godot/modules/mono/csharp_script.cpp

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/*************************************************************************/
/* csharp_script.cpp */
/*************************************************************************/
/* 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). */
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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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#include "csharp_script.h"
#include <mono/metadata/threads.h>
#include "core/io/json.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "core/project_settings.h"
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#ifdef TOOLS_ENABLED
#include "editor/bindings_generator.h"
#include "editor/csharp_project.h"
#include "editor/editor_node.h"
#include "editor/node_dock.h"
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#endif
#ifdef DEBUG_METHODS_ENABLED
#include "class_db_api_json.h"
#endif
#include "editor/editor_internal_calls.h"
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#include "godotsharp_dirs.h"
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#include "mono_gd/gd_mono_cache.h"
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#include "mono_gd/gd_mono_class.h"
#include "mono_gd/gd_mono_marshal.h"
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#include "mono_gd/gd_mono_utils.h"
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#include "signal_awaiter_utils.h"
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#include "utils/macros.h"
#include "utils/mutex_utils.h"
#include "utils/string_utils.h"
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#include "utils/thread_local.h"
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#define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->get_string_names().m_var)
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#ifdef TOOLS_ENABLED
static bool _create_project_solution_if_needed() {
String sln_path = GodotSharpDirs::get_project_sln_path();
String csproj_path = GodotSharpDirs::get_project_csproj_path();
if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
// A solution does not yet exist, create a new one
CRASH_COND(CSharpLanguage::get_singleton()->get_godotsharp_editor() == NULL);
return CSharpLanguage::get_singleton()->get_godotsharp_editor()->call("CreateProjectSolution");
}
return true;
}
#endif
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CSharpLanguage *CSharpLanguage::singleton = NULL;
String CSharpLanguage::get_name() const {
return "C#";
}
String CSharpLanguage::get_type() const {
return "CSharpScript";
}
String CSharpLanguage::get_extension() const {
return "cs";
}
Error CSharpLanguage::execute_file(const String &p_path) {
// ??
return OK;
}
void CSharpLanguage::init() {
#ifdef DEBUG_METHODS_ENABLED
if (OS::get_singleton()->get_cmdline_args().find("--class-db-json")) {
class_db_api_to_json("user://class_db_api.json", ClassDB::API_CORE);
#ifdef TOOLS_ENABLED
class_db_api_to_json("user://class_db_api_editor.json", ClassDB::API_EDITOR);
#endif
}
#endif
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gdmono = memnew(GDMono);
gdmono->initialize();
#if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED)
// Generate bindings here, before loading assemblies. 'initialize_load_assemblies' aborts
// the applications if the api assemblies or the main tools assembly is missing, but this
// is not a problem for BindingsGenerator as it only needs the tools project editor assembly.
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
BindingsGenerator::handle_cmdline_args(cmdline_args);
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#endif
#ifndef MONO_GLUE_ENABLED
print_line("Run this binary with '--generate-mono-glue path/to/modules/mono/glue'");
#endif
if (gdmono->is_runtime_initialized())
gdmono->initialize_load_assemblies();
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#ifdef TOOLS_ENABLED
EditorNode::add_init_callback(&_editor_init_callback);
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#endif
}
void CSharpLanguage::finish() {
finalizing = true;
// Make sure all script binding gchandles are released before finalizing GDMono
for (Map<Object *, CSharpScriptBinding>::Element *E = script_bindings.front(); E; E = E->next()) {
CSharpScriptBinding &script_binding = E->value();
if (script_binding.gchandle.is_valid()) {
script_binding.gchandle->release();
script_binding.inited = false;
}
}
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if (gdmono) {
memdelete(gdmono);
gdmono = NULL;
}
// Clear here, after finalizing all domains to make sure there is nothing else referencing the elements.
script_bindings.clear();
#ifdef DEBUG_ENABLED
for (Map<ObjectID, int>::Element *E = unsafe_object_references.front(); E; E = E->next()) {
const ObjectID &id = E->get();
Object *obj = ObjectDB::get_instance(id);
if (obj) {
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ERR_PRINT("Leaked unsafe reference to object: " + obj->get_class() + ":" + itos(id));
} else {
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ERR_PRINT("Leaked unsafe reference to deleted object: " + itos(id));
}
}
#endif
finalizing = false;
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}
void CSharpLanguage::get_reserved_words(List<String> *p_words) const {
static const char *_reserved_words[] = {
// Reserved keywords
"abstract",
"as",
"base",
"bool",
"break",
"byte",
"case",
"catch",
"char",
"checked",
"class",
"const",
"continue",
"decimal",
"default",
"delegate",
"do",
"double",
"else",
"enum",
"event",
"explicit",
"extern",
"false",
"finally",
"fixed",
"float",
"for",
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"foreach",
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"goto",
"if",
"implicit",
"in",
"int",
"interface",
"internal",
"is",
"lock",
"long",
"namespace",
"new",
"null",
"object",
"operator",
"out",
"override",
"params",
"private",
"protected",
"public",
"readonly",
"ref",
"return",
"sbyte",
"sealed",
"short",
"sizeof",
"stackalloc",
"static",
"string",
"struct",
"switch",
"this",
"throw",
"true",
"try",
"typeof",
"uint",
"ulong",
"unchecked",
"unsafe",
"ushort",
"using",
"virtual",
"void",
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"volatile",
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"while",
// Contextual keywords. Not reserved words, but I guess we should include
// them because this seems to be used only for syntax highlighting.
"add",
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"alias",
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"ascending",
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"async",
"await",
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"by",
"descending",
"dynamic",
"equals",
"from",
"get",
"global",
"group",
"into",
"join",
"let",
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"nameof",
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"on",
"orderby",
"partial",
"remove",
"select",
"set",
"value",
"var",
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"when",
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"where",
"yield",
0
};
const char **w = _reserved_words;
while (*w) {
p_words->push_back(*w);
w++;
}
}
void CSharpLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("//"); // single-line comment
p_delimiters->push_back("/* */"); // delimited comment
}
void CSharpLanguage::get_string_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("' '"); // character literal
p_delimiters->push_back("\" \""); // regular string literal
p_delimiters->push_back("@\" \""); // verbatim string literal
}
static String get_base_class_name(const String &p_base_class_name, const String p_class_name) {
String base_class = p_base_class_name;
if (p_class_name == base_class) {
base_class = "Godot." + base_class;
}
return base_class;
}
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Ref<Script> CSharpLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const {
String script_template = "using " BINDINGS_NAMESPACE ";\n"
"using System;\n"
"\n"
"public class %CLASS% : %BASE%\n"
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"{\n"
" // Declare member variables here. Examples:\n"
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" // private int a = 2;\n"
" // private string b = \"text\";\n"
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"\n"
" // Called when the node enters the scene tree for the first time.\n"
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" public override void _Ready()\n"
" {\n"
" \n"
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" }\n"
"\n"
"// // Called every frame. 'delta' is the elapsed time since the previous frame.\n"
"// public override void _Process(float delta)\n"
"// {\n"
"// \n"
"// }\n"
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"}\n";
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String base_class_name = get_base_class_name(p_base_class_name, p_class_name);
script_template = script_template.replace("%BASE%", base_class_name)
.replace("%CLASS%", p_class_name);
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Ref<CSharpScript> script;
script.instance();
script->set_source_code(script_template);
script->set_name(p_class_name);
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return script;
}
bool CSharpLanguage::is_using_templates() {
return true;
}
void CSharpLanguage::make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) {
String src = p_script->get_source_code();
String base_class_name = get_base_class_name(p_base_class_name, p_class_name);
src = src.replace("%BASE%", base_class_name)
.replace("%CLASS%", p_class_name)
.replace("%TS%", _get_indentation());
p_script->set_source_code(src);
}
String CSharpLanguage::validate_path(const String &p_path) const {
String class_name = p_path.get_file().get_basename();
List<String> keywords;
get_reserved_words(&keywords);
if (keywords.find(class_name)) {
return TTR("Class name can't be a reserved keyword");
}
return "";
}
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Script *CSharpLanguage::create_script() const {
return memnew(CSharpScript);
}
bool CSharpLanguage::has_named_classes() const {
return false;
}
bool CSharpLanguage::supports_builtin_mode() const {
return false;
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}
#ifdef TOOLS_ENABLED
static String variant_type_to_managed_name(const String &p_var_type_name) {
if (p_var_type_name.empty())
return "object";
if (!ClassDB::class_exists(p_var_type_name)) {
return p_var_type_name;
}
if (p_var_type_name == Variant::get_type_name(Variant::OBJECT))
return "Godot.Object";
if (p_var_type_name == Variant::get_type_name(Variant::REAL)) {
#ifdef REAL_T_IS_DOUBLE
return "double";
#else
return "float";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::STRING))
return "string"; // I prefer this one >:[
if (p_var_type_name == Variant::get_type_name(Variant::DICTIONARY))
return "Collections.Dictionary";
if (p_var_type_name == Variant::get_type_name(Variant::ARRAY))
return "Collections.Array";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_BYTE_ARRAY))
return "byte[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_INT_ARRAY))
return "int[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_REAL_ARRAY)) {
#ifdef REAL_T_IS_DOUBLE
return "double[]";
#else
return "float[]";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::POOL_STRING_ARRAY))
return "string[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR2_ARRAY))
return "Vector2[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR3_ARRAY))
return "Vector3[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_COLOR_ARRAY))
return "Color[]";
Variant::Type var_types[] = {
Variant::BOOL,
Variant::INT,
Variant::VECTOR2,
Variant::RECT2,
Variant::VECTOR3,
Variant::TRANSFORM2D,
Variant::PLANE,
Variant::QUAT,
Variant::AABB,
Variant::BASIS,
Variant::TRANSFORM,
Variant::COLOR,
Variant::NODE_PATH,
Variant::_RID
};
for (unsigned int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
if (p_var_type_name == Variant::get_type_name(var_types[i]))
return p_var_type_name;
}
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return "object";
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PoolStringArray &p_args) const {
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// FIXME
// - Due to Godot's API limitation this just appends the function to the end of the file
// - Use fully qualified name if there is ambiguity
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String s = "private void " + p_name + "(";
for (int i = 0; i < p_args.size(); i++) {
const String &arg = p_args[i];
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if (i > 0)
s += ", ";
s += variant_type_to_managed_name(arg.get_slice(":", 1)) + " " + escape_csharp_keyword(arg.get_slice(":", 0));
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}
s += ")\n{\n // Replace with function body.\n}\n";
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return s;
}
#else
String CSharpLanguage::make_function(const String &, const String &, const PoolStringArray &) const {
return String();
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}
#endif
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String CSharpLanguage::_get_indentation() const {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
bool use_space_indentation = EDITOR_DEF("text_editor/indent/type", 0);
if (use_space_indentation) {
int indent_size = EDITOR_DEF("text_editor/indent/size", 4);
String space_indent = "";
for (int i = 0; i < indent_size; i++) {
space_indent += " ";
}
return space_indent;
}
}
#endif
return "\t";
}
String CSharpLanguage::debug_get_error() const {
return _debug_error;
}
int CSharpLanguage::debug_get_stack_level_count() const {
if (_debug_parse_err_line >= 0)
return 1;
// TODO: StackTrace
return 1;
}
int CSharpLanguage::debug_get_stack_level_line(int p_level) const {
if (_debug_parse_err_line >= 0)
return _debug_parse_err_line;
// TODO: StackTrace
return 1;
}
String CSharpLanguage::debug_get_stack_level_function(int p_level) const {
if (_debug_parse_err_line >= 0)
return String();
// TODO: StackTrace
return String();
}
String CSharpLanguage::debug_get_stack_level_source(int p_level) const {
if (_debug_parse_err_line >= 0)
return _debug_parse_err_file;
// TODO: StackTrace
return String();
}
Vector<ScriptLanguage::StackInfo> CSharpLanguage::debug_get_current_stack_info() {
#ifdef DEBUG_ENABLED
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_TLS_RECURSION_GUARD_V_(Vector<StackInfo>());
GD_MONO_SCOPE_THREAD_ATTACH;
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if (!gdmono->is_runtime_initialized() || !GDMono::get_singleton()->get_core_api_assembly() || !GDMonoCache::cached_data.corlib_cache_updated)
return Vector<StackInfo>();
MonoObject *stack_trace = mono_object_new(mono_domain_get(), CACHED_CLASS(System_Diagnostics_StackTrace)->get_mono_ptr());
MonoBoolean need_file_info = true;
void *ctor_args[1] = { &need_file_info };
CACHED_METHOD(System_Diagnostics_StackTrace, ctor_bool)->invoke_raw(stack_trace, ctor_args);
Vector<StackInfo> si;
si = stack_trace_get_info(stack_trace);
return si;
#else
return Vector<StackInfo>();
#endif
}
#ifdef DEBUG_ENABLED
Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObject *p_stack_trace) {
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_TLS_RECURSION_GUARD_V_(Vector<StackInfo>());
GD_MONO_SCOPE_THREAD_ATTACH;
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MonoException *exc = NULL;
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MonoArray *frames = CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames).invoke(p_stack_trace, &exc);
if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
return Vector<StackInfo>();
}
int frame_count = mono_array_length(frames);
if (frame_count <= 0)
return Vector<StackInfo>();
Vector<StackInfo> si;
si.resize(frame_count);
for (int i = 0; i < frame_count; i++) {
StackInfo &sif = si.write[i];
MonoObject *frame = mono_array_get(frames, MonoObject *, i);
MonoString *file_name;
int file_line_num;
MonoString *method_decl;
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CACHED_METHOD_THUNK(DebuggingUtils, GetStackFrameInfo).invoke(frame, &file_name, &file_line_num, &method_decl, &exc);
if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
return Vector<StackInfo>();
}
// TODO
// what if the StackFrame method is null (method_decl is empty). should we skip this frame?
