < RefCounted > ( rc ) ) ;
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}
2018-11-30 20:43:06 +01:00
}
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
# ifdef TOOLS_ENABLED
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for ( PlaceHolderScriptInstance * script_instance : script - > placeholders ) {
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Object * obj = script_instance - > get_owner ( ) ;
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script - > pending_reload_instances . insert ( obj - > get_instance_id ( ) ) ;
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RefCounted * rc = Object : : cast_to < RefCounted > ( obj ) ;
if ( rc ) {
rc_instances . push_back ( Ref < RefCounted > ( rc ) ) ;
2019-07-03 09:44:53 +02:00
}
2018-11-30 20:43:06 +01:00
}
# endif
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
// Save state and remove script from instances
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RBMap < ObjectID , CSharpScript : : StateBackup > & owners_map = script - > pending_reload_state ;
2017-10-02 23:24:00 +02:00
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for ( Object * obj : script - > instances ) {
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ERR_CONTINUE ( ! obj - > get_script_instance ( ) ) ;
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2019-07-03 09:44:53 +02:00
CSharpInstance * csi = static_cast < CSharpInstance * > ( obj - > get_script_instance ( ) ) ;
2017-10-02 23:24:00 +02:00
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// Call OnBeforeSerialize and save instance info
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CSharpScript : : StateBackup state ;
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Dictionary properties ;
GDMonoCache : : managed_callbacks . CSharpInstanceBridge_SerializeState (
csi - > get_gchandle_intptr ( ) , & properties , & state . event_signals ) ;
for ( const Variant * s = properties . next ( nullptr ) ; s ! = nullptr ; s = properties . next ( s ) ) {
StringName name = * s ;
Variant value = properties [ * s ] ;
state . properties . push_back ( Pair < StringName , Variant > ( name , value ) ) ;
}
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
owners_map [ obj - > get_instance_id ( ) ] = state ;
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}
}
// After the state of all instances is saved, clear scripts and script instances
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for ( Ref < CSharpScript > & script : scripts ) {
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while ( script - > instances . begin ( ) ) {
Object * obj = * script - > instances . begin ( ) ;
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obj - > set_script ( Ref < RefCounted > ( ) ) ; // Remove script and existing script instances (placeholder are not removed before domain reload)
2017-10-02 23:24:00 +02:00
}
2018-11-30 20:43:06 +01:00
2022-09-02 22:31:56 +02:00
script - > was_tool_before_reload = script - > tool ;
2018-11-30 20:43:06 +01:00
script - > _clear ( ) ;
2017-10-02 23:24:00 +02:00
}
2018-11-30 20:43:06 +01:00
// Do domain reload
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if ( gdmono - > reload_project_assemblies ( ) ! = OK ) {
2018-07-29 22:40:09 +02:00
// Failed to reload the scripts domain
// Make sure to add the scripts back to their owners before returning
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for ( Ref < CSharpScript > & scr : to_reload ) {
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for ( const KeyValue < ObjectID , CSharpScript : : StateBackup > & F : scr - > pending_reload_state ) {
Object * obj = ObjectDB : : get_instance ( F . key ) ;
2018-11-30 20:43:06 +01:00
2020-07-05 19:19:36 +02:00
if ( ! obj ) {
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continue ;
2020-07-05 19:19:36 +02:00
}
2018-11-30 20:43:06 +01:00
ObjectID obj_id = obj - > get_instance_id ( ) ;
// Use a placeholder for now to avoid losing the state when saving a scene
PlaceHolderScriptInstance * placeholder = scr - > placeholder_instance_create ( obj ) ;
obj - > set_script_instance ( placeholder ) ;
2019-01-22 18:33:36 +01:00
# ifdef TOOLS_ENABLED
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// Even though build didn't fail, this tells the placeholder to keep properties and
// it allows using property_set_fallback for restoring the state without a valid script.
2019-01-10 00:26:00 +01:00
scr - > placeholder_fallback_enabled = true ;
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# endif
2018-11-30 20:43:06 +01:00
// Restore Variant properties state, it will be kept by the placeholder until the next script reloading
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for ( const Pair < StringName , Variant > & G : scr - > pending_reload_state [ obj_id ] . properties ) {
placeholder - > property_set_fallback ( G . first , G . second , nullptr ) ;
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}
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scr - > pending_reload_state . erase ( obj_id ) ;
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}
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scr - > pending_reload_instances . clear ( ) ;
scr - > pending_reload_state . clear ( ) ;
2018-07-29 22:40:09 +02:00
}
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2017-10-02 23:24:00 +02:00
return ;
2018-07-29 22:40:09 +02:00
}
2017-10-02 23:24:00 +02:00
2020-03-17 07:33:00 +01:00
List < Ref < CSharpScript > > to_reload_state ;
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2021-07-26 17:50:35 +02:00
for ( Ref < CSharpScript > & script : to_reload ) {
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# ifdef TOOLS_ENABLED
2020-10-26 06:59:08 +01:00
script - > exports_invalidated = true ;
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# endif
2019-07-03 09:44:53 +02:00
2020-12-15 13:04:21 +01:00
if ( ! script - > get_path ( ) . is_empty ( ) ) {
2019-07-03 09:44:53 +02:00
script - > reload ( p_soft_reload ) ;
2019-07-08 15:18:38 +02:00
if ( ! script - > valid ) {
script - > pending_reload_instances . clear ( ) ;
2022-05-28 04:56:46 +02:00
script - > pending_reload_state . clear ( ) ;
2019-07-08 15:18:38 +02:00
continue ;
}
2019-07-03 09:44:53 +02:00
} else {
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bool success = GDMonoCache : : managed_callbacks . ScriptManagerBridge_TryReloadRegisteredScriptWithClass ( script . ptr ( ) ) ;
2019-07-08 15:22:51 +02:00
2022-05-28 04:56:46 +02:00
if ( ! success ) {
// Couldn't reload
2019-07-03 09:44:53 +02:00
script - > pending_reload_instances . clear ( ) ;
2022-05-28 04:56:46 +02:00
script - > pending_reload_state . clear ( ) ;
2019-07-03 09:44:53 +02:00
continue ;
}
}
2022-05-28 04:56:46 +02:00
StringName native_name = script - > get_instance_base_type ( ) ;
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
{
2021-07-26 21:31:17 +02:00
for ( const ObjectID & obj_id : script - > pending_reload_instances ) {
2018-11-30 20:43:06 +01:00
Object * obj = ObjectDB : : get_instance ( obj_id ) ;
if ( ! obj ) {
2019-07-03 09:44:53 +02:00
script - > pending_reload_state . erase ( obj_id ) ;
continue ;
}
if ( ! ClassDB : : is_parent_class ( obj - > get_class_name ( ) , native_name ) ) {
// No longer inherits the same compatible type, can't reload
script - > pending_reload_state . erase ( obj_id ) ;
2018-11-30 20:43:06 +01:00
continue ;
}
2017-10-02 23:24:00 +02:00
2018-11-30 20:43:06 +01:00
ScriptInstance * si = obj - > get_script_instance ( ) ;
2017-10-02 23:24:00 +02:00
2022-09-02 22:31:56 +02:00
// Check if the script must be instantiated or kept as a placeholder
// when the script may not be a tool (see #65266)
bool replace_placeholder = script - > pending_replace_placeholders . has ( obj - > get_instance_id ( ) ) ;
if ( ! script - > is_tool ( ) & & script - > was_tool_before_reload ) {
// The script was a tool before the rebuild so the removal was intentional.
replace_placeholder = false ;
script - > pending_replace_placeholders . erase ( obj - > get_instance_id ( ) ) ;
}
2018-11-30 20:43:06 +01:00
# ifdef TOOLS_ENABLED
if ( si ) {
// If the script instance is not null, then it must be a placeholder.
// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
CRASH_COND ( ! si - > is_placeholder ( ) ) ;
2022-09-02 22:31:56 +02:00
if ( replace_placeholder | | script - > is_tool ( ) | | ScriptServer : : is_scripting_enabled ( ) ) {
// Replace placeholder with a script instance.
2018-11-30 20:43:06 +01:00
2019-07-03 09:44:53 +02:00
CSharpScript : : StateBackup & state_backup = script - > pending_reload_state [ obj_id ] ;
2018-11-30 20:43:06 +01:00
2022-09-02 22:31:56 +02:00
// Backup placeholder script instance state before replacing it with a script instance.
2019-01-21 22:44:05 +01:00
si - > get_property_state ( state_backup . properties ) ;
2018-11-30 20:43:06 +01:00
2019-07-03 09:44:53 +02:00
ScriptInstance * script_instance = script - > instance_create ( obj ) ;
2018-11-30 20:43:06 +01:00
if ( script_instance ) {
2019-07-03 09:44:53 +02:00
script - > placeholders . erase ( static_cast < PlaceHolderScriptInstance * > ( si ) ) ;
2022-09-02 22:31:56 +02:00
script - > pending_replace_placeholders . erase ( obj - > get_instance_id ( ) ) ;
2018-11-30 20:43:06 +01:00
obj - > set_script_instance ( script_instance ) ;
}
}
continue ;
2017-10-02 23:24:00 +02:00
}
2018-11-30 20:43:06 +01:00
# else
2020-04-02 01:20:12 +02:00
CRASH_COND ( si ! = nullptr ) ;
2018-11-30 20:43:06 +01:00
# endif
2022-09-02 22:31:56 +02:00
// Re-create the script instance.
if ( replace_placeholder | | script - > is_tool ( ) | | ScriptServer : : is_scripting_enabled ( ) ) {
// Create script instance or replace placeholder with a script instance.
ScriptInstance * script_instance = script - > instance_create ( obj ) ;
if ( script_instance ) {
script - > pending_replace_placeholders . erase ( obj - > get_instance_id ( ) ) ;
obj - > set_script_instance ( script_instance ) ;
continue ;
}
}
// The script instance could not be instantiated or wasn't in the list of placeholders to replace.
obj - > set_script ( script ) ;
# if DEBUG_ENABLED
// If we reached here, the instantiated script must be a placeholder.
