Angad Kambli
9c6c2f09e0
Check parameter validity in Object::set_script
...
Fixes #46120 .
2023-07-07 16:13:33 +02:00
Rémi Verschelde
862a2841c0
Merge pull request #78845 from RandomShaper/fix_wtp_zero_batch_lazy
...
Fix zero-sized WorkerThreadPool not processing group tasks
2023-07-07 08:27:43 +02:00
Pedro J. Estébanez
30925fcfb0
Fix management of safe-for-nodes flag in ResourceLoader and WorkerThreadPool
2023-07-03 12:27:57 +02:00
Pedro J. Estébanez
28d0d56a69
Fix zero-sized WorkerThreadPool not processing group tasks
2023-06-29 19:44:42 +02:00
Valery Zhuk
818cee6184
add explicit default initialization for flag in undo redo operation
2023-06-28 21:57:47 +03:00
Ryan Roden-Corrent
731a13a1ba
Fix race in ScriptServer.
...
Fixes #76581 .
TSAN flagged this issue on starting the editor:
1. main calls register_core_types, which calls IP::create(), which calls Thread::start on the resolver thread
2. Thread::callback calls ScriptServer::thread_enter(), as "Scripts may need to attach a stack."
3. ScriptServer::thread_enter() accesses ScriptServer::_languages, which is still being initialized on the main thread by initialize_gdscript_module
This fixes the issue by skipping thread enter/exit notifications if languages have not finished initializing yet.
I'm assuming that notifying un-initialized languages of thread starts/stops would have been pointless anyways. If we need to somehow notify languages of threads before the languages initialize, we'll need a different solution.
```
Godot Engine v4.0.2.stable.custom_build.7a0977ce2 - https://godotengine.org
==================
WARNING: ThreadSanitizer: data race (pid=9426)
Write of size 4 at 0x55615b187cd0 by main thread:
#0 ScriptServer::register_language(ScriptLanguage*) /home/rcorre/src/godot/godot/core/object/script_language.cpp:177:28 (godot.linuxbsd.editor.x86_64.llvm.san+0x9e52ab9) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#1 initialize_gdscript_module(ModuleInitializationLevel) /home/rcorre/src/godot/godot/modules/gdscript/register_types.cpp:118:3 (godot.linuxbsd.editor.x86_64.llvm.san+0x36f9c6f) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#2 initialize_modules(ModuleInitializationLevel) /home/rcorre/src/godot/godot/modules/register_module_types.gen.cpp:93:2 (godot.linuxbsd.editor.x86_64.llvm.san+0x2f50499) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#3 Main::setup2(unsigned long) /home/rcorre/src/godot/godot/main/main.cpp:1961:2 (godot.linuxbsd.editor.x86_64.llvm.san+0x2f1d40d) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#4 Main::setup(char const*, int, char**, bool) /home/rcorre/src/godot/godot/main/main.cpp:1879:10 (godot.linuxbsd.editor.x86_64.llvm.san+0x2f16370) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#5 main /home/rcorre/src/godot/godot/platform/linuxbsd/godot_linuxbsd.cpp:61:14 (godot.linuxbsd.editor.x86_64.llvm.san+0x2e67e1f) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
Previous read of size 4 at 0x55615b187cd0 by thread T1:
#0 ScriptServer::thread_enter() /home/rcorre/src/godot/godot/core/object/script_language.cpp:244:22 (godot.linuxbsd.editor.x86_64.llvm.san+0x9e54aed) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#1 Thread::callback(unsigned long, Thread::Settings const&, void (*)(void*), void*) /home/rcorre/src/godot/godot/core/os/thread.cpp:61:2 (godot.linuxbsd.editor.x86_64.llvm.san+0x9464ab0) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#2 void std::__invoke_impl<void, void (*)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long, Thread::Settings, void (*)(void*), void*>(std::__invoke_other, void (*&&)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long&&, Thread::Settings&&, void (*&&)(void*), void*&&) /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/12.2.1/../../../../include/c++/12.2.1/bits/invoke.h:61:14 (godot.linuxbsd.editor.x86_64.llvm.san+0x9465283) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#3 std::__invoke_result<void (*)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long, Thread::Settings, void (*)(void*), void*>::type std::__invoke<void (*)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long, Thread::Settings, void (*)(void*), void*>(void (*&&)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long&&, Thread::Settings&&, void (*&&)(void*), void*&&) /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/12.2.1/../../../../include/c++/12.2.1/bits/invoke.h:96:14 (godot.linuxbsd.editor.x86_64.llvm.san+0x9465283)
