virtualx-engine/modules/mono/csharp_script.h

513 lines
20 KiB
C++

/*************************************************************************/
/* csharp_script.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef CSHARP_SCRIPT_H
#define CSHARP_SCRIPT_H
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/script_language.h"
#include "core/self_list.h"
#include "mono_gc_handle.h"
#include "mono_gd/gd_mono.h"
#include "mono_gd/gd_mono_header.h"
#include "mono_gd/gd_mono_internals.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_plugin.h"
#endif
class CSharpScript;
class CSharpInstance;
class CSharpLanguage;
#ifdef NO_SAFE_CAST
template <typename TScriptInstance, typename TScriptLanguage>
TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
if (!p_inst)
return NULL;
return p_inst->get_language() == TScriptLanguage::get_singleton() ? static_cast<TScriptInstance *>(p_inst) : NULL;
}
#else
template <typename TScriptInstance, typename TScriptLanguage>
TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
return dynamic_cast<TScriptInstance *>(p_inst);
}
#endif
#define CAST_CSHARP_INSTANCE(m_inst) (cast_script_instance<CSharpInstance, CSharpLanguage>(m_inst))
class CSharpScript : public Script {
GDCLASS(CSharpScript, Script);
friend class CSharpInstance;
friend class CSharpLanguage;
friend struct CSharpScriptDepSort;
bool tool;
bool valid;
bool builtin;
GDMonoClass *base;
GDMonoClass *native;
GDMonoClass *script_class;
Ref<CSharpScript> base_cache; // TODO what's this for?
Set<Object *> instances;
#ifdef GD_MONO_HOT_RELOAD
struct StateBackup {
// TODO
// Replace with buffer containing the serialized state of managed scripts.
// Keep variant state backup to use only with script instance placeholders.
List<Pair<StringName, Variant> > properties;
};
Set<ObjectID> pending_reload_instances;
Map<ObjectID, StateBackup> pending_reload_state;
StringName tied_class_name_for_reload;
StringName tied_class_namespace_for_reload;
#endif
String source;
StringName name;
SelfList<CSharpScript> script_list;
struct Argument {
String name;
Variant::Type type;
};
Map<StringName, Vector<Argument> > _signals;
bool signals_invalidated;
Vector<ScriptNetData> rpc_functions;
Vector<ScriptNetData> rpc_variables;
#ifdef TOOLS_ENABLED
List<PropertyInfo> exported_members_cache; // members_cache
Map<StringName, Variant> exported_members_defval_cache; // member_default_values_cache
Set<PlaceHolderScriptInstance *> placeholders;
bool source_changed_cache;
bool placeholder_fallback_enabled;
bool exports_invalidated;
void _update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames);
void _update_member_info_no_exports();
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
Map<StringName, PropertyInfo> member_info;
void _clear();
void load_script_signals(GDMonoClass *p_class, GDMonoClass *p_native_class);
bool _get_signal(GDMonoClass *p_class, GDMonoClass *p_delegate, Vector<Argument> &params);
bool _update_exports();
#ifdef TOOLS_ENABLED
bool _get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported);
static int _try_get_member_export_hint(IMonoClassMember *p_member, ManagedType p_type, Variant::Type p_variant_type, bool p_allow_generics, PropertyHint &r_hint, String &r_hint_string);
#endif
CSharpInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Callable::CallError &r_error);
Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
// Do not use unless you know what you are doing
friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
static Ref<CSharpScript> create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native);
static void initialize_for_managed_type(Ref<CSharpScript> p_script, GDMonoClass *p_class, GDMonoClass *p_native);
MultiplayerAPI::RPCMode _member_get_rpc_mode(IMonoClassMember *p_member) const;
protected:
static void _bind_methods();
Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
virtual void _resource_path_changed();
bool _get(const StringName &p_name, Variant &r_ret) const;
bool _set(const StringName &p_name, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_properties) const;
public:
virtual bool can_instance() const;
virtual StringName get_instance_base_type() const;
virtual ScriptInstance *instance_create(Object *p_this);
virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this);
virtual bool instance_has(const Object *p_this) const;
virtual bool has_source_code() const;
virtual String get_source_code() const;
virtual void set_source_code(const String &p_code);
virtual Error reload(bool p_keep_state = false);
virtual bool has_script_signal(const StringName &p_signal) const;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
virtual void update_exports();
virtual bool is_tool() const { return tool; }