CRASH_COND ( ! obj - > get_script_instance ( ) - > is_placeholder ( ) ) ;
# endif
2019-07-03 09:44:53 +02:00
}
}
2018-11-30 20:43:06 +01:00
2019-07-03 09:44:53 +02:00
to_reload_state . push_back ( script ) ;
}
2018-11-30 20:43:06 +01:00
2021-07-26 17:50:35 +02:00
for ( Ref < CSharpScript > & script : to_reload_state ) {
2021-07-26 21:31:17 +02:00
for ( const ObjectID & obj_id : script - > pending_reload_instances ) {
2019-07-03 09:44:53 +02:00
Object * obj = ObjectDB : : get_instance ( obj_id ) ;
if ( ! obj ) {
script - > pending_reload_state . erase ( obj_id ) ;
continue ;
2017-10-02 23:24:00 +02:00
}
2019-07-03 09:44:53 +02:00
ERR_CONTINUE ( ! obj - > get_script_instance ( ) ) ;
CSharpScript : : StateBackup & state_backup = script - > pending_reload_state [ obj_id ] ;
CSharpInstance * csi = CAST_CSHARP_INSTANCE ( obj - > get_script_instance ( ) ) ;
2020-03-14 19:20:17 +01:00
if ( csi ) {
2022-05-28 04:56:46 +02:00
Dictionary properties ;
2020-03-14 19:20:17 +01:00
2022-05-28 04:56:46 +02:00
for ( const Pair < StringName , Variant > & G : state_backup . properties ) {
properties [ G . first ] = G . second ;
2020-03-14 19:20:17 +01:00
}
2022-05-28 04:56:46 +02:00
// Restore serialized state and call OnAfterDeserialization
GDMonoCache : : managed_callbacks . CSharpInstanceBridge_DeserializeState (
csi - > get_gchandle_intptr ( ) , & properties , & state_backup . event_signals ) ;
2020-03-14 19:20:17 +01:00
}
2017-10-02 23:24:00 +02:00
}
2019-07-03 09:44:53 +02:00
script - > pending_reload_instances . clear ( ) ;
2022-05-28 04:56:46 +02:00
script - > pending_reload_state . clear ( ) ;
2017-10-02 23:24:00 +02:00
}
2017-10-29 05:57:20 +01:00
2020-03-14 19:20:17 +01:00
// Deserialize managed callables
{
MutexLock lock ( ManagedCallable : : instances_mutex ) ;
2021-07-26 21:31:17 +02:00
for ( const KeyValue < ManagedCallable * , Array > & elem : ManagedCallable : : instances_pending_reload ) {
ManagedCallable * managed_callable = elem . key ;
const Array & serialized_data = elem . value ;
2020-03-14 19:20:17 +01:00
2022-05-28 04:56:46 +02:00
GCHandleIntPtr delegate = { nullptr } ;
2020-03-14 19:20:17 +01:00
2022-05-28 04:56:46 +02:00
bool success = GDMonoCache : : managed_callbacks . DelegateUtils_TryDeserializeDelegateWithGCHandle (
& serialized_data , & delegate ) ;
2020-03-14 19:20:17 +01:00
if ( success ) {
2022-05-28 04:56:46 +02:00
ERR_CONTINUE ( delegate . value = = nullptr ) ;
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2021-05-03 15:21:06 +02:00
managed_callable - > delegate_handle = delegate ;
2020-03-14 19:20:17 +01:00
} else if ( OS : : get_singleton ( ) - > is_stdout_verbose ( ) ) {
OS : : get_singleton ( ) - > print ( " Failed to deserialize delegate \n " ) ;
}
}
ManagedCallable : : instances_pending_reload . clear ( ) ;
}
2019-01-22 18:33:36 +01:00
# ifdef TOOLS_ENABLED
2018-11-30 20:43:06 +01:00
// FIXME: Hack to refresh editor in order to display new properties and signals. See if there is a better alternative.
2018-01-18 18:17:29 +01:00
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
2021-11-17 21:08:55 +01:00
InspectorDock : : get_inspector_singleton ( ) - > update_tree ( ) ;
NodeDock : : get_singleton ( ) - > update_lists ( ) ;
2018-01-18 18:17:29 +01:00
}
2019-01-22 18:33:36 +01:00
# endif
2018-10-22 19:43:19 +02:00
}
2021-09-12 20:21:15 +02:00
# endif
2018-10-22 19:43:19 +02:00
2017-10-02 23:24:00 +02:00
void CSharpLanguage : : get_recognized_extensions ( List < String > * p_extensions ) const {
p_extensions - > push_back ( " cs " ) ;
}
# ifdef TOOLS_ENABLED
Error CSharpLanguage : : open_in_external_editor ( const Ref < Script > & p_script , int p_line , int p_col ) {
2019-07-03 09:44:53 +02:00
return ( Error ) ( int ) get_godotsharp_editor ( ) - > call ( " OpenInExternalEditor " , p_script , p_line , p_col ) ;
2017-10-02 23:24:00 +02:00
}
bool CSharpLanguage : : overrides_external_editor ( ) {
2019-07-03 09:44:53 +02:00
return get_godotsharp_editor ( ) - > call ( " OverridesExternalEditor " ) ;
2017-10-02 23:24:00 +02:00
}
# endif
bool CSharpLanguage : : debug_break_parse ( const String & p_file , int p_line , const String & p_error ) {
2019-03-07 20:47:13 +01:00
// Not a parser error in our case, but it's still used for other type of errors
2020-02-27 03:30:20 +01:00
if ( EngineDebugger : : is_active ( ) & & Thread : : get_caller_id ( ) = = Thread : : get_main_id ( ) ) {
2019-03-07 20:47:13 +01:00
_debug_parse_err_line = p_line ;
_debug_parse_err_file = p_file ;
_debug_error = p_error ;
2020-02-27 03:30:20 +01:00
EngineDebugger : : get_script_debugger ( ) - > debug ( this , false , true ) ;
2017-10-02 23:24:00 +02:00
return true ;
} else {
return false ;
}
}
bool CSharpLanguage : : debug_break ( const String & p_error , bool p_allow_continue ) {
2020-02-27 03:30:20 +01:00
if ( EngineDebugger : : is_active ( ) & & Thread : : get_caller_id ( ) = = Thread : : get_main_id ( ) ) {
2019-03-07 20:47:13 +01:00
_debug_parse_err_line = - 1 ;
_debug_parse_err_file = " " ;
_debug_error = p_error ;
2020-02-27 03:30:20 +01:00
EngineDebugger : : get_script_debugger ( ) - > debug ( this , p_allow_continue ) ;
2017-10-02 23:24:00 +02:00
return true ;
} else {
return false ;
}
}
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2021-05-03 15:21:06 +02:00
void CSharpLanguage : : _on_scripts_domain_about_to_unload ( ) {
2020-07-05 19:19:36 +02:00
# ifdef GD_MONO_HOT_RELOAD
2020-03-14 19:20:17 +01:00
{
MutexLock lock ( ManagedCallable : : instances_mutex ) ;
for ( SelfList < ManagedCallable > * elem = ManagedCallable : : instances . first ( ) ; elem ; elem = elem - > next ( ) ) {
ManagedCallable * managed_callable = elem - > self ( ) ;
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2021-05-03 15:21:06 +02:00
managed_callable - > release_delegate_handle ( ) ;
2020-03-14 19:20:17 +01:00
}
}
2020-07-05 19:19:36 +02:00
# endif
2019-03-07 19:55:40 +01:00
}
2019-07-03 09:44:53 +02:00
# ifdef TOOLS_ENABLED
void CSharpLanguage : : _editor_init_callback ( ) {
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// Load GodotTools and initialize GodotSharpEditor
2019-07-03 09:44:53 +02:00
2022-08-05 03:32:59 +02:00
int32_t interop_funcs_size = 0 ;
const void * * interop_funcs = godotsharp : : get_editor_interop_funcs ( interop_funcs_size ) ;
2021-12-28 23:25:16 +01:00
Object * editor_plugin_obj = GDMono : : get_singleton ( ) - > get_plugin_callbacks ( ) . LoadToolsAssemblyCallback (
2022-08-30 02:34:01 +02:00
GodotSharpDirs : : get_data_editor_tools_dir ( ) . path_join ( " GodotTools.dll " ) . utf16 ( ) ,
2022-08-05 03:32:59 +02:00
interop_funcs , interop_funcs_size ) ;
2021-09-12 20:23:05 +02:00
CRASH_COND ( editor_plugin_obj = = nullptr ) ;
2021-09-12 20:21:15 +02:00
2021-09-12 20:23:05 +02:00
EditorPlugin * godotsharp_editor = Object : : cast_to < EditorPlugin > ( editor_plugin_obj ) ;
2020-04-02 01:20:12 +02:00
CRASH_COND ( godotsharp_editor = = nullptr ) ;
2019-07-03 09:44:53 +02:00
2021-09-12 20:23:05 +02:00
// Add plugin to EditorNode and enable it
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EditorNode : : add_editor_plugin ( godotsharp_editor ) ;
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ED_SHORTCUT ( " mono/build_solution " , TTR ( " Build Solution " ) , KeyModifierMask : : ALT | Key : : B ) ;
2019-07-03 09:44:53 +02:00
godotsharp_editor - > enable_plugin ( ) ;
get_singleton ( ) - > godotsharp_editor = godotsharp_editor ;
}
# endif
2017-10-02 23:24:00 +02:00
void CSharpLanguage : : set_language_index ( int p_idx ) {
ERR_FAIL_COND ( lang_idx ! = - 1 ) ;
lang_idx = p_idx ;
}
2019-12-11 17:08:40 +01:00
void CSharpLanguage : : release_script_gchandle ( MonoGCHandleData & p_gchandle ) {
if ( ! p_gchandle . is_released ( ) ) { // Do not lock unnecessarily
2020-02-26 11:28:13 +01:00
MutexLock lock ( get_singleton ( ) - > script_gchandle_release_mutex ) ;
2019-12-11 17:08:40 +01:00
p_gchandle . release ( ) ;
2018-09-12 02:41:54 +02:00
}
}
2022-02-27 21:57:30 +01:00
void CSharpLanguage : : release_script_gchandle_thread_safe ( GCHandleIntPtr p_gchandle_to_free , MonoGCHandleData & r_gchandle ) {
if ( ! r_gchandle . is_released ( ) & & r_gchandle . get_intptr ( ) = = p_gchandle_to_free ) { // Do not lock unnecessarily
MutexLock lock ( get_singleton ( ) - > script_gchandle_release_mutex ) ;
if ( ! r_gchandle . is_released ( ) & & r_gchandle . get_intptr ( ) = = p_gchandle_to_free ) {
r_gchandle . release ( ) ;
}
}
}
2018-09-12 02:41:54 +02:00
2022-02-27 21:57:30 +01:00
void CSharpLanguage : : release_binding_gchandle_thread_safe ( GCHandleIntPtr p_gchandle_to_free , CSharpScriptBinding & r_script_binding ) {
MonoGCHandleData & gchandle = r_script_binding . gchandle ;
if ( ! gchandle . is_released ( ) & & gchandle . get_intptr ( ) = = p_gchandle_to_free ) { // Do not lock unnecessarily
MutexLock lock ( get_singleton ( ) - > script_gchandle_release_mutex ) ;
if ( ! gchandle . is_released ( ) & & gchandle . get_intptr ( ) = = p_gchandle_to_free ) {
gchandle . release ( ) ;
r_script_binding . inited = false ; // Here too, to be thread safe
}
}
2018-09-12 02:41:54 +02:00
}
2017-10-02 23:24:00 +02:00
CSharpLanguage : : CSharpLanguage ( ) {
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ERR_FAIL_COND_MSG ( singleton , " C# singleton already exist. " ) ;
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singleton = this ;
}
CSharpLanguage : : ~ CSharpLanguage ( ) {
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finalize ( ) ;
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singleton = nullptr ;
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}
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bool CSharpLanguage : : setup_csharp_script_binding ( CSharpScriptBinding & r_script_binding , Object * p_object ) {
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# ifdef DEBUG_ENABLED
// I don't trust you
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if ( p_object - > get_script_instance ( ) ) {
CSharpInstance * csharp_instance = CAST_CSHARP_INSTANCE ( p_object - > get_script_instance ( ) ) ;
2020-04-02 01:20:12 +02:00
CRASH_COND ( csharp_instance ! = nullptr & & ! csharp_instance - > is_destructing_script_instance ( ) ) ;
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}
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# endif
StringName type_name = p_object - > get_class_name ( ) ;
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// ¯\_(ツ)_/¯
const ClassDB : : ClassInfo * classinfo = ClassDB : : classes . getptr ( type_name ) ;
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while ( classinfo & & ! classinfo - > exposed ) {
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classinfo = classinfo - > inherits_ptr ;
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}
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ERR_FAIL_NULL_V ( classinfo , false ) ;
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type_name = classinfo - > name ;
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bool parent_is_object_class = ClassDB : : is_parent_class ( p_object - > get_class_name ( ) , type_name ) ;
ERR_FAIL_COND_V_MSG ( ! parent_is_object_class , false ,
" Type inherits from native type ' " + type_name + " ', so it can't be instantiated in object of type: ' " + p_object - > get_class ( ) + " '. " ) ;
2017-10-02 23:24:00 +02:00
2022-02-27 21:57:30 +01:00
# ifdef DEBUG_ENABLED
CRASH_COND ( ! r_script_binding . gchandle . is_released ( ) ) ;
# endif
2021-09-12 20:21:15 +02:00
GCHandleIntPtr strong_gchandle =
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_CreateManagedForGodotObjectBinding (
& type_name , p_object ) ;
2017-10-02 23:24:00 +02:00
2021-09-12 20:21:15 +02:00
ERR_FAIL_NULL_V ( strong_gchandle . value , false ) ;
2017-10-02 23:24:00 +02:00
2019-02-03 06:35:22 +01:00
r_script_binding . inited = true ;
r_script_binding . type_name = type_name ;
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r_script_binding . gchandle = MonoGCHandleData ( strong_gchandle , gdmono : : GCHandleType : : STRONG_HANDLE ) ;
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r_script_binding . owner = p_object ;
2017-10-02 23:24:00 +02:00
2018-09-12 02:41:54 +02:00
// Tie managed to unmanaged
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RefCounted * rc = Object : : cast_to < RefCounted > ( p_object ) ;
2018-09-12 02:41:54 +02:00
2021-06-04 18:03:15 +02:00
if ( rc ) {
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// Unsafe refcount increment. The managed instance also counts as a reference.
