This improves the performance of typed calls to engine methods when the
argument types are exact.
Using validated calls delegate more of the work the core instead of
doing argument unpacking in the VM. It also does not need different
instructions for each return type, simplifying the code.
This assumes that operators are called usually with the same type of
operands as the first time. So it stores the types of the first run and
if matched it uses an optimized path by calling the validated operator
function directly. Otherwise it uses the regular untyped evaluator.
With this change, if operators do use the same type they run quite
faster. OTOH, if the types mismatch it takes longer to run than they
would with the previous code.
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.
Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:
- Local includes
* Conditional local includes
- Core includes
* Conditional core includes
- Thirdparty includes
* Conditional thirdparty includes
Which allows editable data associated with a particular class instead of
the instance. Scripts with static variables are kept in memory
indefinitely unless the `@static_unload` annotation is used or the
`static_unload()` method is called on the GDScript.
If the custom function `_static_init()` exists it will be called when
the class is loaded, after the static variables are set.
The hard limit is set at 2048 depth which seems sensible between
legitimate recursive calls while still avoiding a crash because of a
stack overflow in most of the cases.
Note that it is still possible to reach the stack limit and get an
overflow before reaching a call depth. This is intended as a half-way
measure to stop crashing in most cases, since there's no reliable nor
portable way to check the amount of stack memory left.
When instructions use function pointers, it's not possible to retrieve
their original names in the disassembly. This stores the names in
vectors (in debug builds) so they can be shown.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps.
* OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x.
I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
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.
When a type is shared (i.e. passed by reference) it doesn't need to be
called in a setter chain (e.g. `a.b.c = 0`) since it will be updated in
place.
This commit adds an instruction that jumps when the value is shared so
it can be used to skip those cases and avoid redundant calls of setters.
It also solves issues when assigning to sub-properties of read-only
properties.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.
According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.
This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
Move the autoload resolution to runtime by loading it into the stack
with an extra instruction. This allows an autoload to use another
autoload singleton independent of load order.
- Move the "sync" property for RPCs to RPCConfig.
- Unify GDScript annotations into a single one:
- `@rpc(master)` # default
- `@rpc(puppet)`
- `@rpc(any)` # former `@remote`
- Implement three additional `@rpc` options:
- The second parameter is the "sync" option (which also calls the
function locally when RPCing). One of "sync", "nosync".
- The third parameter is the transfer mode (reliable, unreliable,
ordered).
- The third parameter is the channel (unused for now).
This adds initialization to every typed temporary stack slot at the
beginning of the function call instead of emitting instructions, since
those might be in a conditional branch and not be called.
There's now only 3 addressing modes: stack, constant, and member.
Self, class, and nil are now present respectively in the first 3 stack
slots. Global and class constants are moved to local constants when
compiling. Named globals is only present on editor to use on tool
singletons, so its use now emits a new instruction to copy the global to
the stack.
This allow us to further optimize the VM later by embedding the
addressing modes in the instructions themselves, which is better done
with less permutations.
When the type cannot be validated at compile time, the runtime must do a
check to ensure type safety is kept, as the code might be assuming the
return type is correct in another place, leading to crashes if the
contract is broken.
- Use `Array[type]` for type-hints. e.g.:
`var array: Array[int] = [1, 2, 3]`
- Array literals are typed if their storage is typed (variable
asssignment of as argument in function all). Otherwise they are
untyped.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
They are now called "utility functions" to avoid confusion with methods
of builtin types, and be consistent with the naming in Variant.
Core utility functions are now available in GDScript. The ones missing
in core are added specifically to GDScript as helpers for convenience.
Some functions were remove when there are better ways to do, reducing
redundancy and cleaning up the global scope.