godot/modules/mono/csharp_script.h

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/*************************************************************************/
/* csharp_script.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef CSHARP_SCRIPT_H
#define CSHARP_SCRIPT_H
#include "core/doc_data.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/object/script_language.h"
#include "core/templates/self_list.h"
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#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
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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 nullptr;
return p_inst->get_language() == TScriptLanguage::get_singleton() ? static_cast<TScriptInstance *>(p_inst) : nullptr;
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}
#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))
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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struct DotNetScriptLookupInfo {
String class_namespace;
String class_name;
GDMonoClass *script_class = nullptr;
DotNetScriptLookupInfo() {} // Required by HashMap...
DotNetScriptLookupInfo(const String &p_class_namespace, const String &p_class_name, GDMonoClass *p_script_class) :
class_namespace(p_class_namespace), class_name(p_class_name), script_class(p_script_class) {
}
};
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class CSharpScript : public Script {
GDCLASS(CSharpScript, Script);
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public:
struct SignalParameter {
String name;
Variant::Type type;
bool nil_is_variant = false;
};
struct EventSignal {
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GDMonoField *field = nullptr;
GDMonoMethod *invoke_method = nullptr;
Vector<SignalParameter> parameters;
};
private:
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friend class CSharpInstance;
friend class CSharpLanguage;
friend struct CSharpScriptDepSort;
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bool tool = false;
bool valid = false;
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bool builtin;
GDMonoClass *base = nullptr;
GDMonoClass *native = nullptr;
GDMonoClass *script_class = nullptr;
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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;
List<Pair<StringName, Array>> event_signals;
};
Set<ObjectID> pending_reload_instances;
Map<ObjectID, StateBackup> pending_reload_state;
StringName tied_class_name_for_reload;
StringName tied_class_namespace_for_reload;
#endif
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String source;
StringName name;
SelfList<CSharpScript> script_list = this;
Map<StringName, Vector<SignalParameter>> _signals;
Map<StringName, EventSignal> event_signals;
bool signals_invalidated = true;
Vector<ScriptNetData> rpc_functions;
Vector<ScriptNetData> rpc_variables;
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#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 = false;
bool placeholder_fallback_enabled = false;
bool exports_invalidated = true;
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void _update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames);
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void _update_member_info_no_exports();
void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
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#endif
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
Set<StringName> exported_members_names;
#endif
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Map<StringName, PropertyInfo> member_info;
void _clear();
void _update_name();
void load_script_signals(GDMonoClass *p_class, GDMonoClass *p_native_class);
bool _get_signal(GDMonoClass *p_class, GDMonoMethod *p_delegate_invoke, Vector<SignalParameter> &params);
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bool _update_exports();
bool _get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported);
#ifdef TOOLS_ENABLED
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);
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// 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 update_script_class_info(Ref<CSharpScript> p_script);
static void initialize_for_managed_type(Ref<CSharpScript> p_script, GDMonoClass *p_class, GDMonoClass *p_native);
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MultiplayerAPI::RPCMode _member_get_rpc_mode(IMonoClassMember *p_member) const;
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protected:
static void _bind_methods();
Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
void _resource_path_changed() override;
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;
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public:
bool can_instance() const override;
StringName get_instance_base_type() const override;
ScriptInstance *instance_create(Object *p_this) override;
PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this) override;
bool instance_has(const Object *p_this) const override;
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bool has_source_code() const override;
String get_source_code() const override;
void set_source_code(const String &p_code) override;
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#ifdef TOOLS_ENABLED
virtual const Vector<DocData::ClassDoc> &get_documentation() const override {
// TODO
static Vector<DocData::ClassDoc> docs;
return docs;
}
#endif // TOOLS_ENABLED
Error reload(bool p_keep_state = false) override;
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bool has_script_signal(const StringName &p_signal) const override;
void get_script_signal_list(List<MethodInfo> *r_signals) const override;
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bool get_property_default_value(const StringName &p_property, Variant &r_value) const override;
void get_script_property_list(List<PropertyInfo> *p_list) const override;
void update_exports() override;
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void get_members(Set<StringName> *p_members) override;
bool is_tool() const override { return tool; }
bool is_valid() const override { return valid; }
bool inherits_script(const Ref<Script> &p_script) const override;
Ref<Script> get_base_script() const override;
ScriptLanguage *get_language() const override;
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void get_script_method_list(List<MethodInfo> *p_list) const override;
bool has_method(const StringName &p_method) const override;
MethodInfo get_method_info(const StringName &p_method) const override;
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int get_member_line(const StringName &p_member) const override;
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Vector<ScriptNetData> get_rpc_methods() const override;
uint16_t get_rpc_method_id(const StringName &p_method) const override;
StringName get_rpc_method(const uint16_t p_rpc_method_id) const override;
MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const override;
MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const override;
Vector<ScriptNetData> get_rset_properties() const override;
uint16_t get_rset_property_id(const StringName &p_variable) const override;
StringName get_rset_property(const uint16_t p_variable_id) const override;
MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const override;
MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const override;
#ifdef TOOLS_ENABLED
bool is_placeholder_fallback_enabled() const override { return placeholder_fallback_enabled; }
#endif
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Error load_source_code(const String &p_path);
CSharpScript();
~CSharpScript();
};
class CSharpInstance : public ScriptInstance {
friend class CSharpScript;
friend class CSharpLanguage;
Object *owner = nullptr;
bool base_ref = false;
bool ref_dying = false;
bool unsafe_referenced = false;
bool predelete_notified = false;
bool destructing_script_instance = false;
Ref<CSharpScript> script;
MonoGCHandleData gchandle;
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List<Callable> connected_event_signals;
bool _reference_owner_unsafe();
/*
* If true is returned, the caller must memdelete the script instance's owner.
