virtualx-engine/modules/mono/mono_gd/gd_mono_cache.cpp
RedworkDE e0f644a48d C#: Fix editor integration breaking and causing error spam when reloading assemblies fails
- Do not reload scripts from non-collectible assemblies
- Do not load GodotTools as collectible
- Do not attempt to reload the same project assembly forever
2023-06-21 12:47:52 +02:00

97 lines
5.6 KiB
C++

/**************************************************************************/
/* gd_mono_cache.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_cache.h"
#include "core/error/error_macros.h"
namespace GDMonoCache {
ManagedCallbacks managed_callbacks;
bool godot_api_cache_updated = false;
void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks) {
int checked_count = 0;
#define CHECK_CALLBACK_NOT_NULL_IMPL(m_var, m_class, m_method) \
{ \
ERR_FAIL_COND_MSG(m_var == nullptr, \
"Mono Cache: Managed callback for '" #m_class "_" #m_method "' is null."); \
checked_count += 1; \
}
#define CHECK_CALLBACK_NOT_NULL(m_class, m_method) CHECK_CALLBACK_NOT_NULL_IMPL(p_managed_callbacks.m_class##_##m_method, m_class, m_method)
CHECK_CALLBACK_NOT_NULL(SignalAwaiter, SignalCallback);
CHECK_CALLBACK_NOT_NULL(DelegateUtils, InvokeWithVariantArgs);
CHECK_CALLBACK_NOT_NULL(DelegateUtils, DelegateEquals);
CHECK_CALLBACK_NOT_NULL(DelegateUtils, DelegateHash);
CHECK_CALLBACK_NOT_NULL(DelegateUtils, TrySerializeDelegateWithGCHandle);
CHECK_CALLBACK_NOT_NULL(DelegateUtils, TryDeserializeDelegateWithGCHandle);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, FrameCallback);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CreateManagedForGodotObjectBinding);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CreateManagedForGodotObjectScriptInstance);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetScriptNativeName);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, SetGodotObjectPtr);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RaiseEventSignal);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, ScriptIsOrInherits);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, AddScriptBridge);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetOrCreateScriptBridgeForPath);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RemoveScriptBridge);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, TryReloadRegisteredScriptWithClass);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, UpdateScriptClassInfo);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, SwapGCHandleForType);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetPropertyInfoList);
CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetPropertyDefaultValues);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Call);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Set);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Get);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallDispose);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallToString);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, HasMethodUnknownParams);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, SerializeState);
CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, DeserializeState);
CHECK_CALLBACK_NOT_NULL(GCHandleBridge, FreeGCHandle);
CHECK_CALLBACK_NOT_NULL(GCHandleBridge, GCHandleIsTargetCollectible);
CHECK_CALLBACK_NOT_NULL(DebuggingUtils, GetCurrentStackInfo);
CHECK_CALLBACK_NOT_NULL(DisposablesTracker, OnGodotShuttingDown);
CHECK_CALLBACK_NOT_NULL(GD, OnCoreApiAssemblyLoaded);
managed_callbacks = p_managed_callbacks;
// It's easy to forget to add new callbacks here, so this should help
if (checked_count * sizeof(void *) != sizeof(ManagedCallbacks)) {
int missing_count = (sizeof(ManagedCallbacks) / sizeof(void *)) - checked_count;
WARN_PRINT("The presence of " + itos(missing_count) + " callback(s) was not validated");
}
godot_api_cache_updated = true;
}
} // namespace GDMonoCache