// can reproduce with a MissingMethodException on internal calls
sif.file = GDMonoMarshal::mono_string_to_godot(file_name);
sif.line = file_line_num;
sif.func = GDMonoMarshal::mono_string_to_godot(method_decl);
}
return si;
}
#endif
void CSharpLanguage::post_unsafe_reference(Object *p_obj) {
#ifdef DEBUG_ENABLED
SCOPED_MUTEX_LOCK(unsafe_object_references_lock);
ObjectID id = p_obj->get_instance_id();
unsafe_object_references[id]++;
#endif
}
void CSharpLanguage::pre_unsafe_unreference(Object *p_obj) {
#ifdef DEBUG_ENABLED
SCOPED_MUTEX_LOCK(unsafe_object_references_lock);
ObjectID id = p_obj->get_instance_id();
Map<ObjectID, int>::Element *elem = unsafe_object_references.find(id);
ERR_FAIL_NULL(elem);
if (--elem->value() == 0)
unsafe_object_references.erase(elem);
#endif
}
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void CSharpLanguage::frame() {
if (gdmono && gdmono->is_runtime_initialized() && gdmono->get_core_api_assembly() != NULL) {
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const Ref<MonoGCHandle> &task_scheduler_handle = GDMonoCache::cached_data.task_scheduler_handle;
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if (task_scheduler_handle.is_valid()) {
MonoObject *task_scheduler = task_scheduler_handle->get_target();
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if (task_scheduler) {
MonoException *exc = NULL;
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CACHED_METHOD_THUNK(GodotTaskScheduler, Activate).invoke(task_scheduler, &exc);
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if (exc) {
GDMonoUtils::debug_unhandled_exception(exc);
}
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}
}
}
}
struct CSharpScriptDepSort {
// must support sorting so inheritance works properly (parent must be reloaded first)
bool operator()(const Ref<CSharpScript> &A, const Ref<CSharpScript> &B) const {
if (A == B)
return false; // shouldn't happen but..
GDMonoClass *I = B->base;
while (I) {
if (I == A->script_class) {
// A is a base of B
return true;
}
I = I->get_parent_class();
}
return false; // not a base
}
};
void CSharpLanguage::reload_all_scripts() {
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
GD_MONO_SCOPE_THREAD_ATTACH;
reload_assemblies(false);
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}
#endif
}
void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) {
(void)p_script; // UNUSED
CRASH_COND(!Engine::get_singleton()->is_editor_hint());
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#ifdef TOOLS_ENABLED
get_godotsharp_editor()->get_node(NodePath("HotReloadAssemblyWatcher"))->call("RestartTimer");
#endif
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
GD_MONO_SCOPE_THREAD_ATTACH;
reload_assemblies(p_soft_reload);
}
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#endif
}
#ifdef GD_MONO_HOT_RELOAD
bool CSharpLanguage::is_assembly_reloading_needed() {
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if (!gdmono->is_runtime_initialized())
return false;
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.empty()) {
appname_safe = "UnnamedProject";
}
appname_safe += ".dll";
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if (proj_assembly) {
String proj_asm_path = proj_assembly->get_path();
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if (!FileAccess::exists(proj_assembly->get_path())) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe);
if (!FileAccess::exists(proj_asm_path))
return false; // No assembly to load
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}
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
return false; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe)))
return false; // No assembly to load
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}
return true;
}
void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
if (!gdmono->is_runtime_initialized())
return;
// There is no soft reloading with Mono. It's always hard reloading.
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List<Ref<CSharpScript> > scripts;
{
SCOPED_MUTEX_LOCK(script_instances_mutex);
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for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
// Cast to CSharpScript to avoid being erased by accident
scripts.push_back(Ref<CSharpScript>(elem->self()));
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}
}
List<Ref<CSharpScript> > to_reload;
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// We need to keep reference instances alive during reloading
List<Ref<Reference> > ref_instances;
for (Map<Object *, CSharpScriptBinding>::Element *E = script_bindings.front(); E; E = E->next()) {
CSharpScriptBinding &script_binding = E->value();
Reference *ref = Object::cast_to<Reference>(script_binding.owner);
if (ref) {
ref_instances.push_back(Ref<Reference>(ref));
}
}
// As scripts are going to be reloaded, must proceed without locking here
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scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
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for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
Ref<CSharpScript> &script = E->get();
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to_reload.push_back(script);
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if (script->get_path().empty()) {
script->tied_class_name_for_reload = script->script_class->get_name();
script->tied_class_namespace_for_reload = script->script_class->get_namespace();
}
// Script::instances are deleted during managed object disposal, which happens on domain finalize.
// Only placeholders are kept. Therefore we need to keep a copy before that happens.
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for (Set<Object *>::Element *F = script->instances.front(); F; F = F->next()) {
Object *obj = F->get();
script->pending_reload_instances.insert(obj->get_instance_id());
Reference *ref = Object::cast_to<Reference>(obj);
if (ref) {
ref_instances.push_back(Ref<Reference>(ref));
}
}
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#ifdef TOOLS_ENABLED
for (Set<PlaceHolderScriptInstance *>::Element *F = script->placeholders.front(); F; F = F->next()) {
Object *obj = F->get()->get_owner();
script->pending_reload_instances.insert(obj->get_instance_id());
Reference *ref = Object::cast_to<Reference>(obj);
if (ref) {
ref_instances.push_back(Ref<Reference>(ref));
}
}
#endif
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// Save state and remove script from instances
Map<ObjectID, CSharpScript::StateBackup> &owners_map = script->pending_reload_state;
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for (Set<Object *>::Element *F = script->instances.front(); F; F = F->next()) {
Object *obj = F->get();
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ERR_CONTINUE(!obj->get_script_instance());
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CSharpInstance *csi = static_cast<CSharpInstance *>(obj->get_script_instance());
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// Call OnBeforeSerialize
if (csi->script->script_class->implements_interface(CACHED_CLASS(ISerializationListener)))
obj->get_script_instance()->call_multilevel(string_names.on_before_serialize);
// Save instance info
CSharpScript::StateBackup state;
// TODO: Proper state backup (Not only variants, serialize managed state of scripts)
csi->get_properties_state_for_reloading(state.properties);
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owners_map[obj->get_instance_id()] = state;
}
}
// After the state of all instances is saved, clear scripts and script instances
for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
Ref<CSharpScript> &script = E->get();
while (script->instances.front()) {
Object *obj = script->instances.front()->get();
obj->set_script(RefPtr()); // Remove script and existing script instances (placeholder are not removed before domain reload)
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}
script->_clear();
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}
// Do domain reload
if (gdmono->reload_scripts_domain() != OK) {
// Failed to reload the scripts domain
// Make sure to add the scripts back to their owners before returning
for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> scr = E->get();
for (const Map<ObjectID, CSharpScript::StateBackup>::Element *F = scr->pending_reload_state.front(); F; F = F->next()) {
Object *obj = ObjectDB::get_instance(F->key());
if (!obj)
continue;
ObjectID obj_id = obj->get_instance_id();
// Use a placeholder for now to avoid losing the state when saving a scene
obj->set_script(scr.get_ref_ptr());
PlaceHolderScriptInstance *placeholder = scr->placeholder_instance_create(obj);
obj->set_script_instance(placeholder);
#ifdef TOOLS_ENABLED
// Even though build didn't fail, this tells the placeholder to keep properties and
// it allows using property_set_fallback for restoring the state without a valid script.
