[DLScript] refactored loading of libraries

I also enabled DLSCRIPT_EDITOR_FEATURES as the default.
It might not be the most usable because of the lack of a reloading functionality,
but as Zylann pointed out "It's better to see something than nothing at all"
This commit is contained in:
Karroffel 2017-04-07 04:47:58 +02:00
parent 25d09b92be
commit 8cd3f81886
2 changed files with 147 additions and 147 deletions

View file

@ -34,16 +34,86 @@
#include "os/file_access.h"
#include "os/os.h"
#include "scene/main/scene_main_loop.h"
#include "scene/resources/scene_format_text.h"
#ifdef TOOLS_ENABLED
// #include "editor/editor_import_export.h"
#endif
#if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED)
#include "api_generator.h"
#endif
Error NativeLibrary::initialize(NativeLibrary *&p_native_lib, const StringName p_path) {
if (DLScriptLanguage::get_singleton()->initialized_libraries.has(p_path)) {
p_native_lib = DLScriptLanguage::get_singleton()->initialized_libraries[p_path];
return OK;
}
NativeLibrary *lib = memnew(NativeLibrary);
lib->path = p_path;
p_native_lib = lib;
// Open the file
Error error;
error = OS::get_singleton()->open_dynamic_library(p_path, lib->handle);
if (error) return error;
ERR_FAIL_COND_V(!lib->handle, ERR_BUG);
// Get the method
void *library_init;
error = OS::get_singleton()->get_dynamic_library_symbol_handle(lib->handle, DLScriptLanguage::get_init_symbol_name(), library_init);
if (error) return error;
ERR_FAIL_COND_V(!library_init, ERR_BUG);
void (*library_init_fpointer)(godot_dlscript_init_options *) = (void (*)(godot_dlscript_init_options *))library_init;
godot_dlscript_init_options options;
options.in_editor = SceneTree::get_singleton()->is_editor_hint();
/*
options.core_api_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
options.editor_api_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
options.no_api_hash = ClassDB::get_api_hash(ClassDB::API_NONE);
*/
library_init_fpointer(&options); // Catch errors?
DLScriptLanguage::get_singleton()->initialized_libraries[p_path] = lib;
return OK;
}
Error NativeLibrary::terminate(NativeLibrary *&p_native_lib) {
if (!DLScriptLanguage::get_singleton()->initialized_libraries.has(p_native_lib->path)) {
OS::get_singleton()->close_dynamic_library(p_native_lib->handle);
p_native_lib->handle = 0;
return OK;
}
Error error = OK;
void *library_terminate;
error = OS::get_singleton()->get_dynamic_library_symbol_handle(p_native_lib->handle, DLScriptLanguage::get_terminate_symbol_name(), library_terminate);
if (error)
return OK; // no terminate? okay, not that important lol
void (*library_terminate_pointer)(godot_dlscript_terminate_options *) = (void (*)(godot_dlscript_terminate_options *))library_terminate;
godot_dlscript_terminate_options options;
options.in_editor = SceneTree::get_singleton()->is_editor_hint();
library_terminate_pointer(&options);
DLScriptLanguage::get_singleton()->initialized_libraries.erase(p_native_lib->path);
OS::get_singleton()->close_dynamic_library(p_native_lib->handle);
p_native_lib->handle = 0;
return OK;
}
// Script
bool DLScript::can_instance() const {
@ -97,8 +167,8 @@ ScriptInstance *DLScript::instance_create(Object *p_this) {
if (!library.is_valid())
return sins;
if (!library->library_handle) {
Error err = library->_initialize_handle(true);
if (!library->library) {
Error err = library->_initialize();
if (err != OK) {
return sins;
}
@ -320,10 +390,10 @@ void DLScript::set_library(Ref<DLLibrary> p_library) {
return;
#endif
if (library.is_valid()) {
Error initalize_status = library->_initialize_handle(!ScriptServer::is_scripting_enabled());
Error initalize_status = library->_initialize();
ERR_FAIL_COND(initalize_status != OK);
if (script_name) {
script_data = library->get_script_data(script_name);
script_data = library->library->scripts[script_name];
