Merge pull request #25721 from neikeq/ww

Use script instance binding for objects constructed from C#
This commit is contained in:
Rémi Verschelde 2019-02-12 15:29:25 +01:00 committed by GitHub
commit c4835c4345
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 88 additions and 19 deletions

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@ -1929,6 +1929,13 @@ bool Object::has_script_instance_binding(int p_script_language_index) {
return _script_instance_bindings[p_script_language_index] != NULL;
}
void Object::set_script_instance_binding(int p_script_language_index, void *p_data) {
#ifdef DEBUG_ENABLED
CRASH_COND(_script_instance_bindings[p_script_language_index] != NULL);
#endif
_script_instance_bindings[p_script_language_index] = p_data;
}
Object::Object() {
_class_ptr = NULL;
@ -1992,11 +1999,13 @@ Object::~Object() {
_instance_ID = 0;
_predelete_ok = 2;
if (!ScriptServer::are_languages_finished()) {
for (int i = 0; i < MAX_SCRIPT_INSTANCE_BINDINGS; i++) {
if (_script_instance_bindings[i]) {
ScriptServer::get_language(i)->free_instance_binding_data(_script_instance_bindings[i]);
}
}
}
}
bool predelete_handler(Object *p_object) {

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@ -730,6 +730,7 @@ public:
//used by script languages to store binding data
void *get_script_instance_binding(int p_script_language_index);
bool has_script_instance_binding(int p_script_language_index);
void set_script_instance_binding(int p_script_language_index, void *p_data);
void clear_internal_resource_paths();

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@ -37,6 +37,7 @@ int ScriptServer::_language_count = 0;
bool ScriptServer::scripting_enabled = true;
bool ScriptServer::reload_scripts_on_save = false;
bool ScriptServer::languages_finished = false;
ScriptEditRequestFunction ScriptServer::edit_request_func = NULL;
void Script::_notification(int p_what) {
@ -130,6 +131,7 @@ void ScriptServer::finish_languages() {
_languages[i]->finish();
}
global_classes_clear();
languages_finished = true;
}
void ScriptServer::set_reload_scripts_on_save(bool p_enable) {

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@ -54,6 +54,7 @@ class ScriptServer {
static int _language_count;
static bool scripting_enabled;
static bool reload_scripts_on_save;
static bool languages_finished;
struct GlobalScriptClass {
StringName language;
@ -91,6 +92,8 @@ public:
static void init_languages();
static void finish_languages();
static bool are_languages_finished() { return languages_finished; }
};
class ScriptInstance;

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@ -1113,19 +1113,23 @@ bool CSharpLanguage::setup_csharp_script_binding(CSharpScriptBinding &r_script_b
void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
SCOPED_MUTEX_LOCK(language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *match = script_bindings.find(p_object);
if (match)
return (void *)match;
CSharpScriptBinding script_binding;
if (!setup_csharp_script_binding(script_binding, p_object))
return NULL;
void *data;
return (void *)insert_script_binding(p_object, script_binding);
}
{
SCOPED_MUTEX_LOCK(language_bind_mutex);
data = (void *)script_bindings.insert(p_object, script_binding);
}
Map<Object *, CSharpScriptBinding>::Element *CSharpLanguage::insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding) {
return data;
return script_bindings.insert(p_object, p_script_binding);
}
void CSharpLanguage::free_instance_binding_data(void *p_data) {
@ -2279,17 +2283,18 @@ void CSharpScript::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &CSharpScript::_new, MethodInfo(Variant::OBJECT, "new"));
}
Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class) {
Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native) {
// This method should not fail
CRASH_COND(!p_class);
// TODO: Cache the 'CSharpScript' associated with this 'p_class' instead of allocating a new one every time
Ref<CSharpScript> script = memnew(CSharpScript);
script->name = p_class->get_name();
script->script_class = p_class;
script->native = GDMonoUtils::get_class_native_base(script->script_class);
script->native = p_native;
CRASH_COND(script->native == NULL);

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@ -135,7 +135,7 @@ class CSharpScript : public Script {
// Do not use unless you know what you are doing
friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
static Ref<CSharpScript> create_for_managed_type(GDMonoClass *p_class);
static Ref<CSharpScript> create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native);
protected:
static void _bind_methods();
@ -312,6 +312,8 @@ class CSharpLanguage : public ScriptLanguage {
public:
StringNameCache string_names;
Mutex *get_language_bind_mutex() { return language_bind_mutex; }
_FORCE_INLINE_ int get_language_index() { return lang_idx; }
void set_language_index(int p_idx);
@ -406,6 +408,7 @@ public:
virtual void refcount_incremented_instance_binding(Object *p_object);
virtual bool refcount_decremented_instance_binding(Object *p_object);
Map<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);
#ifdef DEBUG_ENABLED

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@ -849,6 +849,8 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str
}
}
// TODO: BINDINGS_NATIVE_NAME_FIELD should be StringName, once we support it in C#
if (itype.is_singleton) {
// Add the type name and the singleton pointer as static fields

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@ -34,6 +34,8 @@
#include "../mono_gc_handle.h"
#include "../utils/macros.h"
#include "../utils/thread_local.h"
#include "gd_mono_class.h"
#include "gd_mono_marshal.h"
#include "gd_mono_utils.h"
#include <mono/metadata/exception.h>
@ -55,10 +57,49 @@ void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
CRASH_COND(!klass);
GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
CRASH_COND(native == NULL);
if (native == klass) {
// 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 = NATIVE_GDMONOCLASS_NAME(klass);
script_binding.wrapper_class = klass;
script_binding.gchandle = MonoGCHandle::create_strong(managed);
Reference *ref = Object::cast_to<Reference>(unmanaged);
if (ref) {
// 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_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
ref->reference();
}
// The object was just created, no script instance binding should have been attached
CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
void *data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
// Should be thread safe because the object was just created and nothing else should be referencing it
unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
return;
}
Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) :
MonoGCHandle::create_strong(managed);
Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass);
Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
CRASH_COND(script.is_null());

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@ -39,6 +39,7 @@
#include "../csharp_script.h"
#include "../utils/macros.h"
#include "../utils/mutex_utils.h"
#include "gd_mono.h"
#include "gd_mono_class.h"
#include "gd_mono_marshal.h"
@ -281,17 +282,19 @@ MonoObject *unmanaged_get_managed(Object *unmanaged) {
void *data = unmanaged->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
if (!data)
return NULL;
ERR_FAIL_NULL_V(data, NULL);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->value();
if (!script_binding.inited) {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->get_language_bind_mutex());
if (!script_binding.inited) { // Other thread may have set it up
// Already had a binding that needs to be setup
CSharpLanguage::get_singleton()->setup_csharp_script_binding(script_binding, unmanaged);
if (!script_binding.inited)
return NULL;
ERR_FAIL_COND_V(!script_binding.inited, NULL);
}
}
Ref<MonoGCHandle> &gchandle = script_binding.gchandle;