scr->placeholder_fallback_enabled = true;
#endif
// Restore Variant properties state, it will be kept by the placeholder until the next script reloading
for (List<Pair<StringName, Variant> >::Element *G = scr->pending_reload_state[obj_id].properties.front(); G; G = G->next()) {
placeholder->property_set_fallback(G->get().first, G->get().second, NULL);
}
scr->pending_reload_state.erase(obj_id);
}
}
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return;
}
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List<Ref<CSharpScript> > to_reload_state;
for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> script = E->get();
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if (!script->get_path().empty()) {
#ifdef TOOLS_ENABLED
script->exports_invalidated = true;
#endif
script->signals_invalidated = true;
script->reload(p_soft_reload);
script->update_exports();
if (!script->valid) {
script->pending_reload_instances.clear();
continue;
}
} else {
const StringName &class_namespace = script->tied_class_namespace_for_reload;
const StringName &class_name = script->tied_class_name_for_reload;
GDMonoAssembly *project_assembly = gdmono->get_project_assembly();
// Search in project and tools assemblies first as those are the most likely to have the class
GDMonoClass *script_class = (project_assembly ? project_assembly->get_class(class_namespace, class_name) : NULL);
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#ifdef TOOLS_ENABLED
if (!script_class) {
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GDMonoAssembly *tools_assembly = gdmono->get_tools_assembly();
script_class = (tools_assembly ? tools_assembly->get_class(class_namespace, class_name) : NULL);
}
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#endif
if (!script_class) {
script_class = gdmono->get_class(class_namespace, class_name);
}
if (!script_class) {
// The class was removed, can't reload
script->pending_reload_instances.clear();
continue;
}
bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(script_class);
if (!obj_type) {
// The class no longer inherits Godot.Object, can't reload
script->pending_reload_instances.clear();
continue;
}
GDMonoClass *native = GDMonoUtils::get_class_native_base(script_class);
CSharpScript::initialize_for_managed_type(script, script_class, native);
}
String native_name = NATIVE_GDMONOCLASS_NAME(script->native);
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{
for (Set<ObjectID>::Element *F = script->pending_reload_instances.front(); F; F = F->next()) {
ObjectID obj_id = F->get();
Object *obj = ObjectDB::get_instance(obj_id);
if (!obj) {
script->pending_reload_state.erase(obj_id);
continue;
}
if (!ClassDB::is_parent_class(obj->get_class_name(), native_name)) {
// No longer inherits the same compatible type, can't reload
script->pending_reload_state.erase(obj_id);
continue;
}
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ScriptInstance *si = obj->get_script_instance();
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#ifdef TOOLS_ENABLED
if (si) {
// If the script instance is not null, then it must be a placeholder.
// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
CRASH_COND(!si->is_placeholder());
if (script->is_tool() || ScriptServer::is_scripting_enabled()) {
// Replace placeholder with a script instance
CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
// Backup placeholder script instance state before replacing it with a script instance
si->get_property_state(state_backup.properties);
ScriptInstance *script_instance = script->instance_create(obj);
if (script_instance) {
script->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
obj->set_script_instance(script_instance);
}
}
continue;
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}
#else
CRASH_COND(si != NULL);
#endif
// Re-create script instance
obj->set_script(script.get_ref_ptr()); // will create the script instance as well
}
}
to_reload_state.push_back(script);
}
for (List<Ref<CSharpScript> >::Element *E = to_reload_state.front(); E; E = E->next()) {
Ref<CSharpScript> script = E->get();
for (Set<ObjectID>::Element *F = script->pending_reload_instances.front(); F; F = F->next()) {
ObjectID obj_id = F->get();
Object *obj = ObjectDB::get_instance(obj_id);
if (!obj) {
script->pending_reload_state.erase(obj_id);
continue;
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}
ERR_CONTINUE(!obj->get_script_instance());
// TODO: Restore serialized state
CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
for (List<Pair<StringName, Variant> >::Element *G = state_backup.properties.front(); G; G = G->next()) {
obj->get_script_instance()->set(G->get().first, G->get().second);
}
// Call OnAfterDeserialization
CSharpInstance *csi = CAST_CSHARP_INSTANCE(obj->get_script_instance());
if (csi && csi->script->script_class->implements_interface(CACHED_CLASS(ISerializationListener)))
obj->get_script_instance()->call_multilevel(string_names.on_after_deserialize);
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}
script->pending_reload_instances.clear();
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}
#ifdef TOOLS_ENABLED
// FIXME: Hack to refresh editor in order to display new properties and signals. See if there is a better alternative.
if (Engine::get_singleton()->is_editor_hint()) {
EditorNode::get_singleton()->get_inspector()->update_tree();
NodeDock::singleton->update_lists();
}
#endif
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}
#endif
void CSharpLanguage::_load_scripts_metadata() {
scripts_metadata.clear();
String scripts_metadata_filename = "scripts_metadata.";
#ifdef TOOLS_ENABLED
scripts_metadata_filename += Engine::get_singleton()->is_editor_hint() ? "editor" : "editor_player";
#else
#ifdef DEBUG_ENABLED
scripts_metadata_filename += "debug";
#else
scripts_metadata_filename += "release";
#endif
#endif
String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file(scripts_metadata_filename);
if (FileAccess::exists(scripts_metadata_path)) {
String old_json;
Error ferr = read_all_file_utf8(scripts_metadata_path, old_json);
ERR_FAIL_COND(ferr != OK);
Variant old_dict_var;
String err_str;
int err_line;
Error json_err = JSON::parse(old_json, old_dict_var, err_str, err_line);
if (json_err != OK) {
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ERR_PRINT("Failed to parse metadata file: '" + err_str + "' (" + String::num_int64(err_line) + ").");
return;
}
scripts_metadata = old_dict_var.operator Dictionary();
scripts_metadata_invalidated = false;
print_verbose("Successfully loaded scripts metadata");
} else {
if (!Engine::get_singleton()->is_editor_hint()) {
ERR_PRINT("Missing scripts metadata file.");
}
}
}
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void CSharpLanguage::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("cs");
}
#ifdef TOOLS_ENABLED
Error CSharpLanguage::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
return (Error)(int)get_godotsharp_editor()->call("OpenInExternalEditor", p_script, p_line, p_col);
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}
bool CSharpLanguage::overrides_external_editor() {
return get_godotsharp_editor()->call("OverridesExternalEditor");
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}
#endif
void CSharpLanguage::thread_enter() {
#if 0
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if (gdmono->is_runtime_initialized()) {
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GDMonoUtils::attach_current_thread();
}
#endif
}
void CSharpLanguage::thread_exit() {
#if 0
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if (gdmono->is_runtime_initialized()) {
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GDMonoUtils::detach_current_thread();
}
#endif
}
bool CSharpLanguage::debug_break_parse(const String &p_file, int p_line, const String &p_error) {
// Not a parser error in our case, but it's still used for other type of errors
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if (ScriptDebugger::get_singleton() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_line = p_line;
_debug_parse_err_file = p_file;
_debug_error = p_error;
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ScriptDebugger::get_singleton()->debug(this, false, true);
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return true;
} else {
return false;
}
}
bool CSharpLanguage::debug_break(const String &p_error, bool p_allow_continue) {
if (ScriptDebugger::get_singleton() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_line = -1;
_debug_parse_err_file = "";
_debug_error = p_error;
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ScriptDebugger::get_singleton()->debug(this, p_allow_continue);
return true;
} else {
return false;
}
}
void CSharpLanguage::_on_scripts_domain_unloaded() {
for (Map<Object *, CSharpScriptBinding>::Element *E = script_bindings.front(); E; E = E->next()) {
CSharpScriptBinding &script_binding = E->value();
script_binding.inited = false;
}
scripts_metadata_invalidated = true;
}
#ifdef TOOLS_ENABLED
void CSharpLanguage::_editor_init_callback() {
register_editor_internal_calls();
// Initialize GodotSharpEditor
GDMonoClass *editor_klass = GDMono::get_singleton()->get_tools_assembly()->get_class("GodotTools", "GodotSharpEditor");
CRASH_COND(editor_klass == NULL);
MonoObject *mono_object = mono_object_new(mono_domain_get(), editor_klass->get_mono_ptr());
CRASH_COND(mono_object == NULL);
MonoException *exc = NULL;
GDMonoUtils::runtime_object_init(mono_object, editor_klass, &exc);
UNHANDLED_EXCEPTION(exc);
EditorPlugin *godotsharp_editor = Object::cast_to<EditorPlugin>(GDMonoMarshal::mono_object_to_variant(mono_object));
CRASH_COND(godotsharp_editor == NULL);
// Enable it as a plugin
EditorNode::add_editor_plugin(godotsharp_editor);
godotsharp_editor->enable_plugin();
get_singleton()->godotsharp_editor = godotsharp_editor;
}
#endif
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void CSharpLanguage::set_language_index(int p_idx) {
ERR_FAIL_COND(lang_idx != -1);
lang_idx = p_idx;
}
void CSharpLanguage::release_script_gchandle(Ref<MonoGCHandle> &p_gchandle) {
if (!p_gchandle->is_released()) { // Do not lock unnecessarily
SCOPED_MUTEX_LOCK(get_singleton()->script_gchandle_release_mutex);
p_gchandle->release();
}
}
void CSharpLanguage::release_script_gchandle(MonoObject *p_expected_obj, Ref<MonoGCHandle> &p_gchandle) {
uint32_t pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(p_expected_obj); // We might lock after this, so pin it
if (!p_gchandle->is_released()) { // Do not lock unnecessarily
SCOPED_MUTEX_LOCK(get_singleton()->script_gchandle_release_mutex);
MonoObject *target = p_gchandle->get_target();
// We release the gchandle if it points to the MonoObject* we expect (otherwise it was
// already released and could have been replaced) or if we can't get its target MonoObject*
// (which doesn't necessarily mean it was released, and we want it released in order to
// avoid locking other threads unnecessarily).
if (target == p_expected_obj || target == NULL) {
p_gchandle->release();
}
}
MonoGCHandle::free_handle(pinned_gchandle);
}
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CSharpLanguage::CSharpLanguage() {
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ERR_FAIL_COND_MSG(singleton, "C# singleton already exist.");
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singleton = this;
finalizing = false;
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gdmono = NULL;
#ifdef NO_THREADS
script_instances_mutex = NULL;
script_gchandle_release_mutex = NULL;
language_bind_mutex = NULL;
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#else
script_instances_mutex = Mutex::create();
script_gchandle_release_mutex = Mutex::create();
language_bind_mutex = Mutex::create();
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#endif
#ifdef DEBUG_ENABLED
#ifdef NO_THREADS
unsafe_object_references_lock = NULL;
#else
unsafe_object_references_lock = Mutex::create();
#endif
#endif
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lang_idx = -1;
scripts_metadata_invalidated = true;
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#ifdef TOOLS_ENABLED
godotsharp_editor = NULL;
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#endif
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}
CSharpLanguage::~CSharpLanguage() {
finish();
if (script_instances_mutex) {
memdelete(script_instances_mutex);
script_instances_mutex = NULL;
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}
if (language_bind_mutex) {
memdelete(language_bind_mutex);
language_bind_mutex = NULL;
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}
if (script_gchandle_release_mutex) {
memdelete(script_gchandle_release_mutex);
script_gchandle_release_mutex = NULL;
}
#ifdef DEBUG_ENABLED
if (unsafe_object_references_lock) {
memdelete(unsafe_object_references_lock);
unsafe_object_references_lock = NULL;
}
#endif
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singleton = NULL;
}
bool CSharpLanguage::setup_csharp_script_binding(CSharpScriptBinding &r_script_binding, Object *p_object) {
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#ifdef DEBUG_ENABLED
// I don't trust you
if (p_object->get_script_instance()) {
CSharpInstance *csharp_instance = CAST_CSHARP_INSTANCE(p_object->get_script_instance());
CRASH_COND(csharp_instance != NULL && !csharp_instance->is_destructing_script_instance());
}
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#endif
StringName type_name = p_object->get_class_name();
// ¯\_(ツ)_/¯
const ClassDB::ClassInfo *classinfo = ClassDB::classes.getptr(type_name);
while (classinfo && !classinfo->exposed)
classinfo = classinfo->inherits_ptr;
ERR_FAIL_NULL_V(classinfo, false);
type_name = classinfo->name;
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GDMonoClass *type_class = GDMonoUtils::type_get_proxy_class(type_name);
ERR_FAIL_NULL_V(type_class, false);
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MonoObject *mono_object = GDMonoUtils::create_managed_for_godot_object(type_class, type_name, p_object);
ERR_FAIL_NULL_V(mono_object, false);
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r_script_binding.inited = true;
r_script_binding.type_name = type_name;
r_script_binding.wrapper_class = type_class; // cache
r_script_binding.gchandle = MonoGCHandle::create_strong(mono_object);
r_script_binding.owner = p_object;
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// Tie managed to unmanaged
Reference *ref = Object::cast_to<Reference>(p_object);
if (ref) {
// Unsafe refcount increment. The managed instance also counts as a reference.