ERR_FAIL_COND(!script_data);
}
}
@ -337,8 +407,15 @@ void DLScript::set_script_name(StringName p_script_name) {
script_name = p_script_name;
if (library.is_valid()) {
script_data = library->get_script_data(script_name);
ERR_FAIL_COND(!script_data);
#ifdef DLSCRIPT_EDITOR_FEATURES
if (!library->library) {
library->_initialize();
}
#endif
if (library->library) {
script_data = library->get_script_data(script_name);
ERR_FAIL_COND(!script_data);
}
}
}
@ -400,11 +477,9 @@ String DLLibrary::get_platform_file(StringName p_platform) const {
}
}
Error DLLibrary::_initialize_handle(bool p_in_editor) {
Error DLLibrary::_initialize() {
_THREAD_SAFE_METHOD_
void *_library_handle;
// Get the file
const String platform_name = OS::get_singleton()->get_name();
@ -434,90 +509,33 @@ Error DLLibrary::_initialize_handle(bool p_in_editor) {
}
ERR_FAIL_COND_V(platform_file == "", ERR_DOES_NOT_EXIST);
library_path = GlobalConfig::get_singleton()->globalize_path(platform_file);
if (DLScriptLanguage::get_singleton()->is_library_initialized(library_path)) {
*this = *DLScriptLanguage::get_singleton()->get_library_dllibrary(library_path);
return OK;
}
// Open the file
Error error;
error = OS::get_singleton()->open_dynamic_library(library_path, _library_handle);
if (error) return error;
ERR_FAIL_COND_V(!_library_handle, ERR_BUG);
// Get the method
void *library_init;
error = OS::get_singleton()->get_dynamic_library_symbol_handle(_library_handle, DLScriptLanguage::get_init_symbol_name(), library_init);
if (error) return error;
ERR_FAIL_COND_V(!library_init, ERR_BUG);
StringName path = GlobalConfig::get_singleton()->globalize_path(platform_file);
DLLibrary::currently_initialized_library = this;
void (*library_init_fpointer)(godot_dlscript_init_options *) = (void (*)(godot_dlscript_init_options *))library_init;
godot_dlscript_init_options options;
options.in_editor = p_in_editor;
options.core_api_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
options.editor_api_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
options.no_api_hash = ClassDB::get_api_hash(ClassDB::API_NONE);
library_init_fpointer(&options); // Catch errors?
/*{
ERR_EXPLAIN("Couldn't initialize library");
ERR_FAIL_V(ERR_SCRIPT_FAILED);
}*/
Error ret = NativeLibrary::initialize(library, path);
DLLibrary::currently_initialized_library = NULL;
library_handle = _library_handle;
DLScriptLanguage::get_singleton()->set_library_initialized(library_path, this);
return OK;
return ret;
}
Error DLLibrary::_free_handle(bool p_in_editor) {
ERR_FAIL_COND_V(!library_handle, ERR_BUG);
Error DLLibrary::_terminate() {
ERR_FAIL_COND_V(!library, ERR_BUG);
ERR_FAIL_COND_V(!library->handle, ERR_BUG);
if (!DLScriptLanguage::get_singleton()->is_library_initialized(library_path)) {
OS::get_singleton()->close_dynamic_library(library_handle);
library_handle = 0;
return OK;
}
Error error = OK;
void *library_terminate;
error = OS::get_singleton()->get_dynamic_library_symbol_handle(library_handle, DLScriptLanguage::get_terminate_symbol_name(), library_terminate);
if (error)
return OK; // no terminate? okay, not that important lol
void (*library_terminate_pointer)(godot_dlscript_terminate_options *) = (void (*)(godot_dlscript_terminate_options *))library_terminate;
godot_dlscript_terminate_options options;
options.in_editor = p_in_editor;
library_terminate_pointer(&options);
DLScriptLanguage::get_singleton()->set_library_uninitialized(library_path);
OS::get_singleton()->close_dynamic_library(library_handle);
library_handle = 0;
return OK;
return NativeLibrary::terminate(library);
}
void DLLibrary::_register_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func) {
ERR_FAIL_COND(scripts.has(p_name));
ERR_FAIL_COND(!library);
ERR_FAIL_COND(library->scripts.has(p_name));
DLScriptData *s = memnew(DLScriptData);
s->base = p_base;