virtual bool is_valid() const { return valid; }
virtual Ref<Script> get_base_script() const;
virtual ScriptLanguage *get_language() const;
virtual void get_script_method_list(List<MethodInfo> *p_list) const;
bool has_method(const StringName &p_method) const;
MethodInfo get_method_info(const StringName &p_method) const;
virtual int get_member_line(const StringName &p_member) const;
virtual Vector<ScriptNetData> get_rpc_methods() const;
virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
virtual Vector<ScriptNetData> get_rset_properties() const;
virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
virtual StringName get_rset_property(const uint16_t p_variable_id) const;
virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const;
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
#ifdef TOOLS_ENABLED
virtual bool is_placeholder_fallback_enabled() const { return placeholder_fallback_enabled; }
#endif
Error load_source_code(const String &p_path);
StringName get_script_name() const;
CSharpScript();
~CSharpScript();
};
class CSharpInstance : public ScriptInstance {
friend class CSharpScript;
friend class CSharpLanguage;
Object *owner;
bool base_ref;
bool ref_dying;
bool unsafe_referenced;
bool predelete_notified;
bool destructing_script_instance;
Ref<CSharpScript> script;
Ref<MonoGCHandle> gchandle;
bool _reference_owner_unsafe();
/*
* If true is returned, the caller must memdelete the script instance's owner.
*/
bool _unreference_owner_unsafe();
/*
* If NULL is returned, the caller must destroy the script instance by removing it from its owner.
*/
MonoObject *_internal_new_managed();
// Do not use unless you know what you are doing
friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
static CSharpInstance *create_for_managed_type(Object *p_owner, CSharpScript *p_script, const Ref<MonoGCHandle> &p_gchandle);
void _call_multilevel(MonoObject *p_mono_object, const StringName &p_method, const Variant **p_args, int p_argcount);
void get_properties_state_for_reloading(List<Pair<StringName, Variant> > &r_state);
public:
MonoObject *get_mono_object() const;
_FORCE_INLINE_ bool is_destructing_script_instance() { return destructing_script_instance; }
virtual Object *get_owner();
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
/* TODO */ virtual void get_method_list(List<MethodInfo> *p_list) const {}
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
void mono_object_disposed(MonoObject *p_obj);
/*
* If 'r_delete_owner' is set to true, the caller must memdelete the script instance's owner. Otherwise, if
* 'r_remove_script_instance' is set to true, the caller must destroy the script instance by removing it from its owner.
*/
void mono_object_disposed_baseref(MonoObject *p_obj, bool p_is_finalizer, bool &r_delete_owner, bool &r_remove_script_instance);
virtual void refcount_incremented();
virtual bool refcount_decremented();
virtual Vector<ScriptNetData> get_rpc_methods() const;
virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
virtual Vector<ScriptNetData> get_rset_properties() const;
virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
virtual StringName get_rset_property(const uint16_t p_variable_id) const;
virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const;
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
virtual void notification(int p_notification);
void _call_notification(int p_notification);
virtual String to_string(bool *r_valid);
virtual Ref<Script> get_script() const;
virtual ScriptLanguage *get_language();
CSharpInstance();
~CSharpInstance();
};
struct CSharpScriptBinding {
bool inited;
StringName type_name;
GDMonoClass *wrapper_class;
Ref<MonoGCHandle> gchandle;
Object *owner;
};
class CSharpLanguage : public ScriptLanguage {
friend class CSharpScript;
friend class CSharpInstance;
static CSharpLanguage *singleton;
bool finalizing;
GDMono *gdmono;
SelfList<CSharpScript>::List script_list;
Mutex script_instances_mutex;
Mutex script_gchandle_release_mutex;
Mutex language_bind_mutex;
Map<Object *, CSharpScriptBinding> script_bindings;
#ifdef DEBUG_ENABLED
// List of unsafe object references
Map<ObjectID, int> unsafe_object_references;
Mutex unsafe_object_references_lock;
#endif
struct StringNameCache {
StringName _signal_callback;
StringName _set;
StringName _get;
StringName _get_property_list;
StringName _notification;
StringName _script_source;
StringName dotctor; // .ctor
StringName on_before_serialize; // OnBeforeSerialize
StringName on_after_deserialize; // OnAfterDeserialize
StringNameCache();
};
int lang_idx;
Dictionary scripts_metadata;
bool scripts_metadata_invalidated;
// For debug_break and debug_break_parse
int _debug_parse_err_line;
String _debug_parse_err_file;
String _debug_error;
void _load_scripts_metadata();