#4 void std:🧵 :_Invoker<std::tuple<void (*)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long, Thread::Settings, void (*)(void*), void*>>::_M_invoke<0ul, 1ul, 2ul, 3ul, 4ul>(std::_Index_tuple<0ul, 1ul, 2ul, 3ul, 4ul>) /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/12.2.1/../../../../include/c++/12.2.1/bits/std_thread.h:258:13 (godot.linuxbsd.editor.x86_64.llvm.san+0x9465283)
#5 std:🧵 :_Invoker<std::tuple<void (*)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long, Thread::Settings, void (*)(void*), void*>>::operator()() /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/12.2.1/../../../../include/c++/12.2.1/bits/std_thread.h:265:11 (godot.linuxbsd.editor.x86_64.llvm.san+0x9465283)
#6 std:🧵 :_State_impl<std:🧵 :_Invoker<std::tuple<void (*)(unsigned long, Thread::Settings const&, void (*)(void*), void*), unsigned long, Thread::Settings, void (*)(void*), void*>>>::_M_run() /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/12.2.1/../../../../include/c++/12.2.1/bits/std_thread.h:210:13 (godot.linuxbsd.editor.x86_64.llvm.san+0x9465283)
#7 execute_native_thread_routine /usr/src/debug/gcc/gcc/libstdc++-v3/src/c++11/thread.cc:82:18 (libstdc++.so.6+0xd72c2) (BuildId: 6fe66a2d539a78c993bd2d377e00fad389220963)
Location is global 'ScriptServer::_language_count' of size 4 at 0x55615b187cd0 (godot.linuxbsd.editor.x86_64.llvm.san+0xbf46cd0)
Thread T1 (tid=9431, running) created by main thread at:
#0 pthread_create <null> (godot.linuxbsd.editor.x86_64.llvm.san+0x2de5776) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#1 __gthread_create /usr/src/debug/gcc/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:663:35 (libstdc++.so.6+0xd73a9) (BuildId: 6fe66a2d539a78c993bd2d377e00fad389220963)
#2 std:🧵 :_M_start_thread(std::unique_ptr<std:🧵 :_State, std::default_delete<std:🧵 :_State>>, void (*)()) /usr/src/debug/gcc/gcc/libstdc++-v3/src/c++11/thread.cc:147:37 (libstdc++.so.6+0xd73a9)
#3 IP::IP() /home/rcorre/src/godot/godot/core/io/ip.cpp:347:19 (godot.linuxbsd.editor.x86_64.llvm.san+0x962cbcd) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#4 IPUnix::IPUnix() /home/rcorre/src/godot/godot/drivers/unix/ip_unix.cpp:261:9 (godot.linuxbsd.editor.x86_64.llvm.san+0x4aee599) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#5 IPUnix::_create_unix() /home/rcorre/src/godot/godot/drivers/unix/ip_unix.cpp:258:9 (godot.linuxbsd.editor.x86_64.llvm.san+0x4aee599)
#6 IP::create() /home/rcorre/src/godot/godot/core/io/ip.cpp:339:9 (godot.linuxbsd.editor.x86_64.llvm.san+0x962ca5e) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#7 register_core_types() /home/rcorre/src/godot/godot/core/register_core_types.cpp:279:7 (godot.linuxbsd.editor.x86_64.llvm.san+0x93e2333) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#8 Main::setup(char const*, int, char**, bool) /home/rcorre/src/godot/godot/main/main.cpp:690:2 (godot.linuxbsd.editor.x86_64.llvm.san+0x2f08a49) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
#9 main /home/rcorre/src/godot/godot/platform/linuxbsd/godot_linuxbsd.cpp:61:14 (godot.linuxbsd.editor.x86_64.llvm.san+0x2e67e1f) (BuildId: 780a9db7c37d88e78d5ee659c4fa1cd378abd048)
SUMMARY: ThreadSanitizer: data race /home/rcorre/src/godot/godot/core/object/script_language.cpp:177:28 in ScriptServer::register_language(ScriptLanguage*)
```
Co-authored-by: Pedro J. Estébanez <RandomShaper@users.noreply.github.com>
2023-06-21 09:52:10 -04:00
Yuri Sizov
329652b6fe
Merge pull request #78392 from Gallilus/master
...
Fix `Ref<>.is_valid()` for ScriptInstanceExtension
2023-06-20 21:19:20 +02:00
David Cambré
ceed30c442
Fix Ref<>.is_valid() for ScriptInstanceExtension
...
Only check the reference not the value.