*/
bool _unreference_owner_unsafe();
/*
* If nullptr is returned, the caller must destroy the script instance by removing it from its owner.
*/
MonoObject *_internal_new_managed();
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// 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 MonoGCHandleData &p_gchandle);
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void get_properties_state_for_reloading(List<Pair<StringName, Variant>> &r_state);
void get_event_signals_state_for_reloading(List<Pair<StringName, Array>> &r_state);
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public:
MonoObject *get_mono_object() const;
_FORCE_INLINE_ bool is_destructing_script_instance() { return destructing_script_instance; }
Object *get_owner() override;
bool set(const StringName &p_name, const Variant &p_value) override;
bool get(const StringName &p_name, Variant &r_ret) const override;
void get_property_list(List<PropertyInfo> *p_properties) const override;
Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const override;
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/* TODO */ void get_method_list(List<MethodInfo> *p_list) const override {}
bool has_method(const StringName &p_method) const override;
Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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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);
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void connect_event_signals();
void disconnect_event_signals();
void refcount_incremented() override;
bool refcount_decremented() override;
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Vector<ScriptNetData> get_rpc_methods() const override;
uint16_t get_rpc_method_id(const StringName &p_method) const override;
StringName get_rpc_method(const uint16_t p_rpc_method_id) const override;
MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const override;
MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const override;
Vector<ScriptNetData> get_rset_properties() const override;
uint16_t get_rset_property_id(const StringName &p_variable) const override;
StringName get_rset_property(const uint16_t p_variable_id) const override;
MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const override;
MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const override;
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void notification(int p_notification) override;
void _call_notification(int p_notification);
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String to_string(bool *r_valid) override;
Ref<Script> get_script() const override;
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ScriptLanguage *get_language() override;
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CSharpInstance(const Ref<CSharpScript> &p_script);
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~CSharpInstance();
};
struct CSharpScriptBinding {
bool inited = false;
StringName type_name;
GDMonoClass *wrapper_class = nullptr;
MonoGCHandleData gchandle;
Object *owner = nullptr;
CSharpScriptBinding() {}
};
class ManagedCallableMiddleman : public Object {
GDCLASS(ManagedCallableMiddleman, Object);
};
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class CSharpLanguage : public ScriptLanguage {
friend class CSharpScript;
friend class CSharpInstance;
static CSharpLanguage *singleton;
bool finalizing = false;
bool finalized = false;
GDMono *gdmono = nullptr;
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SelfList<CSharpScript>::List script_list;
Mutex script_instances_mutex;
Mutex script_gchandle_release_mutex;
Mutex language_bind_mutex;
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Map<Object *, CSharpScriptBinding> script_bindings;
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#ifdef DEBUG_ENABLED
// List of unsafe object references
Map<ObjectID, int> unsafe_object_references;
Mutex unsafe_object_references_lock;
#endif
ManagedCallableMiddleman *managed_callable_middleman = memnew(ManagedCallableMiddleman);
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struct StringNameCache {
StringName _signal_callback;
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StringName _set;
StringName _get;
StringName _get_property_list;
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StringName _notification;
StringName _script_source;
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StringName dotctor; // .ctor
StringName on_before_serialize; // OnBeforeSerialize
StringName on_after_deserialize; // OnAfterDeserialize
StringName delegate_invoke_method_name;
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StringNameCache();
};
int lang_idx = -1;
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Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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HashMap<String, DotNetScriptLookupInfo> dotnet_script_lookup_map;
void lookup_script_for_class(GDMonoClass *p_class);
// For debug_break and debug_break_parse
int _debug_parse_err_line = -1;
String _debug_parse_err_file;
String _debug_error;
friend class GDMono;
void _on_scripts_domain_unloaded();
#ifdef TOOLS_ENABLED
EditorPlugin *godotsharp_editor = nullptr;
static void _editor_init_callback();
#endif
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public:
StringNameCache string_names;
const Mutex &get_language_bind_mutex() { return language_bind_mutex; }
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_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; }
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_FORCE_INLINE_ static CSharpLanguage *get_singleton() { return singleton; }
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#ifdef TOOLS_ENABLED
_FORCE_INLINE_ EditorPlugin *get_godotsharp_editor() const { return godotsharp_editor; }
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#endif