// This way if the unmanaged world has no references to our owner
// but the managed instance is alive, the refcount will be 1 instead of 0.
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// See: godot_icall_RefCounted_Dtor(MonoObject *p_obj, Object *p_ptr)
2018-09-12 02:41:54 +02:00
2021-06-04 18:03:15 +02:00
rc - > reference ( ) ;
CSharpLanguage : : get_singleton ( ) - > post_unsafe_reference ( rc ) ;
2018-09-12 02:41:54 +02:00
}
2019-02-03 06:35:22 +01:00
return true ;
}
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RBMap < Object * , CSharpScriptBinding > : : Element * CSharpLanguage : : insert_script_binding ( Object * p_object , const CSharpScriptBinding & p_script_binding ) {
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return script_bindings . insert ( p_object , p_script_binding ) ;
}
void * CSharpLanguage : : _instance_binding_create_callback ( void * , void * p_instance ) {
CSharpLanguage * csharp_lang = CSharpLanguage : : get_singleton ( ) ;
2019-02-04 20:39:02 +01:00
2021-08-16 17:16:36 +02:00
MutexLock lock ( csharp_lang - > language_bind_mutex ) ;
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RBMap < Object * , CSharpScriptBinding > : : Element * match = csharp_lang - > script_bindings . find ( ( Object * ) p_instance ) ;
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if ( match ) {
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return ( void * ) match ;
2020-07-05 19:19:36 +02:00
}
2019-02-04 20:39:02 +01:00
2019-02-03 06:35:22 +01:00
CSharpScriptBinding script_binding ;
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return ( void * ) csharp_lang - > insert_script_binding ( ( Object * ) p_instance , script_binding ) ;
2019-02-04 20:39:02 +01:00
}
2019-02-03 06:35:22 +01:00
2021-08-16 17:16:36 +02:00
void CSharpLanguage : : _instance_binding_free_callback ( void * , void * , void * p_binding ) {
CSharpLanguage * csharp_lang = CSharpLanguage : : get_singleton ( ) ;
2017-10-02 23:24:00 +02:00
2020-04-02 01:20:12 +02:00
if ( GDMono : : get_singleton ( ) = = nullptr ) {
2017-11-01 01:48:47 +01:00
# ifdef DEBUG_ENABLED
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.
Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.
SOME NOTES ON INTEROP
We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.
Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.
As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
method or property on an `in` value makes a silent copy, so we want
to avoid `in`.
REGARDING THE BUILD SYSTEM
There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
--godot-output-dir=%godot_src_root%/bin \
--godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).
OTHER NOTES
Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2021-05-03 15:21:06 +02:00
CRASH_COND ( csharp_lang & & ! csharp_lang - > script_bindings . is_empty ( ) ) ;
2017-11-01 01:48:47 +01:00
# endif
// Mono runtime finalized, all the gchandle bindings were already released
return ;
}
2021-08-16 17:16:36 +02:00
if ( csharp_lang - > finalizing ) {
2017-12-31 22:37:57 +01:00
return ; // inside CSharpLanguage::finish(), all the gchandle bindings are released there
2020-07-05 19:19:36 +02:00
}
2017-12-31 22:37:57 +01:00
2018-11-30 20:43:06 +01:00
{
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MutexLock lock ( csharp_lang - > language_bind_mutex ) ;
2017-12-31 22:37:57 +01:00
2022-05-13 15:04:37 +02:00
RBMap < Object * , CSharpScriptBinding > : : Element * data = ( RBMap < Object * , CSharpScriptBinding > : : Element * ) p_binding ;
2017-12-31 22:37:57 +01:00
2019-02-03 06:35:22 +01:00
CSharpScriptBinding & script_binding = data - > value ( ) ;
if ( script_binding . inited ) {
// Set the native instance field to IntPtr.Zero, if not yet garbage collected.
// This is done to avoid trying to dispose the native instance from Dispose(bool).
2021-09-12 20:23:05 +02:00
GDMonoCache : : managed_callbacks . ScriptManagerBridge_SetGodotObjectPtr (
script_binding . gchandle . get_intptr ( ) , nullptr ) ;
2021-09-12 20:21:15 +02:00
2019-12-11 17:08:40 +01:00
script_binding . gchandle . release ( ) ;
2021-09-12 20:21:15 +02:00
script_binding . inited = false ;
2018-11-30 20:43:06 +01:00
}
2017-10-02 23:24:00 +02:00
2021-08-16 17:16:36 +02:00
csharp_lang - > script_bindings . erase ( data ) ;
2018-11-30 20:43:06 +01:00
}
2017-10-02 23:24:00 +02:00
}
2022-12-07 12:11:28 +01:00
GDExtensionBool CSharpLanguage : : _instance_binding_reference_callback ( void * p_token , void * p_binding , GDExtensionBool p_reference ) {
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CRASH_COND ( ! p_binding ) ;
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CSharpScriptBinding & script_binding = ( ( RBMap < Object * , CSharpScriptBinding > : : Element * ) p_binding ) - > get ( ) ;
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RefCounted * rc_owner = Object : : cast_to < RefCounted > ( script_binding . owner ) ;
2018-02-22 15:34:08 +01:00
# ifdef DEBUG_ENABLED
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CRASH_COND ( ! rc_owner ) ;
2018-02-22 15:34:08 +01:00
# endif
2019-12-11 17:08:40 +01:00
MonoGCHandleData & gchandle = script_binding . gchandle ;
2018-02-22 15:34:08 +01:00
2022-09-19 16:45:45 +02:00
int refcount = rc_owner - > get_reference_count ( ) ;
2021-08-16 17:16:36 +02:00
2020-07-05 19:19:36 +02:00
if ( ! script_binding . inited ) {
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return refcount = = 0 ;
2020-07-05 19:19:36 +02:00
}
2019-07-03 09:44:53 +02:00
2021-08-16 17:16:36 +02:00
if ( p_reference ) {
// Refcount incremented
if ( refcount > 1 & & gchandle . is_weak ( ) ) { // The managed side also holds a reference, hence 1 instead of 0
// The reference count was increased after the managed side was the only one referencing our owner.
// This means the owner is being referenced again by the unmanaged side,
// so the owner must hold the managed side alive again to avoid it from being GCed.
2021-09-12 20:21:15 +02:00
// Release the current weak handle and replace it with a strong handle.
GCHandleIntPtr old_gchandle = gchandle . get_intptr ( ) ;
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gchandle . handle = { nullptr } ; // No longer owns the handle (released by swap function)
2021-09-12 20:21:15 +02:00
2022-02-27 21:57:30 +01:00
GCHandleIntPtr new_gchandle = { nullptr } ;
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bool create_weak = false ;
2021-09-12 20:23:05 +02:00
bool target_alive = GDMonoCache : : managed_callbacks . ScriptManagerBridge_SwapGCHandleForType (
old_gchandle , & new_gchandle , create_weak ) ;
2021-09-12 20:21:15 +02:00
if ( ! target_alive ) {
2021-08-16 17:16:36 +02:00
return false ; // Called after the managed side was collected, so nothing to do here
}
2018-02-22 15:34:08 +01:00
2021-09-12 20:21:15 +02:00
gchandle = MonoGCHandleData ( new_gchandle , gdmono : : GCHandleType : : STRONG_HANDLE ) ;
2020-07-05 19:19:36 +02:00
}
2018-02-22 15:34:08 +01:00
2021-08-16 17:16:36 +02:00
return false ;
} else {
// Refcount decremented
if ( refcount = = 1 & & ! gchandle . is_released ( ) & & ! gchandle . is_weak ( ) ) { // The managed side also holds a reference, hence 1 instead of 0
// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
2018-02-22 15:34:08 +01:00
2021-09-12 20:21:15 +02:00
// Release the current strong handle and replace it with a weak handle.