2023-06-20 19:45:47 +02:00
Rémi Verschelde
c9c941e339
CI: Update static checks to black 23.3.0
...
And apply it to the codebase, removing empty lines at the start of blocks.
2023-06-19 23:33:02 +02:00
fuzzy@home
09fa22002a
fixes #76473 , where filling a large amount of tiles all at once crashes
...
the engine due to segmentation fault.
2023-06-18 22:32:23 +09:00
ajreckof
e9a2060b27
Fix wrong alphabetical order in autocompletion sorting.
...
Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-06-16 14:04:07 +02:00
Rémi Verschelde
8c5c29f2a3
Merge pull request #78061 from dsnopek/gdextension-class-not-exposed
...
Fix wrapping Object's in GDExtension that aren't exposed
2023-06-15 10:50:27 +02:00
ajreckof
81aa5ad999
add backward_undo_ops as property for action
2023-06-13 15:32:05 +02:00
Rémi Verschelde
37d1dfef9d
Merge pull request #78000 from RandomShaper/let_users_mess_up
...
Let user scripts disable thread safety checks
2023-06-10 12:12:13 +02:00
David Snopek
36f4b99638
Fix wrapping Object's in GDExtension that aren't exposed
2023-06-09 13:41:57 -05:00
Pedro J. Estébanez
2b001db76e
Let user scripts disable thread safety checks
2023-06-09 18:24:01 +02:00
Rémi Verschelde
577ab3c565
Merge pull request #75746 from ajreckof/order_autocomplete
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Sort code autocompletion with rules
2023-06-08 18:14:31 +02:00
Rémi Verschelde
aa5dfff3f0
Merge pull request #77410 from dsnopek/object-pointer-pointer-encoding
...
Standardize Object ptrcall encoding on `Object **`
2023-06-07 13:31:49 +02:00
Yuri Sizov
97a6b40e4e
Merge pull request #70386 from sfrembling/70141
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Add Human Readable Error Message for Object::set_meta
2023-05-29 17:24:25 +02:00
David Snopek
77733faede
Attempt to standardize Object ptrcall encoding on Object **
2023-05-25 21:46:22 -05:00
ajreckof
006e899bb3
sort code completions with rules
...
Fixups
Add levenshtein distance for comparisons, remove kind sort order, try to improve as many different use cases as possible
Trying again to improve code completion
Sort code autocompletion options by similarity based on input
To make it really brief, uses a combination `String.similiary`, the category system introduced in a previous PR, and some filtering to yield more predictable results, instead of scattering every completion option at seemingly random.
It also gives much higher priority to strings that contain the base in full, closer to the beginning or are perfect matches.
Also moves CodeCompletionOptionCompare to code_edit.cpp
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
Co-Authored-By: Eric M <41730826+EricEzaM@users.noreply.github.com>
2023-05-23 05:12:34 +02:00
Rémi Verschelde
80bf8fd186
Merge pull request #73511 from dsnopek/gdextension-object-name
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Add GDExtension function to get Object class name
2023-05-22 14:02:59 +02:00
David Snopek
c6b0d4aae3
Add GDExtension function to get Object class name
2023-05-22 06:58:59 -05:00
Rémi Verschelde
9ad9820f5d
Merge pull request #77229 from RandomShaper/fix_mt_issues
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Fix message queue issues
2023-05-19 14:30:10 +02:00
Pedro J. Estébanez
c450260e3e
Fix message queue issues
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- Missing flush in resource loading.
- Wrong checks about message queue instance.
2023-05-19 13:11:34 +02:00
RedworkDE
9c9fd9ffbf
Improve error message when disconnecting callable from signal it was not connected to
2023-05-18 00:46:27 +02:00
Rémi Verschelde
26f96aec9d
Merge pull request #77143 from RandomShaper/fix_wtp_deadlocks
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Avoid multiple possibilites of deadlock in resource loading
2023-05-17 15:59:18 +02:00
Rémi Verschelde
56fc6316b7
Merge pull request #64789 from derammo/derammo_const_ref
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Change Ref<T> to allow non const access to ptr
2023-05-17 11:25:13 +02:00
Pedro J. Estébanez
a6e43f71b6
Avoid multiple possibilites of deadlock in resource loading
2023-05-17 01:52:39 +02:00
Rémi Verschelde
8cfa19a078
Merge pull request #77000 from reduz/make-more-base-nodes-thread-safe
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Make more base nodes thread safe
2023-05-16 00:31:56 +02:00
Shea Frembling
0d6487073f
update error from Object::set_meta to be more human readable
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update error from Object::set_meta to be more human readable
Add metadata to error message
Add metadata to identifier
2023-05-15 15:14:45 -05:00
Juan Linietsky
0a9f72d5a8
Make more base nodes thread safe
...
