virtualx-engine/modules/mono/csharp_script.h

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/*************************************************************************/
/* csharp_script.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* 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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#ifndef CSHARP_SCRIPT_H
#define CSHARP_SCRIPT_H
#include "core/doc_data.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/object/script_language.h"
#include "core/templates/self_list.h"
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#include "mono_gc_handle.h"
#include "mono_gd/gd_mono.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_plugin.h"
#endif
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class CSharpScript;
class CSharpInstance;
class CSharpLanguage;
template <typename TScriptInstance, typename TScriptLanguage>
TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
return dynamic_cast<TScriptInstance *>(p_inst);
}
#define CAST_CSHARP_INSTANCE(m_inst) (cast_script_instance<CSharpInstance, CSharpLanguage>(m_inst))
class CSharpScript : public Script {
GDCLASS(CSharpScript, Script);
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friend class CSharpInstance;
friend class CSharpLanguage;
bool tool = false;
bool valid = false;
bool reload_invalidated = false;
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Ref<CSharpScript> base_script;
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HashSet<Object *> instances;
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#ifdef GD_MONO_HOT_RELOAD
struct StateBackup {
// TODO
// Replace with buffer containing the serialized state of managed scripts.
// Keep variant state backup to use only with script instance placeholders.
List<Pair<StringName, Variant>> properties;
Dictionary event_signals;
};
HashSet<ObjectID> pending_reload_instances;
RBMap<ObjectID, StateBackup> pending_reload_state;
bool was_tool_before_reload = false;
HashSet<ObjectID> pending_replace_placeholders;
#endif
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String source;
SelfList<CSharpScript> script_list = this;
Dictionary rpc_config;
struct EventSignalInfo {
StringName name; // MethodInfo stores a string...
MethodInfo method_info;
};
struct CSharpMethodInfo {
StringName name; // MethodInfo stores a string...
MethodInfo method_info;
};
Vector<EventSignalInfo> event_signals;
Vector<CSharpMethodInfo> methods;
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#ifdef TOOLS_ENABLED
List<PropertyInfo> exported_members_cache; // members_cache
HashMap<StringName, Variant> exported_members_defval_cache; // member_default_values_cache
HashSet<PlaceHolderScriptInstance *> placeholders;
bool source_changed_cache = false;
bool placeholder_fallback_enabled = false;
bool exports_invalidated = true;
void _update_exports_values(HashMap<StringName, Variant> &values, List<PropertyInfo> &propnames);
void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
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#endif
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
HashSet<StringName> exported_members_names;
#endif
HashMap<StringName, PropertyInfo> member_info;
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void _clear();
static void GD_CLR_STDCALL _add_property_info_list_callback(CSharpScript *p_script, const String *p_current_class_name, void *p_props, int32_t p_count);
#ifdef TOOLS_ENABLED
static void GD_CLR_STDCALL _add_property_default_values_callback(CSharpScript *p_script, void *p_def_vals, int32_t p_count);
#endif
bool _update_exports(PlaceHolderScriptInstance *p_instance_to_update = nullptr);
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CSharpInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_is_ref_counted, Callable::CallError &r_error);
Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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// Do not use unless you know what you are doing
static void update_script_class_info(Ref<CSharpScript> p_script);
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protected:
static void _bind_methods();
bool _get(const StringName &p_name, Variant &r_ret) const;
bool _set(const StringName &p_name, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_properties) const;
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public:
static void reload_registered_script(Ref<CSharpScript> p_script);
bool can_instantiate() const override;
StringName get_instance_base_type() const override;
ScriptInstance *instance_create(Object *p_this) override;
PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this) override;
bool instance_has(const Object *p_this) const override;
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bool has_source_code() const override;
String get_source_code() const override;
void set_source_code(const String &p_code) override;
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#ifdef TOOLS_ENABLED
virtual Vector<DocData::ClassDoc> get_documentation() const override {
// TODO
Vector<DocData::ClassDoc> docs;
return docs;
}
#endif // TOOLS_ENABLED
Error reload(bool p_keep_state = false) override;
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bool has_script_signal(const StringName &p_signal) const override;
void get_script_signal_list(List<MethodInfo> *r_signals) const override;
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Vector<EventSignalInfo> get_script_event_signals() const;
bool get_property_default_value(const StringName &p_property, Variant &r_value) const override;
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void get_script_property_list(List<PropertyInfo> *r_list) const override;
void update_exports() override;
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void get_members(HashSet<StringName> *p_members) override;
bool is_tool() const override {
return tool;
}
bool is_valid() const override {
return valid;
}
bool inherits_script(const Ref<Script> &p_script) const override;
Ref<Script> get_base_script() const override;
ScriptLanguage *get_language() const override;
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void get_script_method_list(List<MethodInfo> *p_list) const override;
bool has_method(const StringName &p_method) const override;
MethodInfo get_method_info(const StringName &p_method) const override;
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int get_member_line(const StringName &p_member) const override;
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const Variant get_rpc_config() const override;
#ifdef TOOLS_ENABLED
bool is_placeholder_fallback_enabled() const override {
return placeholder_fallback_enabled;
}
#endif
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Error load_source_code(const String &p_path);
CSharpScript();
~CSharpScript();
};
class CSharpInstance : public ScriptInstance {
friend class CSharpScript;
friend class CSharpLanguage;
Object *owner = nullptr;
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bool base_ref_counted = false;
bool ref_dying = false;
bool unsafe_referenced = false;
bool predelete_notified = false;
bool destructing_script_instance = false;
Ref<CSharpScript> script;
MonoGCHandleData gchandle;
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List<Callable> connected_event_signals;
bool _reference_owner_unsafe();
/*
* If true is returned, the caller must memdelete the script instance's owner.
