virtualx-engine/modules/gdnative/pluginscript/pluginscript_script.cpp
2018-05-29 20:26:41 +02:00

451 lines
14 KiB
C++

/*************************************************************************/
/* pluginscript_script.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
// Godot imports
#include "core/os/file_access.h"
// PluginScript imports
#include "pluginscript_instance.h"
#include "pluginscript_script.h"
#if DEBUG_ENABLED
#define __ASSERT_SCRIPT_REASON "Cannot retrieve pluginscript class for this script, is you code correct ?"
#define ASSERT_SCRIPT_VALID() \
{ \
ERR_EXPLAIN(__ASSERT_SCRIPT_REASON); \
ERR_FAIL_COND(!can_instance()) \
}
#define ASSERT_SCRIPT_VALID_V(ret) \
{ \
ERR_EXPLAIN(__ASSERT_SCRIPT_REASON); \
ERR_FAIL_COND_V(!can_instance(), ret) \
}
#else
#define ASSERT_SCRIPT_VALID()
#define ASSERT_SCRIPT_VALID_V(ret)
#endif
void PluginScript::_bind_methods() {
}
#ifdef TOOLS_ENABLED
void PluginScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
placeholders.erase(p_placeholder);
}
#endif
bool PluginScript::can_instance() const {
bool can = _valid || (!_tool && !ScriptServer::is_scripting_enabled());
return can;
}
Ref<Script> PluginScript::get_base_script() const {
if (_ref_base_parent.is_valid()) {
return Ref<PluginScript>(_ref_base_parent);
} else {
return Ref<Script>();
}
}
StringName PluginScript::get_instance_base_type() const {
if (_native_parent)
return _native_parent;
if (_ref_base_parent.is_valid())
return _ref_base_parent->get_instance_base_type();
return StringName();
}
void PluginScript::update_exports() {
// TODO
#ifdef TOOLS_ENABLED
#if 0
ASSERT_SCRIPT_VALID();
if (/*changed &&*/ placeholders.size()) { //hm :(
//update placeholders if any
Map<StringName, Variant> propdefvalues;
List<PropertyInfo> propinfos;
const String *props = (const String *)pybind_get_prop_list(_py_exposed_class);
for (int i = 0; props[i] != ""; ++i) {
const String propname = props[i];
pybind_get_prop_default_value(_py_exposed_class, propname.c_str(), (godot_variant *)&propdefvalues[propname]);
pybind_prop_info raw_info;
pybind_get_prop_info(_py_exposed_class, propname.c_str(), &raw_info);
PropertyInfo info;
info.type = (Variant::Type)raw_info.type;
info.name = propname;
info.hint = (PropertyHint)raw_info.hint;
info.hint_string = *(String *)&raw_info.hint_string;
info.usage = raw_info.usage;
propinfos.push_back(info);
}
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
E->get()->update(propinfos, propdefvalues);
}
}
#endif
#endif
}
// TODO: rename p_this "p_owner" ?
ScriptInstance *PluginScript::instance_create(Object *p_this) {
ASSERT_SCRIPT_VALID_V(NULL);
// TODO check script validity ?