// This way if the unmanaged world has no references to our owner
// but the managed instance is alive, the refcount will be 1 instead of 0.
// See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
ref->reference();
CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
}
return true;
}
void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
SCOPED_MUTEX_LOCK(language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *match = script_bindings.find(p_object);
if (match)
return (void *)match;
CSharpScriptBinding script_binding;
if (!setup_csharp_script_binding(script_binding, p_object))
return NULL;
return (void *)insert_script_binding(p_object, script_binding);
}
Map<Object *, CSharpScriptBinding>::Element *CSharpLanguage::insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding) {
return script_bindings.insert(p_object, p_script_binding);
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}
void CSharpLanguage::free_instance_binding_data(void *p_data) {
if (GDMono::get_singleton() == NULL) {
#ifdef DEBUG_ENABLED
CRASH_COND(!script_bindings.empty());
#endif
// Mono runtime finalized, all the gchandle bindings were already released
return;
}
if (finalizing)
return; // inside CSharpLanguage::finish(), all the gchandle bindings are released there
GD_MONO_ASSERT_THREAD_ATTACHED;
{
SCOPED_MUTEX_LOCK(language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *data = (Map<Object *, CSharpScriptBinding>::Element *)p_data;
CSharpScriptBinding &script_binding = data->value();
if (script_binding.inited) {
// Set the native instance field to IntPtr.Zero, if not yet garbage collected.
// This is done to avoid trying to dispose the native instance from Dispose(bool).
MonoObject *mono_object = script_binding.gchandle->get_target();
if (mono_object) {
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, NULL);
}
}
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script_bindings.erase(data);
}
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}
void CSharpLanguage::refcount_incremented_instance_binding(Object *p_object) {
Reference *ref_owner = Object::cast_to<Reference>(p_object);
#ifdef DEBUG_ENABLED
CRASH_COND(!ref_owner);
CRASH_COND(!p_object->has_script_instance_binding(get_language_index()));
#endif
void *data = p_object->get_script_instance_binding(get_language_index());
CRASH_COND(!data);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
if (!script_binding.inited)
return;
if (ref_owner->reference_get_count() > 1 && gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
// The reference count was increased after the managed side was the only one referencing our owner.
// This means the owner is being referenced again by the unmanaged side,
// so the owner must hold the managed side alive again to avoid it from being GCed.
MonoObject *target = gchandle->get_target();
if (!target)
return; // Called after the managed side was collected, so nothing to do here
// Release the current weak handle and replace it with a strong handle.
uint32_t strong_gchandle = MonoGCHandle::new_strong_handle(target);
gchandle->release();
gchandle->set_handle(strong_gchandle, MonoGCHandle::STRONG_HANDLE);
}
}
bool CSharpLanguage::refcount_decremented_instance_binding(Object *p_object) {
Reference *ref_owner = Object::cast_to<Reference>(p_object);
#ifdef DEBUG_ENABLED
CRASH_COND(!ref_owner);
CRASH_COND(!p_object->has_script_instance_binding(get_language_index()));
#endif
void *data = p_object->get_script_instance_binding(get_language_index());
CRASH_COND(!data);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
int refcount = ref_owner->reference_get_count();
if (!script_binding.inited)
return refcount == 0;
if (refcount == 1 && gchandle.is_valid() && !gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
MonoObject *target = gchandle->get_target();
if (!target)
return refcount == 0; // Called after the managed side was collected, so nothing to do here
// Release the current strong handle and replace it with a weak handle.
uint32_t weak_gchandle = MonoGCHandle::new_weak_handle(target);
gchandle->release();
gchandle->set_handle(weak_gchandle, MonoGCHandle::WEAK_HANDLE);
return false;
}
return refcount == 0;
}
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CSharpInstance *CSharpInstance::create_for_managed_type(Object *p_owner, CSharpScript *p_script, const Ref<MonoGCHandle> &p_gchandle) {
CSharpInstance *instance = memnew(CSharpInstance);
Reference *ref = Object::cast_to<Reference>(p_owner);
instance->base_ref = ref != NULL;
instance->script = Ref<CSharpScript>(p_script);
instance->owner = p_owner;
instance->gchandle = p_gchandle;
if (instance->base_ref)
instance->_reference_owner_unsafe();
p_script->instances.insert(p_owner);
return instance;
}
MonoObject *CSharpInstance::get_mono_object() const {
ERR_FAIL_COND_V(gchandle.is_null(), NULL);
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return gchandle->get_target();
}
Object *CSharpInstance::get_owner() {
return owner;
}
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bool CSharpInstance::set(const StringName &p_name, const Variant &p_value) {
ERR_FAIL_COND_V(!script.is_valid(), false);
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL_V(mono_object, false);
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GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoField *field = top->get_field(p_name);
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if (field) {
field->set_value_from_variant(mono_object, p_value);
return true;
}
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GDMonoProperty *property = top->get_property(p_name);
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if (property) {
property->set_value(mono_object, GDMonoMarshal::variant_to_mono_object(p_value, property->get_type()));
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return true;
}
top = top->get_parent_class();
}
// Call _set
top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_set), 2);
if (method) {
Variant name = p_name;
const Variant *args[2] = { &name, &p_value };
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MonoObject *ret = method->invoke(mono_object, args);
if (ret && GDMonoMarshal::unbox<MonoBoolean>(ret))
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return true;
break;
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}
top = top->get_parent_class();
}
return false;
}
bool CSharpInstance::get(const StringName &p_name, Variant &r_ret) const {
ERR_FAIL_COND_V(!script.is_valid(), false);
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL_V(mono_object, false);
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GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoField *field = top->get_field(p_name);
if (field) {
MonoObject *value = field->get_value(mono_object);
r_ret = GDMonoMarshal::mono_object_to_variant(value);
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return true;
}
GDMonoProperty *property = top->get_property(p_name);
if (property) {
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MonoException *exc = NULL;
MonoObject *value = property->get_value(mono_object, &exc);
if (exc) {
r_ret = Variant();
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GDMonoUtils::set_pending_exception(exc);
} else {
r_ret = GDMonoMarshal::mono_object_to_variant(value);
}
return true;
}
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top = top->get_parent_class();
}
// Call _get
top = script->script_class;
while (top && top != script->native) {
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GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_get), 1);
if (method) {
Variant name = p_name;
const Variant *args[1] = { &name };
MonoObject *ret = method->invoke(mono_object, args);
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if (ret) {
r_ret = GDMonoMarshal::mono_object_to_variant(ret);
return true;
}
break;
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}
top = top->get_parent_class();
}
return false;
}
void CSharpInstance::get_properties_state_for_reloading(List<Pair<StringName, Variant> > &r_state) {
List<PropertyInfo> pinfo;
get_property_list(&pinfo);
for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
Pair<StringName, Variant> state_pair;
state_pair.first = E->get().name;
ManagedType managedType;
GDMonoField *field = script->script_class->get_field(state_pair.first);
if (!field)
continue; // Properties ignored. We get the property baking fields instead.
managedType = field->get_type();
if (GDMonoMarshal::managed_to_variant_type(managedType) != Variant::NIL) { // If we can marshal it
if (get(state_pair.first, state_pair.second)) {
r_state.push_back(state_pair);
}
}
}
}
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void CSharpInstance::get_property_list(List<PropertyInfo> *p_properties) const {
for (Map<StringName, PropertyInfo>::Element *E = script->member_info.front(); E; E = E->next()) {
p_properties->push_back(E->value());
}
// Call _get_property_list
ERR_FAIL_COND(!script.is_valid());
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_get_property_list), 0);
if (method) {
MonoObject *ret = method->invoke(mono_object);
if (ret) {
Array array = Array(GDMonoMarshal::mono_object_to_variant(ret));
for (int i = 0, size = array.size(); i < size; i++)
p_properties->push_back(PropertyInfo::from_dict(array.get(i)));
return;
}
break;
}
top = top->get_parent_class();
}
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}
Variant::Type CSharpInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
if (script->member_info.has(p_name)) {
if (r_is_valid)
*r_is_valid = true;
return script->member_info[p_name].type;
}
if (r_is_valid)
*r_is_valid = false;
return Variant::NIL;
}
bool CSharpInstance::has_method(const StringName &p_method) const {
if (!script.is_valid())
return false;
GD_MONO_SCOPE_THREAD_ATTACH;
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GDMonoClass *top = script->script_class;
while (top && top != script->native) {
if (top->has_fetched_method_unknown_params(p_method)) {
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return true;
}
top = top->get_parent_class();
}
return false;
}
Variant CSharpInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
ERR_FAIL_COND_V(!script.is_valid(), Variant());
GD_MONO_SCOPE_THREAD_ATTACH;
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MonoObject *mono_object = get_mono_object();
if (!mono_object) {
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
ERR_FAIL_V(Variant());
}
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GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(p_method, p_argcount);
if (method) {
MonoObject *return_value = method->invoke(mono_object, p_args);
r_error.error = Variant::CallError::CALL_OK;
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if (return_value) {
return GDMonoMarshal::mono_object_to_variant(return_value);
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} else {
return Variant();
}
}
top = top->get_parent_class();
}
r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
void CSharpInstance::call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount) {
GD_MONO_SCOPE_THREAD_ATTACH;
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if (script.is_valid()) {
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
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_call_multilevel(mono_object, p_method, p_args, p_argcount);
}
}
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void CSharpInstance::_call_multilevel(MonoObject *p_mono_object, const StringName &p_method, const Variant **p_args, int p_argcount) {
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GD_MONO_ASSERT_THREAD_ATTACHED;
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(p_method, p_argcount);
if (method) {
method->invoke(p_mono_object, p_args);
return;
}
top = top->get_parent_class();
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}
}
void CSharpInstance::call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount) {
// Sorry, the method is the one that controls the call order
call_multilevel(p_method, p_args, p_argcount);
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}
bool CSharpInstance::_reference_owner_unsafe() {
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#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
CRASH_COND(unsafe_referenced); // already referenced
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#endif
// Unsafe refcount increment. The managed instance also counts as a reference.