s->create_func = p_instance_func;
s->destroy_func = p_destroy_func;
Map<StringName, DLScriptData *>::Element *E = scripts.find(p_base);
Map<StringName, DLScriptData *>::Element *E = library->scripts.find(p_base);
if (E) {
s->base_data = E->get();
s->base_native_type = s->base_data->base_native_type;
@ -530,18 +548,19 @@ void DLLibrary::_register_script(const StringName p_name, const StringName p_bas
s->base_native_type = p_base;
}
scripts.insert(p_name, s);
library->scripts.insert(p_name, s);
}
void DLLibrary::_register_tool_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func) {
ERR_FAIL_COND(scripts.has(p_name));
ERR_FAIL_COND(!library);
ERR_FAIL_COND(library->scripts.has(p_name));
DLScriptData *s = memnew(DLScriptData);
s->base = p_base;
s->create_func = p_instance_func;
s->destroy_func = p_destroy_func;
s->is_tool = true;
Map<StringName, DLScriptData *>::Element *E = scripts.find(p_base);
Map<StringName, DLScriptData *>::Element *E = library->scripts.find(p_base);
if (E) {
s->base_data = E->get();
s->base_native_type = s->base_data->base_native_type;
@ -554,22 +573,24 @@ void DLLibrary::_register_tool_script(const StringName p_name, const StringName
s->base_native_type = p_base;
}
scripts.insert(p_name, s);
library->scripts.insert(p_name, s);
}
void DLLibrary::_register_script_method(const StringName p_name, const StringName p_method, godot_method_attributes p_attr, godot_instance_method p_func, MethodInfo p_info) {
ERR_FAIL_COND(!scripts.has(p_name));
ERR_FAIL_COND(!library);
ERR_FAIL_COND(!library->scripts.has(p_name));
p_info.name = p_method;
DLScriptData::Method method;
method = DLScriptData::Method(p_func, p_info, p_attr.rpc_type);
scripts[p_name]->methods.insert(p_method, method);
library->scripts[p_name]->methods.insert(p_method, method);
}
void DLLibrary::_register_script_property(const StringName p_name, const String p_path, godot_property_attributes *p_attr, godot_property_set_func p_setter, godot_property_get_func p_getter) {
ERR_FAIL_COND(!scripts.has(p_name));
ERR_FAIL_COND(!library);
ERR_FAIL_COND(!library->scripts.has(p_name));
DLScriptData::Property p;
@ -582,11 +603,12 @@ void DLLibrary::_register_script_property(const StringName p_name, const String
p = DLScriptData::Property(p_setter, p_getter, pi, *(Variant *)&p_attr->default_value, p_attr->rset_type);
}
scripts[p_name]->properties.insert(p_path, p);
library->scripts[p_name]->properties.insert(p_path, p);
}
void DLLibrary::_register_script_signal(const StringName p_name, const godot_signal *p_signal) {
ERR_FAIL_COND(!scripts.has(p_name));
ERR_FAIL_COND(!library);
ERR_FAIL_COND(!library->scripts.has(p_name));
ERR_FAIL_COND(!p_signal);
DLScriptData::Signal signal;
@ -626,19 +648,15 @@ void DLLibrary::_register_script_signal(const StringName p_name, const godot_sig
signal.signal.default_arguments = default_arguments;
}
scripts[p_name]->signals_.insert(*(String *)&p_signal->name, signal);
library->scripts[p_name]->signals_.insert(*(String *)&p_signal->name, signal);
}
DLScriptData *DLLibrary::get_script_data(const StringName p_name) {
ERR_FAIL_COND_V(!library, NULL);
if (!scripts.has(p_name)) {
if (DLScriptLanguage::get_singleton()->is_library_initialized(library_path)) {
_update_library(*DLScriptLanguage::get_singleton()->get_library_dllibrary(library_path));
}
ERR_FAIL_COND_V(!scripts.has(p_name), NULL);
}
ERR_FAIL_COND_V(!library->scripts.has(p_name), NULL);
return scripts[p_name];
return library->scripts[p_name];
}
bool DLLibrary::_set(const StringName &p_name, const Variant &p_value) {
@ -667,6 +685,9 @@ void DLLibrary::_get_property_list(List<PropertyInfo> *p_list) const {
List<StringName> ep;
// ep.push_back("X11");
// EditorImportExport::get_singleton()->get_export_platforms(&ep);
// @Todo
// get export platforms with the new export system somehow.