if (!_tool && !ScriptServer::is_scripting_enabled()) {
#ifdef TOOLS_ENABLED
// Instance a fake script for editing the values
PlaceHolderScriptInstance *si = memnew(PlaceHolderScriptInstance(get_language(), Ref<Script>(this), p_this));
placeholders.insert(si);
update_exports();
return si;
#else
return NULL;
#endif
}
StringName base_type = get_instance_base_type();
if (base_type) {
if (!ClassDB::is_parent_class(p_this->get_class_name(), base_type)) {
String msg = "Script inherits from native type '" + String(base_type) + "', so it can't be instanced in object of type: '" + p_this->get_class() + "'";
// TODO: implement PluginscriptLanguage::debug_break_parse
// if (ScriptDebugger::get_singleton()) {
// _language->debug_break_parse(get_path(), 0, msg);
// }
ERR_EXPLAIN(msg);
ERR_FAIL_V(NULL);
}
}
PluginScriptInstance *instance = memnew(PluginScriptInstance());
const bool success = instance->init(this, p_this);
if (success) {
_language->lock();
_instances.insert(instance->get_owner());
_language->unlock();
return instance;
} else {
memdelete(instance);
ERR_FAIL_V(NULL);
}
}
bool PluginScript::instance_has(const Object *p_this) const {
_language->lock();
bool hasit = _instances.has((Object *)p_this);
_language->unlock();
return hasit;
}
bool PluginScript::has_source_code() const {
bool has = _source != "";
return has;
}
String PluginScript::get_source_code() const {
return _source;
}
void PluginScript::set_source_code(const String &p_code) {
if (_source == p_code)
return;
_source = p_code;
}
Error PluginScript::reload(bool p_keep_state) {
_language->lock();
ERR_FAIL_COND_V(!p_keep_state && _instances.size(), ERR_ALREADY_IN_USE);
_language->unlock();
_valid = false;
String basedir = _path;
if (basedir == "")
basedir = get_path();
if (basedir != "")
basedir = basedir.get_base_dir();
if (_data) {
_desc->finish(_data);
}
Error err;
godot_pluginscript_script_manifest manifest = _desc->init(
_language->_data,
(godot_string *)&_path,
(godot_string *)&_source,
(godot_error *)&err);
if (err) {
// TODO: GDscript uses `ScriptDebugger` here to jump into the parsing error
return err;
}
// Script's parent is passed as base_name which can make reference to a
// ClassDB name (i.e. `Node2D`) or a resource path (i.e. `res://foo/bar.gd`)
StringName *base_name = (StringName *)&manifest.base;
if (*base_name) {
if (ClassDB::class_exists(*base_name)) {
_native_parent = *base_name;
} else {
Ref<Script> res = ResourceLoader::load(*base_name);
if (res.is_valid()) {
_ref_base_parent = res;
} else {
String name = *(StringName *)&manifest.name;
ERR_EXPLAIN(_path + ": Script '" + name + "' has an invalid parent '" + *base_name + "'.");
ERR_FAIL_V(ERR_PARSE_ERROR);
}
}
}
_valid = true;
// Use the manifest to configure this script object
_data = manifest.data;
_name = *(StringName *)&manifest.name;
_tool = manifest.is_tool;
Dictionary *members = (Dictionary *)&manifest.member_lines;
for (const Variant *key = members->next(); key != NULL; key = members->next(key)) {
_member_lines[*key] = (*members)[key];
}
Array *methods = (Array *)&manifest.methods;
for (int i = 0; i < methods->size(); ++i) {
Dictionary v = (*methods)[i];
MethodInfo mi = MethodInfo::from_dict(v);
_methods_info[mi.name] = mi;
// rpc_mode is passed as an optional field and is not part of MethodInfo
Variant var = v["rpc_mode"];
if (var == Variant()) {
_methods_rpc_mode[mi.name] = MultiplayerAPI::RPC_MODE_DISABLED;
} else {
_methods_rpc_mode[mi.name] = MultiplayerAPI::RPCMode(int(var));
}
}
Array *signals = (Array *)&manifest.signals;
for (int i = 0; i < signals->size(); ++i) {
Variant v = (*signals)[i];
MethodInfo mi = MethodInfo::from_dict(v);
_signals_info[mi.name] = mi;
}
Array *properties = (Array *)&manifest.properties;
for (int i = 0; i < properties->size(); ++i) {
Dictionary v = (*properties)[i];
PropertyInfo pi = PropertyInfo::from_dict(v);
_properties_info[pi.name] = pi;
_properties_default_values[pi.name] = v["default_value"];
// rset_mode is passed as an optional field and is not part of PropertyInfo
Variant var = v["rset_mode"];
if (var == Variant()) {
_methods_rpc_mode[pi.name] = MultiplayerAPI::RPC_MODE_DISABLED;
} else {
_methods_rpc_mode[pi.name] = MultiplayerAPI::RPCMode(int(var));
}
}
// Manifest's attributes must be explicitly freed
godot_string_name_destroy(&manifest.name);
godot_string_name_destroy(&manifest.base);
godot_dictionary_destroy(&manifest.member_lines);