GCHandleIntPtr old_gchandle = gchandle . get_intptr ( ) ;
2022-02-27 21:57:30 +01:00
gchandle . handle = { nullptr } ; // No longer owns the handle (released by swap function)
2021-09-12 20:21:15 +02:00
2022-02-27 21:57:30 +01:00
GCHandleIntPtr new_gchandle = { nullptr } ;
2021-09-12 20:21:15 +02:00
bool create_weak = true ;
2021-09-12 20:23:05 +02:00
bool target_alive = GDMonoCache : : managed_callbacks . ScriptManagerBridge_SwapGCHandleForType (
old_gchandle , & new_gchandle , create_weak ) ;
2021-09-12 20:21:15 +02:00
if ( ! target_alive ) {
2021-08-16 17:16:36 +02:00
return refcount = = 0 ; // Called after the managed side was collected, so nothing to do here
}
2018-02-22 15:34:08 +01:00
2021-09-12 20:21:15 +02:00
gchandle = MonoGCHandleData ( new_gchandle , gdmono : : GCHandleType : : WEAK_HANDLE ) ;
2019-02-03 06:35:22 +01:00
2021-08-16 17:16:36 +02:00
return false ;
}
2019-07-03 09:44:53 +02:00
return refcount = = 0 ;
2020-07-05 19:19:36 +02:00
}
2021-08-16 17:16:36 +02:00
}
2019-07-03 09:44:53 +02:00
2021-08-16 17:16:36 +02:00
void * CSharpLanguage : : get_instance_binding ( Object * p_object ) {
void * binding = p_object - > get_instance_binding ( get_singleton ( ) , & _instance_binding_callbacks ) ;
2020-01-16 17:11:13 +01:00
2021-08-16 17:16:36 +02:00
// Initially this was in `_instance_binding_create_callback`. However, after the new instance
// binding re-write it was resulting in a deadlock in `_instance_binding_reference`, as
// `setup_csharp_script_binding` may call `reference()`. It was moved here outside to fix that.
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if ( binding ) {
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CSharpScriptBinding & script_binding = ( ( RBMap < Object * , CSharpScriptBinding > : : Element * ) binding ) - > value ( ) ;
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if ( ! script_binding . inited ) {
MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > get_language_bind_mutex ( ) ) ;
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if ( ! script_binding . inited ) { // Another thread may have set it up
CSharpLanguage : : get_singleton ( ) - > setup_csharp_script_binding ( script_binding , p_object ) ;
}
}
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}
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return binding ;
}
void * CSharpLanguage : : get_existing_instance_binding ( Object * p_object ) {
# ifdef DEBUG_ENABLED
CRASH_COND ( p_object - > has_instance_binding ( p_object ) ) ;
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# endif
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return p_object - > get_instance_binding ( get_singleton ( ) , & _instance_binding_callbacks ) ;
}
void CSharpLanguage : : set_instance_binding ( Object * p_object , void * p_binding ) {
p_object - > set_instance_binding ( get_singleton ( ) , p_binding , & _instance_binding_callbacks ) ;
}
bool CSharpLanguage : : has_instance_binding ( Object * p_object ) {
return p_object - > has_instance_binding ( get_singleton ( ) ) ;
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}
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void CSharpLanguage : : tie_native_managed_to_unmanaged ( GCHandleIntPtr p_gchandle_intptr , Object * p_unmanaged , const StringName * p_native_name , bool p_ref_counted ) {
// This method should not fail
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CRASH_COND ( ! p_unmanaged ) ;
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// All mono objects created from the managed world (e.g.: 'new Player()')
// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
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RefCounted * rc = Object : : cast_to < RefCounted > ( p_unmanaged ) ;
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CRASH_COND ( p_ref_counted ! = ( bool ) rc ) ;
MonoGCHandleData gchandle = MonoGCHandleData ( p_gchandle_intptr ,
p_ref_counted ? gdmono : : GCHandleType : : WEAK_HANDLE : gdmono : : GCHandleType : : STRONG_HANDLE ) ;
// If it's just a wrapper Godot class and not a custom inheriting class, then attach a
// script binding instead. One of the advantages of this is that if a script is attached
// later and it's not a C# script, then the managed object won't have to be disposed.
// Another reason for doing this is that this instance could outlive CSharpLanguage, which would
// be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
CSharpScriptBinding script_binding ;
script_binding . inited = true ;
script_binding . type_name = * p_native_name ;
script_binding . gchandle = gchandle ;
script_binding . owner = p_unmanaged ;
if ( p_ref_counted ) {
// Unsafe refcount increment. The managed instance also counts as a reference.
// This way if the unmanaged world has no references to our owner
// but the managed instance is alive, the refcount will be 1 instead of 0.
// See: godot_icall_RefCounted_Dtor(MonoObject *p_obj, Object *p_ptr)
// May not me referenced yet, so we must use init_ref() instead of reference()
if ( rc - > init_ref ( ) ) {
CSharpLanguage : : get_singleton ( ) - > post_unsafe_reference ( rc ) ;
}
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}
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// The object was just created, no script instance binding should have been attached
CRASH_COND ( CSharpLanguage : : has_instance_binding ( p_unmanaged ) ) ;
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void * data ;
{
MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > get_language_bind_mutex ( ) ) ;
data = ( void * ) CSharpLanguage : : get_singleton ( ) - > insert_script_binding ( p_unmanaged , script_binding ) ;
}
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// Should be thread safe because the object was just created and nothing else should be referencing it
CSharpLanguage : : set_instance_binding ( p_unmanaged , data ) ;
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}
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void CSharpLanguage : : tie_user_managed_to_unmanaged ( GCHandleIntPtr p_gchandle_intptr , Object * p_unmanaged , Ref < CSharpScript > * p_script , bool p_ref_counted ) {
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// This method should not fail
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Ref < CSharpScript > script = * p_script ;
// We take care of destructing this reference here, so the managed code won't need to do another P/Invoke call
p_script - > ~ Ref ( ) ;
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CRASH_COND ( ! p_unmanaged ) ;
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// All mono objects created from the managed world (e.g.: 'new Player()')
// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
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RefCounted * rc = Object : : cast_to < RefCounted > ( p_unmanaged ) ;
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CRASH_COND ( p_ref_counted ! = ( bool ) rc ) ;
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MonoGCHandleData gchandle = MonoGCHandleData ( p_gchandle_intptr ,
p_ref_counted ? gdmono : : GCHandleType : : WEAK_HANDLE : gdmono : : GCHandleType : : STRONG_HANDLE ) ;
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CRASH_COND ( script . is_null ( ) ) ;
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CSharpInstance * csharp_instance = CSharpInstance : : create_for_managed_type ( p_unmanaged , script . ptr ( ) , gchandle ) ;
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p_unmanaged - > set_script_and_instance ( script , csharp_instance ) ;
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csharp_instance - > connect_event_signals ( ) ;
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}
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void CSharpLanguage : : tie_managed_to_unmanaged_with_pre_setup ( GCHandleIntPtr p_gchandle_intptr , Object * p_unmanaged ) {
// This method should not fail
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CRASH_COND ( ! p_unmanaged ) ;
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CSharpInstance * instance = CAST_CSHARP_INSTANCE ( p_unmanaged - > get_script_instance ( ) ) ;
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if ( ! instance ) {
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// Native bindings don't need post-setup
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return ;
}
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CRASH_COND ( ! instance - > gchandle . is_released ( ) ) ;
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// Tie managed to unmanaged
instance - > gchandle = MonoGCHandleData ( p_gchandle_intptr , gdmono : : GCHandleType : : STRONG_HANDLE ) ;
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if ( instance - > base_ref_counted ) {
instance - > _reference_owner_unsafe ( ) ; // Here, after assigning the gchandle (for the refcount_incremented callback)
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}
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{
MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > get_script_instances_mutex ( ) ) ;
// instances is a set, so it's safe to insert multiple times (e.g.: from _internal_new_managed)
instance - > script - > instances . insert ( instance - > owner ) ;
}
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instance - > connect_event_signals ( ) ;
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}
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CSharpInstance * CSharpInstance : : create_for_managed_type ( Object * p_owner , CSharpScript * p_script , const MonoGCHandleData & p_gchandle ) {
CSharpInstance * instance = memnew ( CSharpInstance ( Ref < CSharpScript > ( p_script ) ) ) ;
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RefCounted * rc = Object : : cast_to < RefCounted > ( p_owner ) ;
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instance - > base_ref_counted = rc ! = nullptr ;
instance - > owner = p_owner ;
instance - > gchandle = p_gchandle ;
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if ( instance - > base_ref_counted ) {
instance - > _reference_owner_unsafe ( ) ;
}
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p_script - > instances . insert ( p_owner ) ;
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return instance ;
}
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Object * CSharpInstance : : get_owner ( ) {
return owner ;
}
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bool CSharpInstance : : set ( const StringName & p_name , const Variant & p_value ) {
ERR_FAIL_COND_V ( ! script . is_valid ( ) , false ) ;
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return GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Set (
gchandle . get_intptr ( ) , & p_name , & p_value ) ;
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}
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bool CSharpInstance : : get ( const StringName & p_name , Variant & r_ret ) const {
ERR_FAIL_COND_V ( ! script . is_valid ( ) , false ) ;
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Variant ret_value ;
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bool ret = GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Get (
gchandle . get_intptr ( ) , & p_name , & ret_value ) ;
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if ( ret ) {
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r_ret = ret_value ;
return true ;
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}
return false ;
}
void CSharpInstance : : get_property_list ( List < PropertyInfo > * p_properties ) const {
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List < PropertyInfo > props ;
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script - > get_script_property_list ( & props ) ;
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// Call _get_property_list
ERR_FAIL_COND ( ! script . is_valid ( ) ) ;
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StringName method = SNAME ( " _get_property_list " ) ;
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Variant ret ;
Callable : : CallError call_error ;
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bool ok = GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Call (
gchandle . get_intptr ( ) , & method , nullptr , 0 , & call_error , & ret ) ;
// CALL_ERROR_INVALID_METHOD would simply mean it was not overridden
if ( call_error . error ! = Callable : : CallError : : CALL_ERROR_INVALID_METHOD ) {
if ( call_error . error ! = Callable : : CallError : : CALL_OK ) {
ERR_PRINT ( " Error calling '_get_property_list': " + Variant : : get_call_error_text ( method , nullptr , 0 , call_error ) ) ;
} else if ( ! ok ) {
ERR_PRINT ( " Unexpected error calling '_get_property_list' " ) ;
} else {
Array array = ret ;
for ( int i = 0 , size = array . size ( ) ; i < size ; i + + ) {
p_properties - > push_back ( PropertyInfo : : from_dict ( array . get ( i ) ) ) ;
}
}
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}
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for ( const PropertyInfo & prop : props ) {
p_properties - > push_back ( prop ) ;
}
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}
Variant : : Type CSharpInstance : : get_property_type ( const StringName & p_name , bool * r_is_valid ) const {
if ( script - > member_info . has ( p_name ) ) {
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if ( r_is_valid ) {
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* r_is_valid = true ;
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}
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return script - > member_info [ p_name ] . type ;
}
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if ( r_is_valid ) {
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* r_is_valid = false ;
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}
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return Variant : : NIL ;
}
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bool CSharpInstance : : property_can_revert ( const StringName & p_name ) const {
ERR_FAIL_COND_V ( ! script . is_valid ( ) , false ) ;
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Variant name_arg = p_name ;
const Variant * args [ 1 ] = { & name_arg } ;
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Variant ret ;
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Callable : : CallError call_error ;
GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Call (
gchandle . get_intptr ( ) , & CACHED_STRING_NAME ( _property_can_revert ) , args , 1 , & call_error , & ret ) ;
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if ( call_error . error ! = Callable : : CallError : : CALL_OK ) {
return false ;
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}
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return ( bool ) ret ;
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}
bool CSharpInstance : : property_get_revert ( const StringName & p_name , Variant & r_ret ) const {