static void release_script_gchandle(MonoGCHandleData &p_gchandle);
static void release_script_gchandle(MonoObject *p_expected_obj, MonoGCHandleData &p_gchandle);
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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);
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#endif
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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_FORCE_INLINE_ ManagedCallableMiddleman *get_managed_callable_middleman() const { return managed_callable_middleman; }
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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void lookup_scripts_in_assembly(GDMonoAssembly *p_assembly);
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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const DotNetScriptLookupInfo *lookup_dotnet_script(const String &p_script_path) const {
return dotnet_script_lookup_map.getptr(p_script_path);
}
String get_name() const override;
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/* LANGUAGE FUNCTIONS */
String get_type() const override;
String get_extension() const override;
Error execute_file(const String &p_path) override;
void init() override;
void finish() override;
void finalize();
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/* EDITOR FUNCTIONS */
void get_reserved_words(List<String> *p_words) const override;
void get_comment_delimiters(List<String> *p_delimiters) const override;
void get_string_delimiters(List<String> *p_delimiters) const override;
Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const override;
bool is_using_templates() override;
void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) override;
/* TODO */ 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 = nullptr, Set<int> *r_safe_lines = nullptr) const override {
return true;
}
String validate_path(const String &p_path) const override;
Script *create_script() const override;
bool has_named_classes() const override;
bool supports_builtin_mode() const override;
/* TODO? */ int find_function(const String &p_function, const String &p_code) const override { return -1; }
String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const override;
virtual String _get_indentation() const;
/* TODO? */ void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const override {}
/* TODO */ void add_global_constant(const StringName &p_variable, const Variant &p_value) override {}
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/* DEBUGGER FUNCTIONS */
String debug_get_error() const override;
int debug_get_stack_level_count() const override;
int debug_get_stack_level_line(int p_level) const override;
String debug_get_stack_level_function(int p_level) const override;
String debug_get_stack_level_source(int p_level) const override;
/* TODO */ 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) override {}
/* TODO */ 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) override {}
/* TODO */ void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) override {}
/* TODO */ String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) override { return ""; }
Vector<StackInfo> debug_get_current_stack_info() override;
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/* PROFILING FUNCTIONS */
/* TODO */ void profiling_start() override {}
/* TODO */ void profiling_stop() override {}
/* TODO */ int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) override { return 0; }
/* TODO */ int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) override { return 0; }
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void frame() override;
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/* TODO? */ void get_public_functions(List<MethodInfo> *p_functions) const override {}
/* TODO? */ void get_public_constants(List<Pair<String, Variant>> *p_constants) const override {}
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void reload_all_scripts() override;
void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) override;
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/* LOADER FUNCTIONS */
void get_recognized_extensions(List<String> *p_extensions) const override;
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#ifdef TOOLS_ENABLED
Error open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) override;
bool overrides_external_editor() override;
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#endif
/* THREAD ATTACHING */
void thread_enter() override;
void thread_exit() override;
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// Don't use these. I'm watching you
void *alloc_instance_binding_data(Object *p_object) override;
void free_instance_binding_data(void *p_data) override;
void refcount_incremented_instance_binding(Object *p_object) override;
bool refcount_decremented_instance_binding(Object *p_object) override;
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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);
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CSharpLanguage();
~CSharpLanguage();
};
class ResourceFormatLoaderCSharpScript : public ResourceFormatLoader {
public:
RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE) override;
void get_recognized_extensions(List<String> *p_extensions) const override;
bool handles_type(const String &p_type) const override;
String get_resource_type(const String &p_path) const override;
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};
class ResourceFormatSaverCSharpScript : public ResourceFormatSaver {
public:
Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0) override;
void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const override;
bool recognize(const RES &p_resource) const override;
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};
#endif // CSHARP_SCRIPT_H