for (List<StringName>::Element *E = ep.front(); E; E = E->next()) {
registered_platform_names.insert(String(E->get()).to_lower());
}
@ -711,12 +732,16 @@ void DLLibrary::_bind_methods() {
}
DLLibrary::DLLibrary() {
library_handle = NULL;
library = NULL;
}
DLLibrary::~DLLibrary() {
for (Map<StringName, DLScriptData *>::Element *E = scripts.front(); E; E = E->next()) {
if (!library) {
return;
}
for (Map<StringName, DLScriptData *>::Element *E = library->scripts.front(); E; E = E->next()) {
for (Map<StringName, DLScriptData::Method>::Element *M = E->get()->methods.front(); M; M = M->next()) {
if (M->get().method.free_func) {
M->get().method.free_func(M->get().method.method_data);
@ -725,12 +750,8 @@ DLLibrary::~DLLibrary() {
memdelete(E->get());
}
if (library_handle) {
bool in_editor = false;
#ifdef TOOLS_ENABLED
in_editor = !ScriptServer::is_scripting_enabled();
#endif
_free_handle(in_editor);
if (library->handle) {
_terminate();
}
}
@ -906,26 +927,6 @@ String DLScriptLanguage::get_name() const {
return "DLScript";
}
bool DLScriptLanguage::is_library_initialized(const String &p_path) {
return initialized_libraries.has(p_path);
}
void DLScriptLanguage::set_library_initialized(const String &p_path, DLLibrary *p_dllibrary) {
initialized_libraries[p_path] = p_dllibrary;
}
DLLibrary *DLScriptLanguage::get_library_dllibrary(const String &p_path) {
return initialized_libraries[p_path];
}
void DLScriptLanguage::set_library_uninitialized(const String &p_path) {
initialized_libraries.erase(p_path);
}
void DLScriptLanguage::init() {
// TODO: Expose globals
GLOBAL_DEF("dlscript/default_dllibrary", "");
@ -1079,7 +1080,7 @@ DLScriptLanguage::DLScriptLanguage() {
ERR_FAIL_COND(singleton);
strings._notification = StringName("_notification");
singleton = this;
initialized_libraries = Map<String, DLLibrary *>();
initialized_libraries = Map<StringName, NativeLibrary *>();
}
DLScriptLanguage::~DLScriptLanguage() {

View file

@ -39,9 +39,21 @@
#include "godot.h"
#ifdef TOOLS_ENABLED
// #define DLSCRIPT_EDITOR_FEATURES
#define DLSCRIPT_EDITOR_FEATURES
#endif
class DLScriptData;
struct NativeLibrary {
StringName path;
void *handle;
Map<StringName, DLScriptData *> scripts;
static Error initialize(NativeLibrary *&p_native_lib, const StringName p_path);
static Error terminate(NativeLibrary *&p_native_lib);
};
struct DLScriptData {
/* typedef void* (InstanceFunc)(godot_object* instance);
typedef void (DestroyFunc)(godot_object* instance,void* userdata);
@ -187,26 +199,18 @@ class DLLibrary : public Resource {
OBJ_SAVE_TYPE(DLLibrary);
Map<StringName, String> platform_files;
void *library_handle;
String library_path;
NativeLibrary *library;
static DLLibrary *currently_initialized_library;
Map<StringName, DLScriptData *> scripts;
protected:
friend class DLScript;
_FORCE_INLINE_ void _update_library(const DLLibrary &p_other) {
platform_files = p_other.platform_files;
library_handle = p_other.library_handle;
library_path = p_other.library_path;
scripts = p_other.scripts;
}
Error _initialize_handle(bool p_in_editor = false);
Error _free_handle(bool p_in_editor = false);
friend class NativeLibrary;
DLScriptData *get_script_data(const StringName p_name);
Error _initialize();
Error _terminate();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
@ -290,8 +294,6 @@ class DLScriptLanguage : public ScriptLanguage {
SelfList<DLScript>::List script_list;
Map<String, DLLibrary *> initialized_libraries;
bool profiling;
uint64_t script_frame_time;
@ -302,15 +304,12 @@ class DLScriptLanguage : public ScriptLanguage {
} strings;
public:
Map<StringName, NativeLibrary *> initialized_libraries;
_FORCE_INLINE_ static DLScriptLanguage *get_singleton() { return singleton; }
virtual String get_name() const;
bool is_library_initialized(const String &p_path);
void set_library_initialized(const String &p_path, DLLibrary *p_dllibrary);
DLLibrary *get_library_dllibrary(const String &p_path);
void set_library_uninitialized(const String &p_path);
/* LANGUAGE FUNCTIONS */
virtual void init();
virtual String get_type() const;