// This way if the unmanaged world has no references to our owner
// but the managed instance is alive, the refcount will be 1 instead of 0.
// See: _unreference_owner_unsafe()
// May not me referenced yet, so we must use init_ref() instead of reference()
if (static_cast<Reference *>(owner)->init_ref()) {
CSharpLanguage::get_singleton()->post_unsafe_reference(owner);
unsafe_referenced = true;
}
return unsafe_referenced;
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}
bool CSharpInstance::_unreference_owner_unsafe() {
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#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
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#endif
if (!unsafe_referenced)
return false; // Already unreferenced
unsafe_referenced = false;
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// Called from CSharpInstance::mono_object_disposed() or ~CSharpInstance()
// Unsafe refcount decrement. The managed instance also counts as a reference.
// See: _reference_owner_unsafe()
// Destroying the owner here means self destructing, so we defer the owner destruction to the caller.
CSharpLanguage::get_singleton()->pre_unsafe_unreference(owner);
return static_cast<Reference *>(owner)->unreference();
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}
MonoObject *CSharpInstance::_internal_new_managed() {
#ifdef DEBUG_ENABLED
CRASH_COND(!gchandle.is_valid());
#endif
// Search the constructor first, to fail with an error if it's not found before allocating anything else.
GDMonoMethod *ctor = script->script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
ERR_FAIL_NULL_V_MSG(ctor, NULL,
"Cannot create script instance because the class does not define a parameterless constructor: '" + script->get_path() + "'.");
CSharpLanguage::get_singleton()->release_script_gchandle(gchandle);
ERR_FAIL_NULL_V(owner, NULL);
ERR_FAIL_COND_V(script.is_null(), NULL);
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MonoObject *mono_object = mono_object_new(mono_domain_get(), script->script_class->get_mono_ptr());
if (!mono_object) {
// Important to clear this before destroying the script instance here
script = Ref<CSharpScript>();
bool die = _unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
owner = NULL;
ERR_FAIL_V_MSG(NULL, "Failed to allocate memory for the object.");
}
// Tie managed to unmanaged
gchandle = MonoGCHandle::create_strong(mono_object);
if (base_ref)
_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, owner);
// Construct
ctor->invoke_raw(mono_object, NULL);
return mono_object;
}
void CSharpInstance::mono_object_disposed(MonoObject *p_obj) {
#ifdef DEBUG_ENABLED
CRASH_COND(base_ref);
CRASH_COND(gchandle.is_null());
#endif
CSharpLanguage::get_singleton()->release_script_gchandle(p_obj, gchandle);
}
void CSharpInstance::mono_object_disposed_baseref(MonoObject *p_obj, bool p_is_finalizer, bool &r_delete_owner, bool &r_remove_script_instance) {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(gchandle.is_null());
#endif
r_remove_script_instance = false;
if (_unreference_owner_unsafe()) {
// Safe to self destruct here with memdelete(owner), but it's deferred to the caller to prevent future mistakes.
r_delete_owner = true;
} else {
r_delete_owner = false;
CSharpLanguage::get_singleton()->release_script_gchandle(p_obj, gchandle);
if (!p_is_finalizer) {
// If the native instance is still alive and Dispose() was called
// (instead of the finalizer), then we remove the script instance.
r_remove_script_instance = true;
} else if (!GDMono::get_singleton()->is_finalizing_scripts_domain()) {
// If the native instance is still alive and this is called from the finalizer,
// then it was referenced from another thread before the finalizer could
// unreference and delete it, so we want to keep it.
// GC.ReRegisterForFinalize(this) is not safe because the objects referenced by 'this'
// could have already been collected. Instead we will create a new managed instance here.
MonoObject *new_managed = _internal_new_managed();
if (!new_managed) {
r_remove_script_instance = true;
}
}
}
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}
void CSharpInstance::refcount_incremented() {
#ifdef DEBUG_ENABLED
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CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
#endif
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Reference *ref_owner = Object::cast_to<Reference>(owner);
if (ref_owner->reference_get_count() > 1 && gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
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// The reference count was increased after the managed side was the only one referencing our owner.
// This means the owner is being referenced again by the unmanaged side,
// so the owner must hold the managed side alive again to avoid it from being GCed.
// Release the current weak handle and replace it with a strong handle.
uint32_t strong_gchandle = MonoGCHandle::new_strong_handle(gchandle->get_target());
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gchandle->release();
gchandle->set_handle(strong_gchandle, MonoGCHandle::STRONG_HANDLE);
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}
}
bool CSharpInstance::refcount_decremented() {
#ifdef DEBUG_ENABLED
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CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
#endif
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Reference *ref_owner = Object::cast_to<Reference>(owner);
int refcount = ref_owner->reference_get_count();
if (refcount == 1 && !gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
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// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
// Release the current strong handle and replace it with a weak handle.
uint32_t weak_gchandle = MonoGCHandle::new_weak_handle(gchandle->get_target());
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gchandle->release();
gchandle->set_handle(weak_gchandle, MonoGCHandle::WEAK_HANDLE);
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return false;
}
ref_dying = (refcount == 0);
return ref_dying;
}
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MultiplayerAPI::RPCMode CSharpInstance::_member_get_rpc_mode(IMonoClassMember *p_member) const {
if (p_member->has_attribute(CACHED_CLASS(RemoteAttribute)))
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return MultiplayerAPI::RPC_MODE_REMOTE;
if (p_member->has_attribute(CACHED_CLASS(MasterAttribute)))
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return MultiplayerAPI::RPC_MODE_MASTER;
if (p_member->has_attribute(CACHED_CLASS(PuppetAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPET;
if (p_member->has_attribute(CACHED_CLASS(SlaveAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPET;
if (p_member->has_attribute(CACHED_CLASS(RemoteSyncAttribute)))
return MultiplayerAPI::RPC_MODE_REMOTESYNC;
if (p_member->has_attribute(CACHED_CLASS(SyncAttribute)))
return MultiplayerAPI::RPC_MODE_REMOTESYNC;
if (p_member->has_attribute(CACHED_CLASS(MasterSyncAttribute)))
return MultiplayerAPI::RPC_MODE_MASTERSYNC;
if (p_member->has_attribute(CACHED_CLASS(PuppetSyncAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPETSYNC;
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return MultiplayerAPI::RPC_MODE_DISABLED;
}
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MultiplayerAPI::RPCMode CSharpInstance::get_rpc_mode(const StringName &p_method) const {
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GD_MONO_SCOPE_THREAD_ATTACH;
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GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_fetched_method_unknown_params(p_method);
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if (method && !method->is_static())
return _member_get_rpc_mode(method);
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top = top->get_parent_class();
}
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return MultiplayerAPI::RPC_MODE_DISABLED;
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}
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MultiplayerAPI::RPCMode CSharpInstance::get_rset_mode(const StringName &p_variable) const {
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GD_MONO_SCOPE_THREAD_ATTACH;
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GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoField *field = top->get_field(p_variable);
if (field && !field->is_static())
return _member_get_rpc_mode(field);
GDMonoProperty *property = top->get_property(p_variable);
if (property && !property->is_static())
return _member_get_rpc_mode(property);
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top = top->get_parent_class();
}
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return MultiplayerAPI::RPC_MODE_DISABLED;
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}
void CSharpInstance::notification(int p_notification) {
GD_MONO_SCOPE_THREAD_ATTACH;
if (p_notification == Object::NOTIFICATION_PREDELETE) {
// When NOTIFICATION_PREDELETE is sent, we also take the chance to call Dispose().
// It's safe to call Dispose() multiple times and NOTIFICATION_PREDELETE is guaranteed
// to be sent at least once, which happens right before the call to the destructor.
predelete_notified = true;
if (base_ref) {
// It's not safe to proceed if the owner derives Reference and the refcount reached 0.
// At this point, Dispose() was already called (manually or from the finalizer) so
// that's not a problem. The refcount wouldn't have reached 0 otherwise, since the
// managed side references it and Dispose() needs to be called to release it.
// However, this means C# Reference scripts can't receive NOTIFICATION_PREDELETE, but
// this is likely the case with GDScript as well: https://github.com/godotengine/godot/issues/6784
return;
}
_call_notification(p_notification);
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
MonoException *exc = NULL;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
return;
}
_call_notification(p_notification);
}
void CSharpInstance::_call_notification(int p_notification) {
GD_MONO_ASSERT_THREAD_ATTACHED;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
// Custom version of _call_multilevel, optimized for _notification
uint32_t arg = p_notification;
void *args[1] = { &arg };
StringName method_name = CACHED_STRING_NAME(_notification);
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(method_name, 1);
if (method) {
method->invoke_raw(mono_object, args);
return;
}
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top = top->get_parent_class();
}
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}
String CSharpInstance::to_string(bool *r_valid) {
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
if (mono_object == NULL) {
if (r_valid)
*r_valid = false;
return String();
}
MonoException *exc = NULL;
MonoString *result = GDMonoUtils::object_to_string(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
if (r_valid)
*r_valid = false;
return String();
}
if (result == NULL) {
if (r_valid)
*r_valid = false;
return String();
}
return GDMonoMarshal::mono_string_to_godot(result);
}
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Ref<Script> CSharpInstance::get_script() const {
return script;
}
ScriptLanguage *CSharpInstance::get_language() {
return CSharpLanguage::get_singleton();
}
CSharpInstance::CSharpInstance() :
owner(NULL),
base_ref(false),
ref_dying(false),
unsafe_referenced(false),
predelete_notified(false),
destructing_script_instance(false) {
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}
CSharpInstance::~CSharpInstance() {
GD_MONO_SCOPE_THREAD_ATTACH;
destructing_script_instance = true;
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if (gchandle.is_valid()) {
if (!predelete_notified && !ref_dying) {
// This destructor is not called from the owners destructor.
// This could be being called from the owner's set_script_instance method,
// meaning this script is being replaced with another one. If this is the case,
// we must call Dispose here, because Dispose calls owner->set_script_instance(NULL)
// and that would mess up with the new script instance if called later.