*/
bool _unreference_owner_unsafe();
/*
C#: Restructure code prior move to .NET Core The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
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* If false is returned, the caller must destroy the script instance by removing it from its owner.
*/
C#: Restructure code prior move to .NET Core The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
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bool _internal_new_managed();
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// Do not use unless you know what you are doing
static CSharpInstance *create_for_managed_type(Object *p_owner, CSharpScript *p_script, const MonoGCHandleData &p_gchandle);
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public:
_FORCE_INLINE_ bool is_destructing_script_instance() { return destructing_script_instance; }
C#: Restructure code prior move to .NET Core The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
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_FORCE_INLINE_ GCHandleIntPtr get_gchandle_intptr() { return gchandle.get_intptr(); }
Object *get_owner() override;
bool set(const StringName &p_name, const Variant &p_value) override;
bool get(const StringName &p_name, Variant &r_ret) const override;
void get_property_list(List<PropertyInfo> *p_properties) const override;
Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const override;
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bool property_can_revert(const StringName &p_name) const override;
bool property_get_revert(const StringName &p_name, Variant &r_ret) const override;
void get_method_list(List<MethodInfo> *p_list) const override;
bool has_method(const StringName &p_method) const override;
Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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void mono_object_disposed(GCHandleIntPtr p_gchandle_to_free);
/*
* If 'r_delete_owner' is set to true, the caller must memdelete the script instance's owner. Otherwise, if
* 'r_remove_script_instance' is set to true, the caller must destroy the script instance by removing it from its owner.
*/
void 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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void connect_event_signals();
void disconnect_event_signals();
void refcount_incremented() override;
bool refcount_decremented() override;
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const Variant get_rpc_config() const override;
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void notification(int p_notification) override;
void _call_notification(int p_notification);
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String to_string(bool *r_valid) override;
Ref<Script> get_script() const override;
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ScriptLanguage *get_language() override;
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CSharpInstance(const Ref<CSharpScript> &p_script);
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~CSharpInstance();
};
struct CSharpScriptBinding {
bool inited = false;
StringName type_name;
MonoGCHandleData gchandle;
Object *owner = nullptr;
CSharpScriptBinding() {}
};
class ManagedCallableMiddleman : public Object {
GDCLASS(ManagedCallableMiddleman, Object);
};
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class CSharpLanguage : public ScriptLanguage {
friend class CSharpScript;
friend class CSharpInstance;
static CSharpLanguage *singleton;
bool finalizing = false;
bool finalized = false;
GDMono *gdmono = nullptr;
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SelfList<CSharpScript>::List script_list;
Mutex script_instances_mutex;
Mutex script_gchandle_release_mutex;
Mutex language_bind_mutex;
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RBMap<Object *, CSharpScriptBinding> script_bindings;
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#ifdef DEBUG_ENABLED
// List of unsafe object references
HashMap<ObjectID, int> unsafe_object_references;
Mutex unsafe_object_references_lock;
#endif
ManagedCallableMiddleman *managed_callable_middleman = memnew(ManagedCallableMiddleman);
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struct StringNameCache {
StringName _property_can_revert;
StringName _property_get_revert;
StringName _script_source;
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StringNameCache();
};
int lang_idx = -1;
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// For debug_break and debug_break_parse
int _debug_parse_err_line = -1;
String _debug_parse_err_file;
String _debug_error;
friend class GDMono;
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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void _on_scripts_domain_about_to_unload();
#ifdef TOOLS_ENABLED
EditorPlugin *godotsharp_editor = nullptr;
static void _editor_init_callback();
#endif
static void *_instance_binding_create_callback(void *p_token, void *p_instance);
static void _instance_binding_free_callback(void *p_token, void *p_instance, void *p_binding);
static GDExtensionBool _instance_binding_reference_callback(void *p_token, void *p_binding, GDExtensionBool p_reference);
static GDExtensionInstanceBindingCallbacks _instance_binding_callbacks;
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public:
static void *get_instance_binding(Object *p_object);
static void *get_existing_instance_binding(Object *p_object);
static void set_instance_binding(Object *p_object, void *p_binding);
static bool has_instance_binding(Object *p_object);
StringNameCache string_names;
const Mutex &get_language_bind_mutex() {
return language_bind_mutex;
}
const Mutex &get_script_instances_mutex() {
return script_instances_mutex;
}
_FORCE_INLINE_ int get_language_index() {
return lang_idx;
}
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void set_language_index(int p_idx);
_FORCE_INLINE_ const StringNameCache &get_string_names() {
return string_names;
}
_FORCE_INLINE_ static CSharpLanguage *get_singleton() {
return singleton;
}
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#ifdef TOOLS_ENABLED
_FORCE_INLINE_ EditorPlugin *get_godotsharp_editor() const {
return godotsharp_editor;
}
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#endif
static void release_script_gchandle(MonoGCHandleData &p_gchandle);