friend class GDMono;
void _on_scripts_domain_unloaded();
#ifdef TOOLS_ENABLED
EditorPlugin *godotsharp_editor;
static void _editor_init_callback();
#endif
public:
StringNameCache string_names;
const Mutex &get_language_bind_mutex() { return language_bind_mutex; }
_FORCE_INLINE_ int get_language_index() { return lang_idx; }
void set_language_index(int p_idx);
_FORCE_INLINE_ const StringNameCache &get_string_names() { return string_names; }
_FORCE_INLINE_ static CSharpLanguage *get_singleton() { return singleton; }
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ EditorPlugin *get_godotsharp_editor() const { return godotsharp_editor; }
#endif
static void release_script_gchandle(Ref<MonoGCHandle> &p_gchandle);
static void release_script_gchandle(MonoObject *p_expected_obj, Ref<MonoGCHandle> &p_gchandle);
bool debug_break(const String &p_error, bool p_allow_continue = true);
bool debug_break_parse(const String &p_file, int p_line, const String &p_error);
#ifdef GD_MONO_HOT_RELOAD
bool is_assembly_reloading_needed();
void reload_assemblies(bool p_soft_reload);
#endif
_FORCE_INLINE_ Dictionary get_scripts_metadata_or_nothing() {
return scripts_metadata_invalidated ? Dictionary() : scripts_metadata;
}
_FORCE_INLINE_ const Dictionary &get_scripts_metadata() {
if (scripts_metadata_invalidated)
_load_scripts_metadata();
return scripts_metadata;
}
virtual String get_name() const;
/* LANGUAGE FUNCTIONS */
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String &p_path);
virtual void init();
virtual void finish();
/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const;
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
virtual void get_string_delimiters(List<String> *p_delimiters) const;
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
virtual bool is_using_templates();
virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
/* TODO */ virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const { return true; }
virtual String validate_path(const String &p_path) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual bool supports_builtin_mode() const;
/* TODO? */ virtual int find_function(const String &p_function, const String &p_code) const { return -1; }
virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
virtual String _get_indentation() const;
/* TODO? */ virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {}
/* TODO */ virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) {}
/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
/* TODO */ virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
/* TODO */ virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
/* TODO */ virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
/* TODO */ virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) { return ""; }
virtual Vector<StackInfo> debug_get_current_stack_info();
/* PROFILING FUNCTIONS */
/* TODO */ virtual void profiling_start() {}
/* TODO */ virtual void profiling_stop() {}
/* TODO */ virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) { return 0; }
/* TODO */ virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) { return 0; }
virtual void frame();
/* TODO? */ virtual void get_public_functions(List<MethodInfo> *p_functions) const {}
/* TODO? */ virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const {}
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const;
#ifdef TOOLS_ENABLED
virtual Error open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col);
virtual bool overrides_external_editor();
#endif
/* THREAD ATTACHING */
virtual void thread_enter();
virtual void thread_exit();
// Don't use these. I'm watching you
virtual void *alloc_instance_binding_data(Object *p_object);
virtual void free_instance_binding_data(void *p_data);
virtual void refcount_incremented_instance_binding(Object *p_object);
virtual bool refcount_decremented_instance_binding(Object *p_object);
Map<Object *, CSharpScriptBinding>::Element *insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding);
bool setup_csharp_script_binding(CSharpScriptBinding &r_script_binding, Object *p_object);
#ifdef DEBUG_ENABLED
Vector<StackInfo> stack_trace_get_info(MonoObject *p_stack_trace);
#endif
void post_unsafe_reference(Object *p_obj);
void pre_unsafe_unreference(Object *p_obj);
CSharpLanguage();
~CSharpLanguage();
};
class ResourceFormatLoaderCSharpScript : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL, bool p_use_sub_threads = false, float *r_progress = nullptr);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverCSharpScript : public ResourceFormatSaver {
public:
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
virtual bool recognize(const RES &p_resource) const;
};
#endif // CSHARP_SCRIPT_H