/*************************************************************************/ /* base_object_glue.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifdef MONO_GLUE_ENABLED #include "core/object/class_db.h" #include "core/object/ref_counted.h" #include "core/string/string_name.h" #include "../csharp_script.h" #include "../mono_gd/gd_mono_cache.h" #include "../mono_gd/gd_mono_class.h" #include "../mono_gd/gd_mono_internals.h" #include "../mono_gd/gd_mono_marshal.h" #include "../mono_gd/gd_mono_utils.h" #include "../signal_awaiter_utils.h" #include "arguments_vector.h" Object *godot_icall_Object_Ctor(MonoObject *p_obj) { Object *instance = memnew(Object); GDMonoInternals::tie_managed_to_unmanaged(p_obj, instance); return instance; } void godot_icall_Object_Disposed(MonoObject *p_obj, Object *p_ptr) { #ifdef DEBUG_ENABLED CRASH_COND(p_ptr == nullptr); #endif if (p_ptr->get_script_instance()) { CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance()); if (cs_instance) { if (!cs_instance->is_destructing_script_instance()) { cs_instance->mono_object_disposed(p_obj); p_ptr->set_script_instance(nullptr); } return; } } #if 0 void *data = p_ptr->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()); if (data) { CSharpScriptBinding &script_binding = ((Map::Element *)data)->get(); if (script_binding.inited) { MonoGCHandleData &gchandle = script_binding.gchandle; if (!gchandle.is_released()) { CSharpLanguage::release_script_gchandle(p_obj, gchandle); } } } #endif } void godot_icall_RefCounted_Disposed(MonoObject *p_obj, Object *p_ptr, MonoBoolean p_is_finalizer) { #ifdef DEBUG_ENABLED CRASH_COND(p_ptr == nullptr); // This is only called with RefCounted derived classes CRASH_COND(!Object::cast_to(p_ptr)); #endif #if 0 RefCounted *rc = static_cast(p_ptr); if (rc->get_script_instance()) { CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(rc->get_script_instance()); if (cs_instance) { if (!cs_instance->is_destructing_script_instance()) { bool delete_owner; bool remove_script_instance; cs_instance->mono_object_disposed_baseref(p_obj, p_is_finalizer, delete_owner, remove_script_instance); if (delete_owner) { memdelete(rc); } else if (remove_script_instance) { rc->set_script_instance(nullptr); } } return; } } // Unsafe refcount decrement. The managed instance also counts as a reference. // See: CSharpLanguage::alloc_instance_binding_data(Object *p_object) CSharpLanguage::get_singleton()->pre_unsafe_unreference(rc); if (rc->unreference()) { memdelete(rc); } else { void *data = rc->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()); if (data) { CSharpScriptBinding &script_binding = ((Map::Element *)data)->get(); if (script_binding.inited) { MonoGCHandleData &gchandle = script_binding.gchandle; if (!gchandle.is_released()) { CSharpLanguage::release_script_gchandle(p_obj, gchandle); } } } } #endif } void godot_icall_Object_ConnectEventSignals(Object *p_ptr) { CSharpInstance *csharp_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance()); if (csharp_instance) { csharp_instance->connect_event_signals(); } } MethodBind *godot_icall_Object_ClassDB_get_method(StringName *p_type, MonoString *p_method) { StringName type = p_type ? *p_type : StringName(); StringName method(GDMonoMarshal::mono_string_to_godot(p_method)); return ClassDB::get_method(type, method); } MonoObject *godot_icall_Object_weakref(Object *p_ptr) { if (!p_ptr) { return nullptr; } Ref wref; RefCounted *rc = Object::cast_to(p_ptr); if (rc) { REF r = rc; if (!r.is_valid()) { return nullptr; } wref.instantiate(); wref->set_ref(r); } else { wref.instantiate(); wref->set_obj(p_ptr); } return GDMonoUtils::unmanaged_get_managed(wref.ptr()); } int32_t godot_icall_SignalAwaiter_connect(Object *p_source, StringName *p_signal, Object *p_target, MonoObject *p_awaiter) { StringName signal = p_signal ? *p_signal : StringName(); return (int32_t)gd_mono_connect_signal_awaiter(p_source, signal, p_target, p_awaiter); } MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr) { List property_list; p_ptr->get_property_list(&property_list); MonoArray *result = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), property_list.size()); int i = 0; for (const PropertyInfo &E : property_list) { MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E.name); mono_array_setref(result, i, boxed); i++; } return result; } MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoString *p_name, MonoArray *p_args, MonoObject **r_result) { String name = GDMonoMarshal::mono_string_to_godot(p_name); int argc = mono_array_length(p_args); ArgumentsVector arg_store(argc); ArgumentsVector args(argc); for (int i = 0; i < argc; i++) { MonoObject *elem = mono_array_get(p_args, MonoObject *, i); arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem)); args.set(i, &arg_store.get(i)); } Callable::CallError error; Variant result = p_ptr->call(StringName(name), args.ptr(), argc, error); *r_result = GDMonoMarshal::variant_to_mono_object(result); return error.error == Callable::CallError::CALL_OK; } MonoBoolean godot_icall_DynamicGodotObject_GetMember(Object *p_ptr, MonoString *p_name, MonoObject **r_result) { String name = GDMonoMarshal::mono_string_to_godot(p_name); bool valid; Variant value = p_ptr->get(StringName(name), &valid); if (valid) { *r_result = GDMonoMarshal::variant_to_mono_object(value); } return valid; } MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *p_name, MonoObject *p_value) { String name = GDMonoMarshal::mono_string_to_godot(p_name); Variant value = GDMonoMarshal::mono_object_to_variant(p_value); bool valid; p_ptr->set(StringName(name), value, &valid); return valid; } MonoString *godot_icall_Object_ToString(Object *p_ptr) { #ifdef DEBUG_ENABLED // Cannot happen in C#; would get an ObjectDisposedException instead. CRASH_COND(p_ptr == nullptr); #endif // Can't call 'Object::to_string()' here, as that can end up calling 'ToString' again resulting in an endless circular loop. String result = "[" + p_ptr->get_class() + ":" + itos(p_ptr->get_instance_id()) + "]"; return GDMonoMarshal::mono_string_from_godot(result); } void godot_register_object_icalls() { GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Ctor", godot_icall_Object_Ctor); GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Disposed", godot_icall_Object_Disposed); GDMonoUtils::add_internal_call("Godot.Object::godot_icall_RefCounted_Disposed", godot_icall_RefCounted_Disposed); GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ConnectEventSignals", godot_icall_Object_ConnectEventSignals); GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", godot_icall_Object_ClassDB_get_method); GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ToString", godot_icall_Object_ToString); GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_weakref", godot_icall_Object_weakref); GDMonoUtils::add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", godot_icall_SignalAwaiter_connect); GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMemberList", godot_icall_DynamicGodotObject_SetMemberList); GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_InvokeMember", godot_icall_DynamicGodotObject_InvokeMember); GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_GetMember", godot_icall_DynamicGodotObject_GetMember); GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMember", godot_icall_DynamicGodotObject_SetMember); } #endif // MONO_GLUE_ENABLED