static void release_script_gchandle_thread_safe(GCHandleIntPtr p_gchandle_to_free, MonoGCHandleData &r_gchandle);
static void release_binding_gchandle_thread_safe(GCHandleIntPtr p_gchandle_to_free, CSharpScriptBinding &r_script_binding);
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bool debug_break(const String &p_error, bool p_allow_continue = true);
bool debug_break_parse(const String &p_file, int p_line, const String &p_error);
#ifdef GD_MONO_HOT_RELOAD
bool is_assembly_reloading_needed();
void reload_assemblies(bool p_soft_reload);
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#endif
_FORCE_INLINE_ ManagedCallableMiddleman *get_managed_callable_middleman() const {
return managed_callable_middleman;
}
String get_name() const override;
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/* LANGUAGE FUNCTIONS */
String get_type() const override;
String get_extension() const override;
Error execute_file(const String &p_path) override;
void init() override;
void finish() override;
void finalize();
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/* EDITOR FUNCTIONS */
void get_reserved_words(List<String> *p_words) const override;
bool is_control_flow_keyword(String p_keyword) const override;
void get_comment_delimiters(List<String> *p_delimiters) const override;
void get_string_delimiters(List<String> *p_delimiters) const override;
bool is_using_templates() override;
virtual Ref<Script> make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const override;
virtual Vector<ScriptTemplate> get_built_in_templates(StringName p_object) override;
/* TODO */ bool validate(const String &p_script, const String &p_path, List<String> *r_functions,
List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, HashSet<int> *r_safe_lines = nullptr) const override {
return true;
}
String validate_path(const String &p_path) const override;
Script *create_script() const override;
bool has_named_classes() const override;
bool supports_builtin_mode() const override;
/* TODO? */ int find_function(const String &p_function, const String &p_code) const override {
return -1;
}
String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const override;
virtual String _get_indentation() const;
/* TODO? */ void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const override {}
/* TODO */ void add_global_constant(const StringName &p_variable, const Variant &p_value) override {}
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/* DEBUGGER FUNCTIONS */
String debug_get_error() const override;
int debug_get_stack_level_count() const override;
int debug_get_stack_level_line(int p_level) const override;
String debug_get_stack_level_function(int p_level) const override;
String debug_get_stack_level_source(int p_level) const override;
/* TODO */ void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) override {}
/* TODO */ void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) override {}
/* TODO */ void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) override {}
/* TODO */ String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) override {
return "";
}
Vector<StackInfo> debug_get_current_stack_info() override;
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/* PROFILING FUNCTIONS */
/* TODO */ void profiling_start() override {}
/* TODO */ void profiling_stop() override {}
/* TODO */ int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) override {
return 0;
}
/* TODO */ int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) override {
return 0;
}
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void frame() override;
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/* TODO? */ void get_public_functions(List<MethodInfo> *p_functions) const override {}
/* TODO? */ void get_public_constants(List<Pair<String, Variant>> *p_constants) const override {}
/* TODO? */ void get_public_annotations(List<MethodInfo> *p_annotations) const override {}
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void reload_all_scripts() override;
void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) override;
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/* LOADER FUNCTIONS */
void get_recognized_extensions(List<String> *p_extensions) const override;
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#ifdef TOOLS_ENABLED
Error open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) override;
bool overrides_external_editor() override;
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#endif
RBMap<Object *, CSharpScriptBinding>::Element *insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding);
bool setup_csharp_script_binding(CSharpScriptBinding &r_script_binding, Object *p_object);
C#: Restructure code prior move to .NET Core The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
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static void tie_native_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, const StringName *p_native_name, bool p_ref_counted);
static void tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, Ref<CSharpScript> *p_script, bool p_ref_counted);
C#: Restructure code prior move to .NET Core The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
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static void tie_managed_to_unmanaged_with_pre_setup(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged);
void post_unsafe_reference(Object *p_obj);
void pre_unsafe_unreference(Object *p_obj);
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CSharpLanguage();
~CSharpLanguage();
};
class ResourceFormatLoaderCSharpScript : public ResourceFormatLoader {
public:
Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE) override;
void get_recognized_extensions(List<String> *p_extensions) const override;
bool handles_type(const String &p_type) const override;
String get_resource_type(const String &p_path) const override;
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};
class ResourceFormatSaverCSharpScript : public ResourceFormatSaver {
public:
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Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0) override;
void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const override;
bool recognize(const Ref<Resource> &p_resource) const override;
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};
#endif // CSHARP_SCRIPT_H