/*************************************************************************/ /* base_object_glue.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 "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_internals.h" #include "../mono_gd/gd_mono_utils.h" #include "../signal_awaiter_utils.h" void godot_icall_Object_Disposed(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_ptr->set_script_instance(nullptr); } return; } } void *data = CSharpLanguage::get_existing_instance_binding(p_ptr); if (data) { CSharpScriptBinding &script_binding = ((RBMap::Element *)data)->get(); if (script_binding.inited) { MonoGCHandleData &gchandle = script_binding.gchandle; if (!gchandle.is_released()) { CSharpLanguage::release_script_gchandle(nullptr, gchandle); script_binding.inited = false; } } } } void godot_icall_RefCounted_Disposed(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 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_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 = CSharpLanguage::get_existing_instance_binding(rc); if (data) { CSharpScriptBinding &script_binding = ((RBMap::Element *)data)->get(); if (script_binding.inited) { MonoGCHandleData &gchandle = script_binding.gchandle; if (!gchandle.is_released()) { CSharpLanguage::release_script_gchandle(nullptr, gchandle); script_binding.inited = false; } } } } } void godot_icall_Object_ConnectEventSignal(Object *p_ptr, const StringName *p_event_signal) { CSharpInstance *csharp_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance()); if (csharp_instance) { csharp_instance->connect_event_signal(*p_event_signal); } } int32_t godot_icall_SignalAwaiter_connect(Object *p_source, StringName *p_signal, Object *p_target, GCHandleIntPtr p_awaiter_handle_ptr) { StringName signal = p_signal ? *p_signal : StringName(); return (int32_t)gd_mono_connect_signal_awaiter(p_source, signal, p_target, p_awaiter_handle_ptr); } void godot_register_object_icalls() { 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_ConnectEventSignal", godot_icall_Object_ConnectEventSignal); GDMonoUtils::add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", godot_icall_SignalAwaiter_connect); }