ERR_FAIL_COND_V ( ! script . is_valid ( ) , false ) ;
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Variant name_arg = p_name ;
const Variant * args [ 1 ] = { & name_arg } ;
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Variant ret ;
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Callable : : CallError call_error ;
GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Call (
gchandle . get_intptr ( ) , & CACHED_STRING_NAME ( _property_get_revert ) , args , 1 , & call_error , & ret ) ;
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if ( call_error . error ! = Callable : : CallError : : CALL_OK ) {
return false ;
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}
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r_ret = ret ;
return true ;
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}
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void CSharpInstance : : get_method_list ( List < MethodInfo > * p_list ) const {
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if ( ! script - > is_valid ( ) | | ! script - > valid ) {
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return ;
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}
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const CSharpScript * top = script . ptr ( ) ;
while ( top ! = nullptr ) {
for ( const CSharpScript : : CSharpMethodInfo & E : top - > methods ) {
p_list - > push_back ( E . method_info ) ;
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}
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top = top - > base_script . ptr ( ) ;
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}
}
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bool CSharpInstance : : has_method ( const StringName & p_method ) const {
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if ( ! script . is_valid ( ) ) {
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return false ;
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}
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if ( ! GDMonoCache : : godot_api_cache_updated ) {
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return false ;
}
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return GDMonoCache : : managed_callbacks . CSharpInstanceBridge_HasMethodUnknownParams (
gchandle . get_intptr ( ) , & p_method ) ;
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}
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Variant CSharpInstance : : callp ( const StringName & p_method , const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) {
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ERR_FAIL_COND_V ( ! script . is_valid ( ) , Variant ( ) ) ;
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Variant ret ;
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GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Call (
gchandle . get_intptr ( ) , & p_method , p_args , p_argcount , & r_error , & ret ) ;
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return ret ;
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}
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bool CSharpInstance : : _reference_owner_unsafe ( ) {
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# ifdef DEBUG_ENABLED
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CRASH_COND ( ! base_ref_counted ) ;
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CRASH_COND ( owner = = nullptr ) ;
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CRASH_COND ( unsafe_referenced ) ; // already referenced
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# endif
// Unsafe refcount increment. The managed instance also counts as a reference.
// This way if the unmanaged world has no references to our owner
// but the managed instance is alive, the refcount will be 1 instead of 0.
// See: _unreference_owner_unsafe()
// May not me referenced yet, so we must use init_ref() instead of reference()
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if ( static_cast < RefCounted * > ( owner ) - > init_ref ( ) ) {
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CSharpLanguage : : get_singleton ( ) - > post_unsafe_reference ( owner ) ;
unsafe_referenced = true ;
}
return unsafe_referenced ;
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}
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bool CSharpInstance : : _unreference_owner_unsafe ( ) {
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# ifdef DEBUG_ENABLED
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CRASH_COND ( ! base_ref_counted ) ;
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CRASH_COND ( owner = = nullptr ) ;
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# endif
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if ( ! unsafe_referenced ) {
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return false ; // Already unreferenced
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}
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unsafe_referenced = false ;
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// Called from CSharpInstance::mono_object_disposed() or ~CSharpInstance()
// Unsafe refcount decrement. The managed instance also counts as a reference.
// See: _reference_owner_unsafe()
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// Destroying the owner here means self destructing, so we defer the owner destruction to the caller.
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CSharpLanguage : : get_singleton ( ) - > pre_unsafe_unreference ( owner ) ;
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return static_cast < RefCounted * > ( owner ) - > unreference ( ) ;
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}
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bool CSharpInstance : : _internal_new_managed ( ) {
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CSharpLanguage : : get_singleton ( ) - > release_script_gchandle ( gchandle ) ;
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ERR_FAIL_NULL_V ( owner , false ) ;
ERR_FAIL_COND_V ( script . is_null ( ) , false ) ;
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bool ok = GDMonoCache : : managed_callbacks . ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance (
script . ptr ( ) , owner , nullptr , 0 ) ;
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if ( ! ok ) {
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// Important to clear this before destroying the script instance here
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script = Ref < CSharpScript > ( ) ;
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owner = nullptr ;
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return false ;
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}
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CRASH_COND ( gchandle . is_released ( ) ) ;
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return true ;
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}
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void CSharpInstance : : mono_object_disposed ( GCHandleIntPtr p_gchandle_to_free ) {
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// Must make sure event signals are not left dangling
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disconnect_event_signals ( ) ;
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# ifdef DEBUG_ENABLED
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CRASH_COND ( base_ref_counted ) ;
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CRASH_COND ( gchandle . is_released ( ) ) ;
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# endif
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CSharpLanguage : : get_singleton ( ) - > release_script_gchandle_thread_safe ( p_gchandle_to_free , gchandle ) ;
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}
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void CSharpInstance : : mono_object_disposed_baseref ( GCHandleIntPtr p_gchandle_to_free , bool p_is_finalizer , bool & r_delete_owner , bool & r_remove_script_instance ) {
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# ifdef DEBUG_ENABLED
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CRASH_COND ( ! base_ref_counted ) ;
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CRASH_COND ( gchandle . is_released ( ) ) ;
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# endif
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// Must make sure event signals are not left dangling
disconnect_event_signals ( ) ;
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r_remove_script_instance = false ;
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if ( _unreference_owner_unsafe ( ) ) {
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// Safe to self destruct here with memdelete(owner), but it's deferred to the caller to prevent future mistakes.
r_delete_owner = true ;
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} else {
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r_delete_owner = false ;
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CSharpLanguage : : get_singleton ( ) - > release_script_gchandle_thread_safe ( p_gchandle_to_free , gchandle ) ;
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if ( ! p_is_finalizer ) {
// If the native instance is still alive and Dispose() was called
// (instead of the finalizer), then we remove the script instance.
r_remove_script_instance = true ;
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// TODO: Last usage of 'is_finalizing_scripts_domain'. It should be replaced with a check to determine if the load context is being unloaded.
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} else if ( ! GDMono : : get_singleton ( ) - > is_finalizing_scripts_domain ( ) ) {
// If the native instance is still alive and this is called from the finalizer,
// then it was referenced from another thread before the finalizer could
// unreference and delete it, so we want to keep it.
// GC.ReRegisterForFinalize(this) is not safe because the objects referenced by 'this'
// could have already been collected. Instead we will create a new managed instance here.
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if ( ! _internal_new_managed ( ) ) {
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r_remove_script_instance = true ;
}
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}
}
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}
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void CSharpInstance : : connect_event_signals ( ) {
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// The script signals list includes the signals declared in base scripts.
for ( CSharpScript : : EventSignalInfo & signal : script - > get_script_event_signals ( ) ) {
String signal_name = signal . name ;
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// TODO: Use pooling for ManagedCallable instances.
EventSignalCallable * event_signal_callable = memnew ( EventSignalCallable ( owner , signal_name ) ) ;
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Callable callable ( event_signal_callable ) ;
connected_event_signals . push_back ( callable ) ;
owner - > connect ( signal_name , callable ) ;
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}
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}
void CSharpInstance : : disconnect_event_signals ( ) {
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for ( const Callable & callable : connected_event_signals ) {
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const EventSignalCallable * event_signal_callable = static_cast < const EventSignalCallable * > ( callable . get_custom ( ) ) ;
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owner - > disconnect ( event_signal_callable - > get_signal ( ) , callable ) ;
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}
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connected_event_signals . clear ( ) ;
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}
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void CSharpInstance : : refcount_incremented ( ) {
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# ifdef DEBUG_ENABLED
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CRASH_COND ( ! base_ref_counted ) ;
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CRASH_COND ( owner = = nullptr ) ;
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# endif
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RefCounted * rc_owner = Object : : cast_to < RefCounted > ( owner ) ;
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if ( rc_owner - > get_reference_count ( ) > 1 & & gchandle . is_weak ( ) ) { // The managed side also holds a reference, hence 1 instead of 0
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// The reference count was increased after the managed side was the only one referencing our owner.
// This means the owner is being referenced again by the unmanaged side,
// so the owner must hold the managed side alive again to avoid it from being GCed.
// Release the current weak handle and replace it with a strong handle.
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GCHandleIntPtr old_gchandle = gchandle . get_intptr ( ) ;
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gchandle . handle = { nullptr } ; // No longer owns the handle (released by swap function)
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GCHandleIntPtr new_gchandle = { nullptr } ;
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bool create_weak = false ;
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bool target_alive = GDMonoCache : : managed_callbacks . ScriptManagerBridge_SwapGCHandleForType (
old_gchandle , & new_gchandle , create_weak ) ;
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if ( ! target_alive ) {
return ; // Called after the managed side was collected, so nothing to do here
}
gchandle = MonoGCHandleData ( new_gchandle , gdmono : : GCHandleType : : STRONG_HANDLE ) ;
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}
}
bool CSharpInstance : : refcount_decremented ( ) {
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# ifdef DEBUG_ENABLED
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CRASH_COND ( ! base_ref_counted ) ;
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CRASH_COND ( owner = = nullptr ) ;
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# endif
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RefCounted * rc_owner = Object : : cast_to < RefCounted > ( owner ) ;
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int refcount = rc_owner - > get_reference_count ( ) ;
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if ( refcount = = 1 & & ! gchandle . is_weak ( ) ) { // The managed side also holds a reference, hence 1 instead of 0
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// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
// Release the current strong handle and replace it with a weak handle.