MonoObject *mono_object = gchandle->get_target();
if (mono_object) {
MonoException *exc = NULL;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
}
}
gchandle->release(); // Make sure the gchandle is released
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}
// If not being called from the owner's destructor, and we still hold a reference to the owner
if (base_ref && !ref_dying && owner && unsafe_referenced) {
// The owner's script or script instance is being replaced (or removed)
// Transfer ownership to an "instance binding"
Reference *ref_owner = static_cast<Reference *>(owner);
// We will unreference the owner before referencing it again, so we need to keep it alive
Ref<Reference> scope_keep_owner_alive(ref_owner);
(void)scope_keep_owner_alive;
// Unreference the owner here, before the new "instance binding" references it.
// Otherwise, the unsafe reference debug checks will incorrectly detect a bug.
bool die = _unreference_owner_unsafe();
CRASH_COND(die == true); // `owner_keep_alive` holds a reference, so it can't die
void *data = owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
CRASH_COND(data == NULL);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
if (!script_binding.inited) {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->get_language_bind_mutex());
if (!script_binding.inited) { // Other thread may have set it up
// Already had a binding that needs to be setup
CSharpLanguage::get_singleton()->setup_csharp_script_binding(script_binding, owner);
CRASH_COND(!script_binding.inited);
}
}
#ifdef DEBUG_ENABLED
// The "instance binding" holds a reference so the refcount should be at least 2 before `scope_keep_owner_alive` goes out of scope
CRASH_COND(ref_owner->reference_get_count() <= 1);
#endif
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}
if (script.is_valid() && owner) {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
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#ifdef DEBUG_ENABLED
// CSharpInstance must not be created unless it's going to be added to the list for sure
Set<Object *>::Element *match = script->instances.find(owner);
CRASH_COND(!match);
script->instances.erase(match);
#else
script->instances.erase(owner);
#endif
}
}
#ifdef TOOLS_ENABLED
void CSharpScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
placeholders.erase(p_placeholder);
}
#endif
#ifdef TOOLS_ENABLED
void CSharpScript::_update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames) {
if (base_cache.is_valid()) {
base_cache->_update_exports_values(values, propnames);
}
for (Map<StringName, Variant>::Element *E = exported_members_defval_cache.front(); E; E = E->next()) {
values[E->key()] = E->get();
}
for (List<PropertyInfo>::Element *E = exported_members_cache.front(); E; E = E->next()) {
propnames.push_back(E->get());
}
}
void CSharpScript::_update_member_info_no_exports() {
if (exports_invalidated) {
GD_MONO_ASSERT_THREAD_ATTACHED;
exports_invalidated = false;
member_info.clear();
GDMonoClass *top = script_class;
while (top && top != native) {
PropertyInfo prop_info;
bool exported;
const Vector<GDMonoField *> &fields = top->get_all_fields();
for (int i = fields.size() - 1; i >= 0; i--) {
GDMonoField *field = fields[i];
if (_get_member_export(field, /* inspect export: */ false, prop_info, exported)) {
StringName member_name = field->get_name();
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
exported_members_defval_cache[member_name] = Variant();
}
}
const Vector<GDMonoProperty *> &properties = top->get_all_properties();
for (int i = properties.size() - 1; i >= 0; i--) {
GDMonoProperty *property = properties[i];
if (_get_member_export(property, /* inspect export: */ false, prop_info, exported)) {
StringName member_name = property->get_name();
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
exported_members_defval_cache[member_name] = Variant();
}
}
top = top->get_parent_class();
}
}
}
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#endif
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bool CSharpScript::_update_exports() {
#ifdef TOOLS_ENABLED
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if (!Engine::get_singleton()->is_editor_hint())
return false;
placeholder_fallback_enabled = true; // until proven otherwise
if (!valid)
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return false;
bool changed = false;
if (exports_invalidated) {
GD_MONO_SCOPE_THREAD_ATTACH;
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exports_invalidated = false;
changed = true;
member_info.clear();
exported_members_cache.clear();
exported_members_defval_cache.clear();
// Here we create a temporary managed instance of the class to get the initial values
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MonoObject *tmp_object = mono_object_new(mono_domain_get(), script_class->get_mono_ptr());
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if (!tmp_object) {
ERR_PRINT("Failed to allocate temporary MonoObject.");
return false;
}
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uint32_t tmp_pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(tmp_object); // pin it (not sure if needed)
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GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
ERR_FAIL_NULL_V_MSG(ctor, NULL,
"Cannot construct temporary MonoObject because the class does not define a parameterless constructor: '" + get_path() + "'.");
MonoException *ctor_exc = NULL;
ctor->invoke(tmp_object, NULL, &ctor_exc);
Object *tmp_native = GDMonoMarshal::unbox<Object *>(CACHED_FIELD(GodotObject, ptr)->get_value(tmp_object));
if (ctor_exc) {
// TODO: Should we free 'tmp_native' if the exception was thrown after its creation?
MonoGCHandle::free_handle(tmp_pinned_gchandle);
tmp_object = NULL;
ERR_PRINT("Exception thrown from constructor of temporary MonoObject:");
GDMonoUtils::debug_print_unhandled_exception(ctor_exc);
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return false;
}
GDMonoClass *top = script_class;
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while (top && top != native) {
PropertyInfo prop_info;
bool exported;
const Vector<GDMonoField *> &fields = top->get_all_fields();
for (int i = fields.size() - 1; i >= 0; i--) {
GDMonoField *field = fields[i];
if (_get_member_export(field, /* inspect export: */ true, prop_info, exported)) {
StringName member_name = field->get_name();
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if (exported) {
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
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if (tmp_object) {
exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(field->get_value(tmp_object));
}
} else {
member_info[member_name] = prop_info;
}
}
}
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const Vector<GDMonoProperty *> &properties = top->get_all_properties();
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for (int i = properties.size() - 1; i >= 0; i--) {
GDMonoProperty *property = properties[i];
if (_get_member_export(property, /* inspect export: */ true, prop_info, exported)) {
StringName member_name = property->get_name();
if (exported) {
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
if (tmp_object) {
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MonoException *exc = NULL;
MonoObject *ret = property->get_value(tmp_object, &exc);
if (exc) {
exported_members_defval_cache[member_name] = Variant();
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GDMonoUtils::debug_print_unhandled_exception(exc);
} else {
exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(ret);
}
}
} else {
member_info[member_name] = prop_info;
}
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}
}
top = top->get_parent_class();
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}
// Need to check this here, before disposal
bool base_ref = Object::cast_to<Reference>(tmp_native) != NULL;
// Dispose the temporary managed instance
MonoException *exc = NULL;
GDMonoUtils::dispose(tmp_object, &exc);
if (exc) {
ERR_PRINT("Exception thrown from method Dispose() of temporary MonoObject:");
GDMonoUtils::debug_print_unhandled_exception(exc);
}
MonoGCHandle::free_handle(tmp_pinned_gchandle);
tmp_object = NULL;
if (tmp_native && !base_ref) {
Node *node = Object::cast_to<Node>(tmp_native);
if (node && node->is_inside_tree()) {
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ERR_PRINT("Temporary instance was added to the scene tree.");
} else {
memdelete(tmp_native);
}
}
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}
placeholder_fallback_enabled = false;
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if (placeholders.size()) {
// Update placeholders if any
Map<StringName, Variant> values;
List<PropertyInfo> propnames;
_update_exports_values(values, propnames);
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
E->get()->update(propnames, values);
}
}
return changed;
#endif
return false;
}
void CSharpScript::load_script_signals(GDMonoClass *p_class, GDMonoClass *p_native_class) {
// no need to load the script's signals more than once
if (!signals_invalidated) {
return;
}
// make sure this classes signals are empty when loading for the first time
_signals.clear();
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = p_class;
while (top && top != p_native_class) {
const Vector<GDMonoClass *> &delegates = top->get_all_delegates();
for (int i = delegates.size() - 1; i >= 0; --i) {
Vector<Argument> parameters;
GDMonoClass *delegate = delegates[i];
if (_get_signal(top, delegate, parameters)) {
_signals[delegate->get_name()] = parameters;
}
}
top = top->get_parent_class();
}
signals_invalidated = false;
}
bool CSharpScript::_get_signal(GDMonoClass *p_class, GDMonoClass *p_delegate, Vector<Argument> &params) {
GD_MONO_ASSERT_THREAD_ATTACHED;
if (p_delegate->has_attribute(CACHED_CLASS(SignalAttribute))) {
MonoType *raw_type = p_delegate->get_mono_type();
if (mono_type_get_type(raw_type) == MONO_TYPE_CLASS) {
// Arguments are accessibles as arguments of .Invoke method
GDMonoMethod *invoke = p_delegate->get_method("Invoke", -1);
Vector<StringName> names;
Vector<ManagedType> types;
invoke->get_parameter_names(names);
invoke->get_parameter_types(types);
if (names.size() == types.size()) {
for (int i = 0; i < names.size(); ++i) {
Argument arg;
arg.name = names[i];
arg.type = GDMonoMarshal::managed_to_variant_type(types[i]);
if (arg.type == Variant::NIL) {
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ERR_PRINT("Unknown type of signal parameter: '" + arg.name + "' in '" + p_class->get_full_name() + "'.");
return false;
}
params.push_back(arg);
}
return true;
}
}
}
return false;
}
#ifdef TOOLS_ENABLED
/**
* Returns false if there was an error, otherwise true.
* If there was an error, r_prop_info and r_exported are not assigned any value.
*/
bool CSharpScript::_get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported) {
GD_MONO_ASSERT_THREAD_ATTACHED;
// Goddammit, C++. All I wanted was some nested functions.
