/*************************************************************************/ /* gd_mono_internals.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "gd_mono_internals.h" #include "../csharp_script.h" #include "../mono_gc_handle.h" #include "../utils/macros.h" #include "gd_mono_class.h" #include "gd_mono_marshal.h" #include "gd_mono_utils.h" #include "core/debugger/engine_debugger.h" #include "core/debugger/script_debugger.h" #include namespace GDMonoInternals { void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) { // This method should not fail CRASH_COND(!unmanaged); // All mono objects created from the managed world (e.g.: 'new Player()') // need to have a CSharpScript in order for their methods to be callable from the unmanaged side RefCounted *rc = Object::cast_to(unmanaged); GDMonoClass *klass = GDMonoUtils::get_object_class(managed); CRASH_COND(!klass); GDMonoClass *native = GDMonoUtils::get_class_native_base(klass); CRASH_COND(native == nullptr); 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 = rc ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed); script_binding.owner = unmanaged; if (rc) { // 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_RefCounted_Dtor(MonoObject *p_obj, Object *p_ptr) // May not me referenced yet, so we must use init_ref() instead of reference() if (rc->init_ref()) { CSharpLanguage::get_singleton()->post_unsafe_reference(rc); } } // The object was just created, no script instance binding should have been attached CRASH_COND(CSharpLanguage::has_instance_binding(unmanaged)); void *data; { MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex()); 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 CSharpLanguage::set_instance_binding(unmanaged, data); return; } MonoGCHandleData gchandle = rc ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed); Ref script = CSharpScript::create_for_managed_type(klass, native); CRASH_COND(script.is_null()); CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle); unmanaged->set_script_and_instance(script, csharp_instance); } void unhandled_exception(MonoException *p_exc) { mono_print_unhandled_exception((MonoObject *)p_exc); gd_unhandled_exception_event(p_exc); if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) { // Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders mono_unhandled_exception((MonoObject *)p_exc); GDMono::unhandled_exception_hook((MonoObject *)p_exc, nullptr); GD_UNREACHABLE(); } else { #ifdef DEBUG_ENABLED GDMonoUtils::debug_send_unhandled_exception_error(p_exc); if (EngineDebugger::is_active()) { EngineDebugger::get_singleton()->poll_events(false); } #endif } } void gd_unhandled_exception_event(MonoException *p_exc) { MonoImage *mono_image = GDMono::get_singleton()->get_core_api_assembly()->get_image(); MonoClass *gd_klass = mono_class_from_name(mono_image, "Godot", "GD"); MonoMethod *unhandled_exception_method = mono_class_get_method_from_name(gd_klass, "OnUnhandledException", -1); void *args[1]; args[0] = p_exc; mono_runtime_invoke(unhandled_exception_method, nullptr, (void **)args, nullptr); } } // namespace GDMonoInternals