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GCHandleIntPtr old_gchandle = gchandle . get_intptr ( ) ;
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gchandle . handle = { nullptr } ; // No longer owns the handle (released by swap function)
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GCHandleIntPtr new_gchandle = { nullptr } ;
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bool create_weak = true ;
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bool target_alive = GDMonoCache : : managed_callbacks . ScriptManagerBridge_SwapGCHandleForType (
old_gchandle , & new_gchandle , create_weak ) ;
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if ( ! target_alive ) {
return refcount = = 0 ; // Called after the managed side was collected, so nothing to do here
}
gchandle = MonoGCHandleData ( new_gchandle , gdmono : : GCHandleType : : WEAK_HANDLE ) ;
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return false ;
}
ref_dying = ( refcount = = 0 ) ;
return ref_dying ;
}
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const Variant CSharpInstance : : get_rpc_config ( ) const {
return script - > get_rpc_config ( ) ;
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}
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void CSharpInstance : : notification ( int p_notification ) {
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if ( p_notification = = Object : : NOTIFICATION_PREDELETE ) {
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// When NOTIFICATION_PREDELETE is sent, we also take the chance to call Dispose().
// It's safe to call Dispose() multiple times and NOTIFICATION_PREDELETE is guaranteed
// to be sent at least once, which happens right before the call to the destructor.
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predelete_notified = true ;
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if ( base_ref_counted ) {
// It's not safe to proceed if the owner derives RefCounted and the refcount reached 0.
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// At this point, Dispose() was already called (manually or from the finalizer) so
// that's not a problem. The refcount wouldn't have reached 0 otherwise, since the
// managed side references it and Dispose() needs to be called to release it.
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// However, this means C# RefCounted scripts can't receive NOTIFICATION_PREDELETE, but
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// this is likely the case with GDScript as well: https://github.com/godotengine/godot/issues/6784
return ;
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}
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_call_notification ( p_notification ) ;
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GDMonoCache : : managed_callbacks . CSharpInstanceBridge_CallDispose (
gchandle . get_intptr ( ) , /* okIfNull */ false ) ;
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return ;
}
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_call_notification ( p_notification ) ;
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}
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void CSharpInstance : : _call_notification ( int p_notification ) {
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Variant arg = p_notification ;
const Variant * args [ 1 ] = { & arg } ;
StringName method_name = SNAME ( " _notification " ) ;
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Callable : : CallError call_error ;
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Variant ret ;
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GDMonoCache : : managed_callbacks . CSharpInstanceBridge_Call (
gchandle . get_intptr ( ) , & method_name , args , 1 , & call_error , & ret ) ;
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}
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String CSharpInstance : : to_string ( bool * r_valid ) {
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String res ;
bool valid ;
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GDMonoCache : : managed_callbacks . CSharpInstanceBridge_CallToString (
gchandle . get_intptr ( ) , & res , & valid ) ;
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if ( r_valid ) {
* r_valid = valid ;
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}
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return res ;
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}
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Ref < Script > CSharpInstance : : get_script ( ) const {
return script ;
}
ScriptLanguage * CSharpInstance : : get_language ( ) {
return CSharpLanguage : : get_singleton ( ) ;
}
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CSharpInstance : : CSharpInstance ( const Ref < CSharpScript > & p_script ) :
script ( p_script ) {
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}
CSharpInstance : : ~ CSharpInstance ( ) {
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destructing_script_instance = true ;
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// Must make sure event signals are not left dangling
disconnect_event_signals ( ) ;
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if ( ! gchandle . is_released ( ) ) {
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if ( ! predelete_notified & & ! ref_dying ) {
// This destructor is not called from the owners destructor.
// This could be being called from the owner's set_script_instance method,
// meaning this script is being replaced with another one. If this is the case,
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// we must call Dispose here, because Dispose calls owner->set_script_instance(nullptr)
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// and that would mess up with the new script instance if called later.
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GDMonoCache : : managed_callbacks . CSharpInstanceBridge_CallDispose (
gchandle . get_intptr ( ) , /* okIfNull */ true ) ;
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}
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gchandle . release ( ) ; // Make sure the gchandle is released
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}
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// If not being called from the owner's destructor, and we still hold a reference to the owner
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if ( base_ref_counted & & ! ref_dying & & owner & & unsafe_referenced ) {
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// The owner's script or script instance is being replaced (or removed)
// Transfer ownership to an "instance binding"
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RefCounted * rc_owner = static_cast < RefCounted * > ( owner ) ;
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// We will unreference the owner before referencing it again, so we need to keep it alive
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Ref < RefCounted > scope_keep_owner_alive ( rc_owner ) ;
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( void ) scope_keep_owner_alive ;
// Unreference the owner here, before the new "instance binding" references it.
// Otherwise, the unsafe reference debug checks will incorrectly detect a bug.
bool die = _unreference_owner_unsafe ( ) ;
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CRASH_COND ( die ) ; // `owner_keep_alive` holds a reference, so it can't die
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void * data = CSharpLanguage : : get_instance_binding ( owner ) ;
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CRASH_COND ( data = = nullptr ) ;
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CSharpScriptBinding & script_binding = ( ( RBMap < Object * , CSharpScriptBinding > : : Element * ) data ) - > get ( ) ;
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CRASH_COND ( ! script_binding . inited ) ;
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# ifdef DEBUG_ENABLED
// The "instance binding" holds a reference so the refcount should be at least 2 before `scope_keep_owner_alive` goes out of scope
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CRASH_COND ( rc_owner - > get_reference_count ( ) < = 1 ) ;
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# endif
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}
if ( script . is_valid ( ) & & owner ) {
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MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > script_instances_mutex ) ;
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# ifdef DEBUG_ENABLED
// CSharpInstance must not be created unless it's going to be added to the list for sure
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HashSet < Object * > : : Iterator match = script - > instances . find ( owner ) ;
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CRASH_COND ( ! match ) ;
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script - > instances . remove ( match ) ;
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# else
script - > instances . erase ( owner ) ;
# endif
}
}
# ifdef TOOLS_ENABLED
void CSharpScript : : _placeholder_erased ( PlaceHolderScriptInstance * p_placeholder ) {
placeholders . erase ( p_placeholder ) ;
}
# endif
# ifdef TOOLS_ENABLED
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void CSharpScript : : _update_exports_values ( HashMap < StringName , Variant > & values , List < PropertyInfo > & propnames ) {
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for ( const KeyValue < StringName , Variant > & E : exported_members_defval_cache ) {
values [ E . key ] = E . value ;
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}
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for ( const PropertyInfo & prop_info : exported_members_cache ) {
propnames . push_back ( prop_info ) ;
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}
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if ( base_script . is_valid ( ) ) {
base_script - > _update_exports_values ( values , propnames ) ;
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}
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}
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# endif
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void GD_CLR_STDCALL CSharpScript : : _add_property_info_list_callback ( CSharpScript * p_script , const String * p_current_class_name , void * p_props , int32_t p_count ) {
GDMonoCache : : godotsharp_property_info * props = ( GDMonoCache : : godotsharp_property_info * ) p_props ;
# ifdef TOOLS_ENABLED
p_script - > exported_members_cache . push_back ( PropertyInfo (
Variant : : NIL , * p_current_class_name , PROPERTY_HINT_NONE ,
p_script - > get_path ( ) , PROPERTY_USAGE_CATEGORY ) ) ;
# endif
for ( int i = 0 ; i < p_count ; i + + ) {
const GDMonoCache : : godotsharp_property_info & prop = props [ i ] ;
StringName name = * reinterpret_cast < const StringName * > ( & prop . name ) ;
String hint_string = * reinterpret_cast < const String * > ( & prop . hint_string ) ;
PropertyInfo pinfo ( prop . type , name , prop . hint , hint_string , prop . usage ) ;
p_script - > member_info [ name ] = pinfo ;
if ( prop . exported ) {
# ifdef TOOLS_ENABLED
p_script - > exported_members_cache . push_back ( pinfo ) ;
# endif
# if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
p_script - > exported_members_names . insert ( name ) ;
# endif
}
}
}
# ifdef TOOLS_ENABLED
void GD_CLR_STDCALL CSharpScript : : _add_property_default_values_callback ( CSharpScript * p_script , void * p_def_vals , int32_t p_count ) {
GDMonoCache : : godotsharp_property_def_val_pair * def_vals = ( GDMonoCache : : godotsharp_property_def_val_pair * ) p_def_vals ;
for ( int i = 0 ; i < p_count ; i + + ) {
const GDMonoCache : : godotsharp_property_def_val_pair & def_val_pair = def_vals [ i ] ;
StringName name = * reinterpret_cast < const StringName * > ( & def_val_pair . name ) ;
Variant value = * reinterpret_cast < const Variant * > ( & def_val_pair . value ) ;
p_script - > exported_members_defval_cache [ name ] = value ;
}
}
# endif
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bool CSharpScript : : _update_exports ( PlaceHolderScriptInstance * p_instance_to_update ) {
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# ifdef TOOLS_ENABLED
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bool is_editor = Engine : : get_singleton ( ) - > is_editor_hint ( ) ;
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if ( is_editor ) {
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placeholder_fallback_enabled = true ; // until proven otherwise
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}
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# endif
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if ( ! valid ) {
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return false ;
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}
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bool changed = false ;
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# ifdef TOOLS_ENABLED
if ( exports_invalidated )
# endif
{
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# ifdef TOOLS_ENABLED
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exports_invalidated = false ;
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# endif
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changed = true ;
member_info . clear ( ) ;
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# ifdef TOOLS_ENABLED
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exported_members_cache . clear ( ) ;
exported_members_defval_cache . clear ( ) ;
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# endif
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if ( GDMonoCache : : godot_api_cache_updated ) {
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_GetPropertyInfoList ( this , & _add_property_info_list_callback ) ;
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# ifdef TOOLS_ENABLED
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_GetPropertyDefaultValues ( this , & _add_property_default_values_callback ) ;
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# endif
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}
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}
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# ifdef TOOLS_ENABLED
if ( is_editor ) {
placeholder_fallback_enabled = false ;
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if ( ( changed | | p_instance_to_update ) & & placeholders . size ( ) ) {
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// Update placeholders if any
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HashMap < StringName , Variant > values ;
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List < PropertyInfo > propnames ;
_update_exports_values ( values , propnames ) ;
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if ( changed ) {
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for ( PlaceHolderScriptInstance * script_instance : placeholders ) {
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script_instance - > update ( propnames , values ) ;
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}
} else {
p_instance_to_update - > update ( propnames , values ) ;
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}
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}
}
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# endif
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return changed ;
}
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bool CSharpScript : : _get ( const StringName & p_name , Variant & r_ret ) const {
if ( p_name = = CSharpLanguage : : singleton - > string_names . _script_source ) {
r_ret = get_source_code ( ) ;
return true ;
}
return false ;
}
bool CSharpScript : : _set ( const StringName & p_name , const Variant & p_value ) {
if ( p_name = = CSharpLanguage : : singleton - > string_names . _script_source ) {
set_source_code ( p_value ) ;
reload ( ) ;
return true ;
}
return false ;
}
void CSharpScript : : _get_property_list ( List < PropertyInfo > * p_properties ) const {
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p_properties - > push_back ( PropertyInfo ( Variant : : STRING , CSharpLanguage : : singleton - > string_names . _script_source , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL ) ) ;
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}
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void CSharpScript : : _bind_methods ( ) {
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ClassDB : : bind_vararg_method ( METHOD_FLAGS_DEFAULT , " new " , & CSharpScript : : _new , MethodInfo ( " new " ) ) ;
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}
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void CSharpScript : : reload_registered_script ( Ref < CSharpScript > p_script ) {
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// IMPORTANT:
// This method must be called only after the CSharpScript and its associated type
// have been added to the script bridge map in the ScriptManagerBridge C# class.