godot_array_destroy(&manifest.methods);
godot_array_destroy(&manifest.signals);
godot_array_destroy(&manifest.properties);
#ifdef TOOLS_ENABLED
/*for (Set<PlaceHolderScriptInstance*>::Element *E=placeholders.front();E;E=E->next()) {
_update_placeholder(E->get());
}*/
#endif
return OK;
}
void PluginScript::get_script_method_list(List<MethodInfo> *r_methods) const {
ASSERT_SCRIPT_VALID();
for (Map<StringName, MethodInfo>::Element *e = _methods_info.front(); e != NULL; e = e->next()) {
r_methods->push_back(e->get());
}
}
void PluginScript::get_script_property_list(List<PropertyInfo> *r_properties) const {
ASSERT_SCRIPT_VALID();
for (Map<StringName, PropertyInfo>::Element *e = _properties_info.front(); e != NULL; e = e->next()) {
r_properties->push_back(e->get());
}
}
bool PluginScript::has_method(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(false);
return _methods_info.has(p_method);
}
MethodInfo PluginScript::get_method_info(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(MethodInfo());
const Map<StringName, MethodInfo>::Element *e = _methods_info.find(p_method);
if (e != NULL) {
return e->get();
} else {
return MethodInfo();
}
}
bool PluginScript::has_property(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(false);
return _properties_info.has(p_method);
}
PropertyInfo PluginScript::get_property_info(const StringName &p_property) const {
ASSERT_SCRIPT_VALID_V(PropertyInfo());
const Map<StringName, PropertyInfo>::Element *e = _properties_info.find(p_property);
if (e != NULL) {
return e->get();
} else {
return PropertyInfo();
}
}
bool PluginScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {
ASSERT_SCRIPT_VALID_V(false);
#ifdef TOOLS_ENABLED
const Map<StringName, Variant>::Element *e = _properties_default_values.find(p_property);
if (e != NULL) {
r_value = e->get();
return true;
} else {
return false;
}
#endif
return false;
}
ScriptLanguage *PluginScript::get_language() const {
return _language;
}
Error PluginScript::load_source_code(const String &p_path) {
PoolVector<uint8_t> sourcef;
Error err;
FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err);
if (err) {
ERR_FAIL_COND_V(err, err);
}
int len = f->get_len();
sourcef.resize(len + 1);
PoolVector<uint8_t>::Write w = sourcef.write();
int r = f->get_buffer(w.ptr(), len);
f->close();
memdelete(f);
ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN);
w[len] = 0;
String s;
if (s.parse_utf8((const char *)w.ptr())) {
ERR_EXPLAIN("Script '" + p_path + "' contains invalid unicode (utf-8), so it was not loaded. Please ensure that scripts are saved in valid utf-8 unicode.");
ERR_FAIL_V(ERR_INVALID_DATA);
}
_source = s;
#ifdef TOOLS_ENABLED
// source_changed_cache=true;
#endif
_path = p_path;
return OK;
}
bool PluginScript::has_script_signal(const StringName &p_signal) const {
ASSERT_SCRIPT_VALID_V(false);
return _signals_info.has(p_signal);
}
void PluginScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
ASSERT_SCRIPT_VALID();
for (Map<StringName, MethodInfo>::Element *e = _signals_info.front(); e != NULL; e = e->next()) {
r_signals->push_back(e->get());
}
}
int PluginScript::get_member_line(const StringName &p_member) const {
#ifdef TOOLS_ENABLED
if (_member_lines.has(p_member))
return _member_lines[p_member];
else
#endif
return -1;
}
MultiplayerAPI::RPCMode PluginScript::get_rpc_mode(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(MultiplayerAPI::RPC_MODE_DISABLED);
const Map<StringName, MultiplayerAPI::RPCMode>::Element *e = _methods_rpc_mode.find(p_method);
if (e != NULL) {
return e->get();
} else {
return MultiplayerAPI::RPC_MODE_DISABLED;
}
}
MultiplayerAPI::RPCMode PluginScript::get_rset_mode(const StringName &p_variable) const {
ASSERT_SCRIPT_VALID_V(MultiplayerAPI::RPC_MODE_DISABLED);
const Map<StringName, MultiplayerAPI::RPCMode>::Element *e = _variables_rset_mode.find(p_variable);
if (e != NULL) {
return e->get();
} else {
return MultiplayerAPI::RPC_MODE_DISABLED;
}
}
PluginScript::PluginScript() :
_data(NULL),
_tool(false),
_valid(false),
_script_list(this) {
}
void PluginScript::init(PluginScriptLanguage *language) {
_desc = &language->_desc.script_desc;
_language = language;
#ifdef DEBUG_ENABLED
_language->lock();
_language->_script_list.add(&_script_list);
_language->unlock();
#endif
}
PluginScript::~PluginScript() {
_desc->finish(_data);
#ifdef DEBUG_ENABLED
_language->lock();
_language->_script_list.remove(&_script_list);
_language->unlock();
#endif
}