Ongoing work to make more of the base nodes thread safe.
2023-05-15 16:54:10 +02:00
Rémi Verschelde
5c653c27cd
Merge pull request #77093 from RandomShaper/fix_mq_copy
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Fix transfer of messages between queues
2023-05-15 13:47:18 +02:00
Rémi Verschelde
70dcfdab1f
Merge pull request #76446 from reduz/add-gdextension-api-compatibility
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Add a backwards-compatibility system for GDExtension
2023-05-15 13:43:46 +02:00
Juan Linietsky
d8078d3f4c
Add a backwards-compatibility system for GDExtension method
...
This adds a way to ensure that methods that were modified in the Godot API will continue working in older builds of GDExtension even if the new signature is different.
```C++
// New version (changed)
ClassDB::bind_method(D_METHOD("add_sphere","radius","position"),&MyShapes::add_sphere);
// Compatibility version (still available to extensions).
ClassDB::bind_compatibility_method(D_METHOD("add_sphere","radius"),&MyShapes::_compat_add_sphere);
```
**Q**: If I add an extra argument and provide a default value (hence can still be called the same), do I still have to provide the compatibility version?
**A**: Yes, you must still provide a compatibility method. Most language bindings use the raw method pointer to do the call and process the default parameters in the binding language, hence if the actual method signature changes it will no longer work.
**Q**: If I removed a method, can I still bind a compatibility version even though the main method no longer exists?
**A**: Yes, for methods that were removed or renamed, compatibility versions can still be provided.
**Q**: Would it be possible to automate checking that methods were removed by mistake?
**A**: Yes, as part of a future PR, the idea is to add a a command line option to Godot that can be run like : `$ godot --test-api-compatibility older_api_dump.json`, which will also be integrated to the CI runs.
2023-05-15 12:05:40 +02:00
Pedro J. Estébanez
93de52942a
Fix transfer of messages between queues
2023-05-15 11:51:58 +02:00
Rémi Verschelde
20ed51a912
Merge pull request #72704 from myaaaaaaaaa/single-main-thread
...
Partial fixes for `threading/worker_pool/max_threads` = 0
2023-05-12 15:09:50 +02:00
Pedro J. Estébanez
123ba9d464
WorkerThreadPool: Handle exit signal in the tentative scheduling done during waits
2023-05-12 13:31:04 +02:00
myaaaaaaaaa
fcd8ce52e9
Partial fixes for threading/worker_pool/max_threads = 0
2023-05-12 07:27:35 -04:00
Rémi Verschelde
8f17f26233
Merge pull request #76978 from raulsntos/property-hint-compat
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Reorder `PropertyHint` enum to avoid breaking compat
2023-05-12 10:06:32 +02:00
Raul Santos
a34207b812
Reorder PropertyHint enum to avoid breaking compat
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Also syncs the Core enum with the C# enum for the source generators.
2023-05-12 01:48:07 +02:00
Pedro J. Estébanez
9077bb9232
Fix multiple issues in WorkerThreadPool
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- Fix project settings being ignored.
- Made usages of `native_thread_allocator` thread-safe.
- Remove redundant thread-safety from `low_priority_threads_used`, `exit_threads`.
- Fix deadlock due to unintended extra lock of `task_mutex`.
2023-05-11 16:10:09 +02:00
Pedro J. Estébanez
5a4613f551
Avoid sync issues in resources with deferred updates
2023-05-10 18:53:41 +02:00
Rémi Verschelde
74e5ad5c60
Merge pull request #76165 from and-rad/safe-credentials
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Store sensitive export options in dedicated credentials file
2023-05-10 12:47:07 +02:00
Rémi Verschelde
5271186f2f
Merge pull request #75901 from reduz/refactor-node-processing
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Refactor Node Processing to allow Scene Multithreading
2023-05-10 12:46:44 +02:00
Andreas Raddau
fab160ce70
Store sensitive export options in dedicated credentials file
2023-05-10 11:40:17 +02:00
smix8
a6ac305f96
Rework Navigation Avoidance
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Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00
Juan Linietsky
98c655ec8d
Refactor Node Processing
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* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424 .
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
2023-05-09 19:17:51 +02:00
Rémi Verschelde
ee931e2be5
Merge pull request #76814 from KoBeWi/underdata
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Don't refresh inspector when changing internal meta
2023-05-09 17:44:49 +02:00
Rémi Verschelde
3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
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Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00