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// Other than that, it's the same as `CSharpScript::reload`.
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// This method should not fail, only assertions allowed.
// Unlike `reload`, we print an error rather than silently returning,
// as we can assert this won't be called a second time until invalidated.
ERR_FAIL_COND ( ! p_script - > reload_invalidated ) ;
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p_script - > valid = true ;
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p_script - > reload_invalidated = false ;
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update_script_class_info ( p_script ) ;
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p_script - > _update_exports ( ) ;
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}
// Extract information about the script using the mono class.
void CSharpScript : : update_script_class_info ( Ref < CSharpScript > p_script ) {
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bool tool = false ;
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// TODO: Use GDExtension godot_dictionary
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Array methods_array ;
methods_array . ~ Array ( ) ;
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Dictionary rpc_functions_dict ;
rpc_functions_dict . ~ Dictionary ( ) ;
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Dictionary signals_dict ;
signals_dict . ~ Dictionary ( ) ;
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Ref < CSharpScript > base_script ;
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_UpdateScriptClassInfo (
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p_script . ptr ( ) , & tool , & methods_array , & rpc_functions_dict , & signals_dict , & base_script ) ;
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p_script - > tool = tool ;
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p_script - > rpc_config . clear ( ) ;
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p_script - > rpc_config = rpc_functions_dict ;
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// Methods
p_script - > methods . clear ( ) ;
p_script - > methods . resize ( methods_array . size ( ) ) ;
int push_index = 0 ;
for ( int i = 0 ; i < methods_array . size ( ) ; i + + ) {
Dictionary method_info_dict = methods_array [ i ] ;
StringName name = method_info_dict [ " name " ] ;
MethodInfo mi ;
mi . name = name ;
Array params = method_info_dict [ " params " ] ;
for ( int j = 0 ; j < params . size ( ) ; j + + ) {
Dictionary param = params [ j ] ;
Variant : : Type param_type = ( Variant : : Type ) ( int ) param [ " type " ] ;
PropertyInfo arg_info = PropertyInfo ( param_type , ( String ) param [ " name " ] ) ;
arg_info . usage = ( uint32_t ) param [ " usage " ] ;
mi . arguments . push_back ( arg_info ) ;
}
p_script - > methods . set ( push_index + + , CSharpMethodInfo { name , mi } ) ;
}
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// Event signals
// Performance is not critical here as this will be replaced with source generators.
p_script - > event_signals . clear ( ) ;
// Sigh... can't we just have capacity?
p_script - > event_signals . resize ( signals_dict . size ( ) ) ;
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push_index = 0 ;
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for ( const Variant * s = signals_dict . next ( nullptr ) ; s ! = nullptr ; s = signals_dict . next ( s ) ) {
StringName name = * s ;
MethodInfo mi ;
mi . name = name ;
Array params = signals_dict [ * s ] ;
for ( int i = 0 ; i < params . size ( ) ; i + + ) {
Dictionary param = params [ i ] ;
Variant : : Type param_type = ( Variant : : Type ) ( int ) param [ " type " ] ;
PropertyInfo arg_info = PropertyInfo ( param_type , ( String ) param [ " name " ] ) ;
arg_info . usage = ( uint32_t ) param [ " usage " ] ;
mi . arguments . push_back ( arg_info ) ;
}
p_script - > event_signals . set ( push_index + + , EventSignalInfo { name , mi } ) ;
}
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p_script - > base_script = base_script ;
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}
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bool CSharpScript : : can_instantiate ( ) const {
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# ifdef TOOLS_ENABLED
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bool extra_cond = tool | | ScriptServer : : is_scripting_enabled ( ) ;
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# else
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bool extra_cond = true ;
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# endif
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// FIXME Need to think this through better.
// For tool scripts, this will never fire if the class is not found. That's because we
// don't know if it's a tool script if we can't find the class to access the attributes.
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if ( extra_cond & & ! valid ) {
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ERR_FAIL_V_MSG ( false , " Cannot instance script because the associated class could not be found. Script: ' " + get_path ( ) + " '. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive). " ) ;
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}
return valid & & extra_cond ;
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}
StringName CSharpScript : : get_instance_base_type ( ) const {
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StringName native_name ;
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_GetScriptNativeName ( this , & native_name ) ;
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return native_name ;
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}
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CSharpInstance * CSharpScript : : _create_instance ( const Variant * * p_args , int p_argcount , Object * p_owner , bool p_is_ref_counted , Callable : : CallError & r_error ) {
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/* STEP 1, CREATE */
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Ref < RefCounted > ref ;
if ( p_is_ref_counted ) {
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// Hold it alive. Important if we have to dispose a script instance binding before creating the CSharpInstance.
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ref = Ref < RefCounted > ( static_cast < RefCounted * > ( p_owner ) ) ;
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}
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// If the object had a script instance binding, dispose it before adding the CSharpInstance
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if ( CSharpLanguage : : has_instance_binding ( p_owner ) ) {
void * data = CSharpLanguage : : get_existing_instance_binding ( p_owner ) ;
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CRASH_COND ( data = = nullptr ) ;
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CSharpScriptBinding & script_binding = ( ( RBMap < Object * , CSharpScriptBinding > : : Element * ) data ) - > get ( ) ;
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if ( script_binding . inited & & ! script_binding . gchandle . is_released ( ) ) {
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GDMonoCache : : managed_callbacks . CSharpInstanceBridge_CallDispose (
script_binding . gchandle . get_intptr ( ) , /* okIfNull */ true ) ;
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script_binding . gchandle . release ( ) ; // Just in case
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script_binding . inited = false ;
}
}
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CSharpInstance * instance = memnew ( CSharpInstance ( Ref < CSharpScript > ( this ) ) ) ;
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instance - > base_ref_counted = p_is_ref_counted ;
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instance - > owner = p_owner ;
instance - > owner - > set_script_instance ( instance ) ;
/* STEP 2, INITIALIZE AND CONSTRUCT */
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bool ok = GDMonoCache : : managed_callbacks . ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance (
this , p_owner , p_args , p_argcount ) ;
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if ( ! ok ) {
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// Important to clear this before destroying the script instance here
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instance - > script = Ref < CSharpScript > ( ) ;
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instance - > owner = nullptr ;
p_owner - > set_script_instance ( nullptr ) ;
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return nullptr ;
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}
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CRASH_COND ( instance - > gchandle . is_released ( ) ) ;
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/* STEP 3, PARTY */
//@TODO make thread safe
return instance ;
}
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Variant CSharpScript : : _new ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) {
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if ( ! valid ) {
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r_error . error = Callable : : CallError : : CALL_ERROR_INVALID_METHOD ;
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return Variant ( ) ;
}
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r_error . error = Callable : : CallError : : CALL_OK ;
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StringName native_name ;
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_GetScriptNativeName ( this , & native_name ) ;
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ERR_FAIL_COND_V ( native_name = = StringName ( ) , Variant ( ) ) ;
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Object * owner = ClassDB : : instantiate ( native_name ) ;
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Ref < RefCounted > ref ;
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RefCounted * r = Object : : cast_to < RefCounted > ( owner ) ;
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if ( r ) {
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ref = Ref < RefCounted > ( r ) ;
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}
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CSharpInstance * instance = _create_instance ( p_args , p_argcount , owner , r ! = nullptr , r_error ) ;
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if ( ! instance ) {
if ( ref . is_null ( ) ) {
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memdelete ( owner ) ; // no owner, sorry
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}
return Variant ( ) ;
}
if ( ref . is_valid ( ) ) {
return ref ;
} else {
return owner ;
}
}
ScriptInstance * CSharpScript : : instance_create ( Object * p_this ) {
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# ifdef DEBUG_ENABLED
CRASH_COND ( ! valid ) ;
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# endif
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StringName native_name ;
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GDMonoCache : : managed_callbacks . ScriptManagerBridge_GetScriptNativeName ( this , & native_name ) ;
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ERR_FAIL_COND_V ( native_name = = StringName ( ) , nullptr ) ;
if ( ! ClassDB : : is_parent_class ( p_this - > get_class_name ( ) , native_name ) ) {
if ( EngineDebugger : : is_active ( ) ) {
CSharpLanguage : : get_singleton ( ) - > debug_break_parse ( get_path ( ) , 0 ,
" Script inherits from native type ' " + String ( native_name ) +
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" ', so it can't be assigned to an object of type: ' " + p_this - > get_class ( ) + " ' " ) ;
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}
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ERR_FAIL_V_MSG ( nullptr , " Script inherits from native type ' " + String ( native_name ) + " ', so it can't be assigned to an object of type: ' " + p_this - > get_class ( ) + " '. " ) ;
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}
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Callable : : CallError unchecked_error ;
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return _create_instance ( nullptr , 0 , p_this , Object : : cast_to < RefCounted > ( p_this ) ! = nullptr , unchecked_error ) ;
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}
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PlaceHolderScriptInstance * CSharpScript : : placeholder_instance_create ( Object * p_this ) {
# ifdef TOOLS_ENABLED
PlaceHolderScriptInstance * si = memnew ( PlaceHolderScriptInstance ( CSharpLanguage : : get_singleton ( ) , Ref < Script > ( this ) , p_this ) ) ;
placeholders . insert ( si ) ;
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_update_exports ( si ) ;
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return si ;
# else
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return nullptr ;
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# endif
}
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bool CSharpScript : : instance_has ( const Object * p_this ) const {
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MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > script_instances_mutex ) ;
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return instances . has ( ( Object * ) p_this ) ;
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}
bool CSharpScript : : has_source_code ( ) const {
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return ! source . is_empty ( ) ;
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}
String CSharpScript : : get_source_code ( ) const {
return source ;
}
void CSharpScript : : set_source_code ( const String & p_code ) {
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if ( source = = p_code ) {
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return ;
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}
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source = p_code ;
# ifdef TOOLS_ENABLED
source_changed_cache = true ;
# endif
}
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void CSharpScript : : get_script_method_list ( List < MethodInfo > * p_list ) const {
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if ( ! valid ) {
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return ;
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}
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const CSharpScript * top = this ;
while ( top ! = nullptr ) {
for ( const CSharpMethodInfo & E : top - > methods ) {
p_list - > push_back ( E . method_info ) ;
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}
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top = top - > base_script . ptr ( ) ;
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}
}
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bool CSharpScript : : has_method ( const StringName & p_method ) const {
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if ( ! valid ) {
return false ;
}
for ( const CSharpMethodInfo & E : methods ) {
if ( E . name = = p_method ) {
return true ;
}
}
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return false ;
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}
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MethodInfo CSharpScript : : get_method_info ( const StringName & p_method ) const {
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if ( ! valid ) {
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return MethodInfo ( ) ;
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}
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for ( const CSharpMethodInfo & E : methods ) {
if ( E . name = = p_method ) {
return E . method_info ;
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}
}
return MethodInfo ( ) ;
}
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Error CSharpScript : : reload ( bool p_keep_state ) {
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if ( ! reload_invalidated ) {
return OK ;
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}
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// In the case of C#, reload doesn't really do any script reloading.
// That's done separately via domain reloading.
reload_invalidated = false ;
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String script_path = get_path ( ) ;
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valid = GDMonoCache : : managed_callbacks . ScriptManagerBridge_AddScriptBridge ( this , & script_path ) ;
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if ( valid ) {
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# ifdef DEBUG_ENABLED
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print_verbose ( " Found class for script " + get_path ( ) ) ;
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# endif
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update_script_class_info ( this ) ;
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_update_exports ( ) ;
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}
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return OK ;
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}
ScriptLanguage * CSharpScript : : get_language ( ) const {
return CSharpLanguage : : get_singleton ( ) ;
}
bool CSharpScript : : get_property_default_value ( const StringName & p_property , Variant & r_value ) const {
# ifdef TOOLS_ENABLED
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HashMap < StringName , Variant > : : ConstIterator E = exported_members_defval_cache . find ( p_property ) ;
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if ( E ) {
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r_value = E - > value ;
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return true ;
}
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if ( base_script . is_valid ( ) ) {
return base_script - > get_property_default_value ( p_property , r_value ) ;
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}
# endif
return false ;
}
void CSharpScript : : update_exports ( ) {
# ifdef TOOLS_ENABLED
_update_exports ( ) ;
# endif
}
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bool CSharpScript : : has_script_signal ( const StringName & p_signal ) const {
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if ( ! valid ) {
return false ;
}
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if ( ! GDMonoCache : : godot_api_cache_updated ) {
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return false ;
}
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for ( const EventSignalInfo & signal : event_signals ) {
if ( signal . name = = p_signal ) {
return true ;
}
}
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return false ;
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}
void CSharpScript : : get_script_signal_list ( List < MethodInfo > * r_signals ) const {
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if ( ! valid ) {
return ;
}
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for ( const EventSignalInfo & signal : get_script_event_signals ( ) ) {
r_signals - > push_back ( signal . method_info ) ;
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}
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}
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Vector < CSharpScript : : EventSignalInfo > CSharpScript : : get_script_event_signals ( ) const {
if ( ! valid ) {
return Vector < EventSignalInfo > ( ) ;
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}
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return event_signals ;
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}
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bool CSharpScript : : inherits_script ( const Ref < Script > & p_script ) const {
Ref < CSharpScript > cs = p_script ;
if ( cs . is_null ( ) ) {
return false ;
}
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if ( ! valid | | ! cs - > valid ) {
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return false ;
}
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if ( ! GDMonoCache : : godot_api_cache_updated ) {
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return false ;
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}
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return GDMonoCache : : managed_callbacks . ScriptManagerBridge_ScriptIsOrInherits ( this , cs . ptr ( ) ) ;
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}
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Ref < Script > CSharpScript : : get_base_script ( ) const {
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return base_script ;
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}
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void CSharpScript : : get_script_property_list ( List < PropertyInfo > * r_list ) const {
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# ifdef TOOLS_ENABLED
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const CSharpScript * top = this ;
while ( top ! = nullptr ) {
for ( const PropertyInfo & E : top - > exported_members_cache ) {
r_list - > push_back ( E ) ;
}
top = top - > base_script . ptr ( ) ;
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}
# else
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const CSharpScript * top = this ;
while ( top ! = nullptr ) {
List < PropertyInfo > props ;
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for ( const KeyValue < StringName , PropertyInfo > & E : top - > member_info ) {
props . push_front ( E . value ) ;
}
for ( const PropertyInfo & prop : props ) {
r_list - > push_back ( prop ) ;
}
top = top - > base_script . ptr ( ) ;
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}
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# endif
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}
int CSharpScript : : get_member_line ( const StringName & p_member ) const {
// TODO omnisharp
return - 1 ;
}
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const Variant CSharpScript : : get_rpc_config ( ) const {
return rpc_config ;
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}
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Error CSharpScript : : load_source_code ( const String & p_path ) {
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Error ferr = read_all_file_utf8 ( p_path , source ) ;
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ERR_FAIL_COND_V_MSG ( ferr ! = OK , ferr ,
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ferr = = ERR_INVALID_DATA
? " Script ' " + p_path + " ' contains invalid unicode (UTF-8), so it was not loaded. "
" Please ensure that scripts are saved in valid UTF-8 unicode. "
: " Failed to read file: ' " + p_path + " '. " ) ;
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# ifdef TOOLS_ENABLED
source_changed_cache = true ;
# endif
return OK ;
}
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void CSharpScript : : _clear ( ) {
tool = false ;
valid = false ;
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reload_invalidated = true ;
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}
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CSharpScript : : CSharpScript ( ) {
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_clear ( ) ;
# ifdef DEBUG_ENABLED
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{
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MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > script_instances_mutex ) ;
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CSharpLanguage : : get_singleton ( ) - > script_list . add ( & this - > script_list ) ;
}
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# endif
}
CSharpScript : : ~ CSharpScript ( ) {
# ifdef DEBUG_ENABLED
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MutexLock lock ( CSharpLanguage : : get_singleton ( ) - > script_instances_mutex ) ;
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CSharpLanguage : : get_singleton ( ) - > script_list . remove ( & this - > script_list ) ;
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# endif
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if ( GDMonoCache : : godot_api_cache_updated ) {
GDMonoCache : : managed_callbacks . ScriptManagerBridge_RemoveScriptBridge ( this ) ;
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}
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}
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void CSharpScript : : get_members ( HashSet < StringName > * p_members ) {
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# if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
if ( p_members ) {
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for ( const StringName & member_name : exported_members_names ) {
p_members - > insert ( member_name ) ;
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}
}
# endif
}
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/*************** RESOURCE ***************/
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Ref < Resource > ResourceFormatLoaderCSharpScript : : load ( const String & p_path , const String & p_original_path , Error * r_error , bool p_use_sub_threads , float * r_progress , CacheMode p_cache_mode ) {
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if ( r_error ) {
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* r_error = ERR_FILE_CANT_OPEN ;
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}
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// TODO ignore anything inside bin/ and obj/ in tools builds?
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Ref < CSharpScript > script ;
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if ( GDMonoCache : : godot_api_cache_updated ) {
GDMonoCache : : managed_callbacks . ScriptManagerBridge_GetOrCreateScriptBridgeForPath ( & p_path , & script ) ;
} else {
script = Ref < CSharpScript > ( memnew ( CSharpScript ) ) ;
}
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# if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
Error err = script - > load_source_code ( p_path ) ;
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ERR_FAIL_COND_V_MSG ( err ! = OK , Ref < Resource > ( ) , " Cannot load C# script file ' " + p_path + " '. " ) ;
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# endif
script - > set_path ( p_original_path ) ;
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script - > reload ( ) ;
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if ( r_error ) {
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* r_error = OK ;
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}
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return script ;
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}
void ResourceFormatLoaderCSharpScript : : get_recognized_extensions ( List < String > * p_extensions ) const {
p_extensions - > push_back ( " cs " ) ;
}
bool ResourceFormatLoaderCSharpScript : : handles_type ( const String & p_type ) const {
return p_type = = " Script " | | p_type = = CSharpLanguage : : get_singleton ( ) - > get_type ( ) ;
}
String ResourceFormatLoaderCSharpScript : : get_resource_type ( const String & p_path ) const {
return p_path . get_extension ( ) . to_lower ( ) = = " cs " ? CSharpLanguage : : get_singleton ( ) - > get_type ( ) : " " ;
}
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Error ResourceFormatSaverCSharpScript : : save ( const Ref < Resource > & p_resource , const String & p_path , uint32_t p_flags ) {
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Ref < CSharpScript > sqscr = p_resource ;
ERR_FAIL_COND_V ( sqscr . is_null ( ) , ERR_INVALID_PARAMETER ) ;
String source = sqscr - > get_source_code ( ) ;
# ifdef TOOLS_ENABLED
if ( ! FileAccess : : exists ( p_path ) ) {
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// The file does not yet exist, let's assume the user just created this script. In such
// cases we need to check whether the solution and csproj were already created or not.
if ( ! _create_project_solution_if_needed ( ) ) {
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ERR_PRINT ( " C# project could not be created; cannot add file: ' " + p_path + " '. " ) ;
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}
}
# endif
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{
Error err ;
Ref < FileAccess > file = FileAccess : : open ( p_path , FileAccess : : WRITE , & err ) ;
ERR_FAIL_COND_V_MSG ( err ! = OK , err , " Cannot save C# script file ' " + p_path + " '. " ) ;
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file - > store_string ( source ) ;
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if ( file - > get_error ( ) ! = OK & & file - > get_error ( ) ! = ERR_FILE_EOF ) {
return ERR_CANT_CREATE ;
}
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}
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# ifdef TOOLS_ENABLED
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if ( ScriptServer : : is_reload_scripts_on_save_enabled ( ) ) {
CSharpLanguage : : get_singleton ( ) - > reload_tool_script ( p_resource , false ) ;
}
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# endif
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return OK ;
}
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void ResourceFormatSaverCSharpScript : : get_recognized_extensions ( const Ref < Resource > & p_resource , List < String > * p_extensions ) const {
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if ( Object : : cast_to < CSharpScript > ( p_resource . ptr ( ) ) ) {
p_extensions - > push_back ( " cs " ) ;
}
}
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bool ResourceFormatSaverCSharpScript : : recognize ( const Ref < Resource > & p_resource ) const {
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return Object : : cast_to < CSharpScript > ( p_resource . ptr ( ) ) ! = nullptr ;
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}
CSharpLanguage : : StringNameCache : : StringNameCache ( ) {
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_property_can_revert = StaticCString : : create ( " _property_can_revert " ) ;
_property_get_revert = StaticCString : : create ( " _property_get_revert " ) ;
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_script_source = StaticCString : : create ( " script/source " ) ;
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}