#define MEMBER_FULL_QUALIFIED_NAME(m_member) \
(m_member->get_enclosing_class()->get_full_name() + "." + (String)m_member->get_name())
if (p_member->is_static()) {
if (p_member->has_attribute(CACHED_CLASS(ExportAttribute)))
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ERR_PRINT("Cannot export member because it is static: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
if (member_info.has(p_member->get_name()))
return false;
ManagedType type;
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if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_FIELD) {
type = static_cast<GDMonoField *>(p_member)->get_type();
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} else if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_PROPERTY) {
type = static_cast<GDMonoProperty *>(p_member)->get_type();
} else {
CRASH_NOW();
}
bool exported = p_member->has_attribute(CACHED_CLASS(ExportAttribute));
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if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_PROPERTY) {
GDMonoProperty *property = static_cast<GDMonoProperty *>(p_member);
if (!property->has_getter()) {
if (exported)
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ERR_PRINT("Read-only property cannot be exported: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
if (!property->has_setter()) {
if (exported)
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ERR_PRINT("Write-only property (without getter) cannot be exported: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
}
Variant::Type variant_type = GDMonoMarshal::managed_to_variant_type(type);
if (!p_inspect_export || !exported) {
r_prop_info = PropertyInfo(variant_type, (String)p_member->get_name(), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE);
r_exported = false;
return true;
}
MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
PropertyHint hint = PROPERTY_HINT_NONE;
String hint_string;
if (variant_type == Variant::NIL) {
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ERR_PRINT("Unknown exported member type: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
int hint_res = _try_get_member_export_hint(p_member, type, variant_type, /* allow_generics: */ true, hint, hint_string);
ERR_FAIL_COND_V_MSG(hint_res == -1, false,
"Error while trying to determine information about the exported member: '" +
MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
if (hint_res == 0) {
hint = PropertyHint(CACHED_FIELD(ExportAttribute, hint)->get_int_value(attr));
hint_string = CACHED_FIELD(ExportAttribute, hintString)->get_string_value(attr);
}
r_prop_info = PropertyInfo(variant_type, (String)p_member->get_name(), hint, hint_string, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE);
r_exported = true;
return true;
#undef MEMBER_FULL_QUALIFIED_NAME
}
int CSharpScript::_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) {
GD_MONO_ASSERT_THREAD_ATTACHED;
if (p_variant_type == Variant::INT && p_type.type_encoding == MONO_TYPE_VALUETYPE && mono_class_is_enum(p_type.type_class->get_mono_ptr())) {
r_hint = PROPERTY_HINT_ENUM;
Vector<MonoClassField *> fields = p_type.type_class->get_enum_fields();
MonoType *enum_basetype = mono_class_enum_basetype(p_type.type_class->get_mono_ptr());
String name_only_hint_string;
// True: enum Foo { Bar, Baz, Quux }
// True: enum Foo { Bar = 0, Baz = 1, Quux = 2 }
// False: enum Foo { Bar = 0, Baz = 7, Quux = 5 }
bool uses_default_values = true;
for (int i = 0; i < fields.size(); i++) {
MonoClassField *field = fields[i];
if (i > 0) {
r_hint_string += ",";
name_only_hint_string += ",";
}
String enum_field_name = mono_field_get_name(field);
r_hint_string += enum_field_name;
name_only_hint_string += enum_field_name;
// TODO:
// Instead of using mono_field_get_value_object, we can do this without boxing. Check the
// internal mono functions: ves_icall_System_Enum_GetEnumValuesAndNames and the get_enum_field.
MonoObject *val_obj = mono_field_get_value_object(mono_domain_get(), field, NULL);
ERR_FAIL_NULL_V_MSG(val_obj, -1, "Failed to get '" + enum_field_name + "' constant enum value.");
bool r_error;
uint64_t val = GDMonoUtils::unbox_enum_value(val_obj, enum_basetype, r_error);
ERR_FAIL_COND_V_MSG(r_error, -1, "Failed to unbox '" + enum_field_name + "' constant enum value.");
if (val != (unsigned int)i) {
uses_default_values = false;
}
r_hint_string += ":";
r_hint_string += String::num_uint64(val);
}
if (uses_default_values) {
// If we use the format NAME:VAL, that's what the editor displays.
// That's annoying if the user is not using custom values for the enum constants.
// This may not be needed in the future if the editor is changed to not display values.
r_hint_string = name_only_hint_string;
}
} else if (p_variant_type == Variant::OBJECT && CACHED_CLASS(GodotResource)->is_assignable_from(p_type.type_class)) {
GDMonoClass *field_native_class = GDMonoUtils::get_class_native_base(p_type.type_class);
CRASH_COND(field_native_class == NULL);
r_hint = PROPERTY_HINT_RESOURCE_TYPE;
r_hint_string = NATIVE_GDMONOCLASS_NAME(field_native_class);
} else if (p_allow_generics && p_variant_type == Variant::ARRAY) {
// Nested arrays are not supported in the inspector
ManagedType elem_type;
if (!GDMonoMarshal::try_get_array_element_type(p_type, elem_type))
return 0;
Variant::Type elem_variant_type = GDMonoMarshal::managed_to_variant_type(elem_type);
PropertyHint elem_hint = PROPERTY_HINT_NONE;
String elem_hint_string;
ERR_FAIL_COND_V_MSG(elem_variant_type == Variant::NIL, -1, "Unknown array element type.");
int hint_res = _try_get_member_export_hint(p_member, elem_type, elem_variant_type, /* allow_generics: */ false, elem_hint, elem_hint_string);
ERR_FAIL_COND_V_MSG(hint_res == -1, -1, "Error while trying to determine information about the array element type.");
// Format: type/hint:hint_string
r_hint_string = itos(elem_variant_type) + "/" + itos(elem_hint) + ":" + elem_hint_string;
r_hint = PROPERTY_HINT_TYPE_STRING;
} else if (p_allow_generics && p_variant_type == Variant::DICTIONARY) {
// TODO: Dictionaries are not supported in the inspector
} else {
return 0;
}
return 1;
}
#endif
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void CSharpScript::_clear() {
tool = false;
valid = false;
base = NULL;
native = NULL;
script_class = NULL;
}
Variant CSharpScript::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
if (unlikely(GDMono::get_singleton() == NULL)) {
// Probably not the best error but eh.
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
return Variant();
}
GD_MONO_SCOPE_THREAD_ATTACH;
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GDMonoClass *top = script_class;
while (top && top != native) {
GDMonoMethod *method = top->get_method(p_method, p_argcount);
if (method && method->is_static()) {
MonoObject *result = method->invoke(NULL, p_args);
if (result) {
return GDMonoMarshal::mono_object_to_variant(result);
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} else {
return Variant();
}
}
top = top->get_parent_class();
}
// No static method found. Try regular instance calls
return Script::call(p_method, p_args, p_argcount, r_error);
}
void CSharpScript::_resource_path_changed() {
String path = get_path();
if (!path.empty()) {
name = get_path().get_file().get_basename();
}
}
bool CSharpScript::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == CSharpLanguage::singleton->string_names._script_source) {
r_ret = get_source_code();
return true;
}
return false;
}
bool CSharpScript::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == CSharpLanguage::singleton->string_names._script_source) {
set_source_code(p_value);
reload();
return true;
}
return false;
}
void CSharpScript::_get_property_list(List<PropertyInfo> *p_properties) const {
p_properties->push_back(PropertyInfo(Variant::STRING, CSharpLanguage::singleton->string_names._script_source, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
}
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void CSharpScript::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &CSharpScript::_new, MethodInfo("new"));
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}
Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native) {
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// This method should not fail, only assertions allowed
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CRASH_COND(p_class == NULL);
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// TODO OPTIMIZE: Cache the 'CSharpScript' associated with this 'p_class' instead of allocating a new one every time
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Ref<CSharpScript> script = memnew(CSharpScript);
initialize_for_managed_type(script, p_class, p_native);
return script;
}
void CSharpScript::initialize_for_managed_type(Ref<CSharpScript> p_script, GDMonoClass *p_class, GDMonoClass *p_native) {
// This method should not fail, only assertions allowed
CRASH_COND(p_class == NULL);
p_script->name = p_class->get_name();
p_script->script_class = p_class;
p_script->native = p_native;
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CRASH_COND(p_script->native == NULL);
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GDMonoClass *base = p_script->script_class->get_parent_class();
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if (base != p_script->native)
p_script->base = base;
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p_script->valid = true;
p_script->tool = p_script->script_class->has_attribute(CACHED_CLASS(ToolAttribute));
if (!p_script->tool) {
GDMonoClass *nesting_class = p_script->script_class->get_nesting_class();
p_script->tool = nesting_class && nesting_class->has_attribute(CACHED_CLASS(ToolAttribute));
}
#if TOOLS_ENABLED
if (!p_script->tool) {
p_script->tool = p_script->script_class->get_assembly() == GDMono::get_singleton()->get_tools_assembly();
}
#endif
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#ifdef DEBUG_ENABLED
// For debug builds, we must fetch from all native base methods as well.
// Native base methods must be fetched before the current class.
// Not needed if the script class itself is a native class.
if (p_script->script_class != p_script->native) {
GDMonoClass *native_top = p_script->native;
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while (native_top) {
native_top->fetch_methods_with_godot_api_checks(p_script->native);
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if (native_top == CACHED_CLASS(GodotObject))
break;
native_top = native_top->get_parent_class();
}
}
#endif
p_script->script_class->fetch_methods_with_godot_api_checks(p_script->native);
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// Need to fetch method from base classes as well
GDMonoClass *top = p_script->script_class;
while (top && top != p_script->native) {
top->fetch_methods_with_godot_api_checks(p_script->native);
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top = top->get_parent_class();
}
p_script->load_script_signals(p_script->script_class, p_script->native);
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#ifdef TOOLS_ENABLED
p_script->_update_member_info_no_exports();
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#endif
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}
bool CSharpScript::can_instance() const {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
// Hack to lower the risk of attached scripts not being added to the C# project
if (!get_path().empty() && get_path().find("::") == -1) { // Ignore if built-in script. Can happen if the file is deleted...
if (_create_project_solution_if_needed()) {
CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
"Compile",
ProjectSettings::get_singleton()->globalize_path(get_path()));
} else {
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ERR_PRINT("C# project could not be created; cannot add file: '" + get_path() + "'.");
}
}
}
#endif
#ifdef TOOLS_ENABLED
bool extra_cond = tool || ScriptServer::is_scripting_enabled();
#else
bool extra_cond = true;
#endif
// FIXME Need to think this through better.
// For tool scripts, this will never fire if the class is not found. That's because we
// don't know if it's a tool script if we can't find the class to access the attributes.
if (extra_cond && !script_class) {
if (GDMono::get_singleton()->get_project_assembly() == NULL) {
// The project assembly is not loaded
ERR_FAIL_V_MSG(NULL, "Cannot instance script because the project assembly is not loaded. Script: '" + get_path() + "'.");
} else {
// The project assembly is loaded, but the class could not found
ERR_FAIL_V_MSG(NULL, "Cannot instance script because the class '" + name + "' could not be found. Script: '" + get_path() + "'.");
}
}
return valid && extra_cond;
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}
StringName CSharpScript::get_instance_base_type() const {
if (native)
return native->get_name();
else
return StringName();
}
CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error) {
GD_MONO_ASSERT_THREAD_ATTACHED;
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/* STEP 1, CREATE */
// Search the constructor first, to fail with an error if it's not found before allocating anything else.
GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), p_argcount);
if (ctor == NULL) {
ERR_FAIL_COND_V_MSG(p_argcount == 0, NULL,
"Cannot create script instance. The class '" + script_class->get_full_name() +
"' does not define a parameterless constructor." +
(get_path().empty() ? String() : " Path: '" + get_path() + "'."));
ERR_FAIL_V_MSG(NULL, "Constructor not found.");
}
Ref<Reference> ref;
if (p_isref) {
// Hold it alive. Important if we have to dispose a script instance binding before creating the CSharpInstance.
ref = Ref<Reference>(static_cast<Reference *>(p_owner));
}
// If the object had a script instance binding, dispose it before adding the CSharpInstance
if (p_owner->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index())) {
void *data = p_owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
CRASH_COND(data == NULL);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
if (script_binding.inited && script_binding.gchandle.is_valid()) {
MonoObject *mono_object = script_binding.gchandle->get_target();
if (mono_object) {
MonoException *exc = NULL;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
}
script_binding.inited = false;
}
}
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CSharpInstance *instance = memnew(CSharpInstance);
instance->base_ref = p_isref;
instance->script = Ref<CSharpScript>(this);
instance->owner = p_owner;
instance->owner->set_script_instance(instance);
/* STEP 2, INITIALIZE AND CONSTRUCT */
MonoObject *mono_object = mono_object_new(mono_domain_get(), script_class->get_mono_ptr());
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if (!mono_object) {
// Important to clear this before destroying the script instance here
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instance->script = Ref<CSharpScript>();
instance->owner = NULL;
bool die = instance->_unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
p_owner->set_script_instance(NULL);
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r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
ERR_FAIL_V_MSG(NULL, "Failed to allocate memory for the object.");
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}
// Tie managed to unmanaged
instance->gchandle = MonoGCHandle::create_strong(mono_object);
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if (instance->base_ref)
instance->_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
{
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
instances.insert(instance->owner);
}
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CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, instance->owner);
// Construct
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ctor->invoke(mono_object, p_args);
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/* STEP 3, PARTY */
//@TODO make thread safe
return instance;
}
Variant CSharpScript::_new(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
if (!valid) {
r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_NULL_V(native, Variant());
GD_MONO_SCOPE_THREAD_ATTACH;
Object *owner = ClassDB::instance(NATIVE_GDMONOCLASS_NAME(native));
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REF ref;
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Reference *r = Object::cast_to<Reference>(owner);
if (r) {
ref = REF(r);
}
CSharpInstance *instance = _create_instance(p_args, p_argcount, owner, r != NULL, r_error);
if (!instance) {
if (ref.is_null()) {
memdelete(owner); //no owner, sorry
}
return Variant();
}
if (ref.is_valid()) {
return ref;
} else {
return owner;
}
}
ScriptInstance *CSharpScript::instance_create(Object *p_this) {
#ifdef DEBUG_ENABLED
CRASH_COND(!valid);
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#endif
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if (native) {
String native_name = NATIVE_GDMONOCLASS_NAME(native);
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if (!ClassDB::is_parent_class(p_this->get_class_name(), native_name)) {
if (ScriptDebugger::get_singleton()) {
CSharpLanguage::get_singleton()->debug_break_parse(get_path(), 0, "Script inherits from native type '" + native_name + "', so it can't be instanced in object of type: '" + p_this->get_class() + "'");
}
ERR_FAIL_V_MSG(NULL, "Script inherits from native type '" + native_name +
"', so it can't be instanced in object of type: '" + p_this->get_class() + "'.");
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}
}
GD_MONO_SCOPE_THREAD_ATTACH;
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Variant::CallError unchecked_error;
return _create_instance(NULL, 0, p_this, Object::cast_to<Reference>(p_this) != NULL, unchecked_error);
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}
PlaceHolderScriptInstance *CSharpScript::placeholder_instance_create(Object *p_this) {
#ifdef TOOLS_ENABLED
PlaceHolderScriptInstance *si = memnew(PlaceHolderScriptInstance(CSharpLanguage::get_singleton(), Ref<Script>(this), p_this));
placeholders.insert(si);
_update_exports();
return si;
#else
return NULL;
#endif
}
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bool CSharpScript::instance_has(const Object *p_this) const {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
return instances.has((Object *)p_this);
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}
bool CSharpScript::has_source_code() const {
return !source.empty();
}
String CSharpScript::get_source_code() const {
return source;
}
void CSharpScript::set_source_code(const String &p_code) {
if (source == p_code)
return;
source = p_code;
#ifdef TOOLS_ENABLED
source_changed_cache = true;
#endif
}
void CSharpScript::get_script_method_list(List<MethodInfo> *p_list) const {
if (!script_class)
return;
GD_MONO_SCOPE_THREAD_ATTACH;
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// TODO: Filter out things unsuitable for explicit calls, like constructors.
const Vector<GDMonoMethod *> &methods = script_class->get_all_methods();
for (int i = 0; i < methods.size(); ++i) {
p_list->push_back(methods[i]->get_method_info());
}
}
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bool CSharpScript::has_method(const StringName &p_method) const {
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if (!script_class)
return false;
GD_MONO_SCOPE_THREAD_ATTACH;
return script_class->has_fetched_method_unknown_params(p_method);
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}
MethodInfo CSharpScript::get_method_info(const StringName &p_method) const {
if (!script_class)
return MethodInfo();
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = script_class;
while (top && top != native) {
GDMonoMethod *params = top->get_fetched_method_unknown_params(p_method);
if (params) {
return params->get_method_info();
}
top = top->get_parent_class();
}
return MethodInfo();
}
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Error CSharpScript::reload(bool p_keep_state) {
bool has_instances;
{
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
has_instances = instances.size();
}
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ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE);
GD_MONO_SCOPE_THREAD_ATTACH;
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GDMonoAssembly *project_assembly = GDMono::get_singleton()->get_project_assembly();
if (project_assembly) {
const Variant *script_metadata_var = CSharpLanguage::get_singleton()->get_scripts_metadata().getptr(get_path());
if (script_metadata_var) {
Dictionary script_metadata = script_metadata_var->operator Dictionary()["class"];
const Variant *namespace_ = script_metadata.getptr("namespace");
const Variant *class_name = script_metadata.getptr("class_name");
ERR_FAIL_NULL_V(namespace_, ERR_BUG);
ERR_FAIL_NULL_V(class_name, ERR_BUG);
GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String());
if (klass) {
bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass);
ERR_FAIL_COND_V(!obj_type, ERR_BUG);
script_class = klass;
}
} else {
// Missing script metadata. Fallback to legacy method
script_class = project_assembly->get_object_derived_class(name);
}
valid = script_class != NULL;
if (script_class) {
#ifdef DEBUG_ENABLED
print_verbose("Found class " + script_class->get_full_name() + " for script " + get_path());
#endif
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tool = script_class->has_attribute(CACHED_CLASS(ToolAttribute));
if (!tool) {
GDMonoClass *nesting_class = script_class->get_nesting_class();
tool = nesting_class && nesting_class->has_attribute(CACHED_CLASS(ToolAttribute));
}
#if TOOLS_ENABLED
if (!tool) {
tool = script_class->get_assembly() == GDMono::get_singleton()->get_tools_assembly();
}
#endif
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native = GDMonoUtils::get_class_native_base(script_class);
CRASH_COND(native == NULL);
GDMonoClass *base_class = script_class->get_parent_class();
if (base_class != native)
base = base_class;
#ifdef DEBUG_ENABLED
// For debug builds, we must fetch from all native base methods as well.
// Native base methods must be fetched before the current class.
// Not needed if the script class itself is a native class.
if (script_class != native) {
GDMonoClass *native_top = native;
while (native_top) {
native_top->fetch_methods_with_godot_api_checks(native);
if (native_top == CACHED_CLASS(GodotObject))
break;
native_top = native_top->get_parent_class();
}
}
#endif
script_class->fetch_methods_with_godot_api_checks(native);
// Need to fetch method from base classes as well
GDMonoClass *top = script_class;
while (top && top != native) {
top->fetch_methods_with_godot_api_checks(native);
top = top->get_parent_class();
}
load_script_signals(script_class, native);
_update_exports();
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}
return OK;
}
return ERR_FILE_MISSING_DEPENDENCIES;
}
ScriptLanguage *CSharpScript::get_language() const {
return CSharpLanguage::get_singleton();
}
bool CSharpScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {
#ifdef TOOLS_ENABLED
const Map<StringName, Variant>::Element *E = exported_members_defval_cache.find(p_property);
if (E) {
r_value = E->get();
return true;
}
if (base_cache.is_valid()) {
return base_cache->get_property_default_value(p_property, r_value);
}
#endif
return false;
}
void CSharpScript::update_exports() {
#ifdef TOOLS_ENABLED
_update_exports();
#endif
}
bool CSharpScript::has_script_signal(const StringName &p_signal) const {
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return _signals.has(p_signal);
}
void CSharpScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
for (const Map<StringName, Vector<Argument> >::Element *E = _signals.front(); E; E = E->next()) {
MethodInfo mi;
mi.name = E->key();
for (int i = 0; i < E->get().size(); i++) {
PropertyInfo arg;
arg.name = E->get()[i].name;
mi.arguments.push_back(arg);
}
r_signals->push_back(mi);
}
}
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Ref<Script> CSharpScript::get_base_script() const {
// TODO search in metadata file once we have it, not important any way?
return Ref<Script>();
}
void CSharpScript::get_script_property_list(List<PropertyInfo> *p_list) const {
for (Map<StringName, PropertyInfo>::Element *E = member_info.front(); E; E = E->next()) {
p_list->push_back(E->value());
}
}
int CSharpScript::get_member_line(const StringName &p_member) const {
// TODO omnisharp
return -1;
}
Error CSharpScript::load_source_code(const String &p_path) {
Error ferr = read_all_file_utf8(p_path, source);
ERR_FAIL_COND_V_MSG(ferr != OK, ferr,
ferr == ERR_INVALID_DATA ?
"Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded."
" Please ensure that scripts are saved in valid UTF-8 unicode." :
"Failed to read file: '" + p_path + "'.");
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#ifdef TOOLS_ENABLED
source_changed_cache = true;
#endif
return OK;
}
StringName CSharpScript::get_script_name() const {
return name;
}
CSharpScript::CSharpScript() :
script_list(this) {
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_clear();
#ifdef TOOLS_ENABLED
source_changed_cache = false;
placeholder_fallback_enabled = false;
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exports_invalidated = true;
#endif
signals_invalidated = true;
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_resource_path_changed();
#ifdef DEBUG_ENABLED
{
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
CSharpLanguage::get_singleton()->script_list.add(&this->script_list);
}
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#endif
}
CSharpScript::~CSharpScript() {
#ifdef DEBUG_ENABLED
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
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#endif
}
/*************** RESOURCE ***************/
RES ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error) {
if (r_error)
*r_error = ERR_FILE_CANT_OPEN;
// TODO ignore anything inside bin/ and obj/ in tools builds?
CSharpScript *script = memnew(CSharpScript);
Ref<CSharpScript> scriptres(script);
#if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
Error err = script->load_source_code(p_path);
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ERR_FAIL_COND_V_MSG(err != OK, RES(), "Cannot load C# script file '" + p_path + "'.");
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#endif
script->set_path(p_original_path);
script->reload();
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if (r_error)
*r_error = OK;
return scriptres;
}
void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("cs");
}
bool ResourceFormatLoaderCSharpScript::handles_type(const String &p_type) const {
return p_type == "Script" || p_type == CSharpLanguage::get_singleton()->get_type();
}
String ResourceFormatLoaderCSharpScript::get_resource_type(const String &p_path) const {
return p_path.get_extension().to_lower() == "cs" ? CSharpLanguage::get_singleton()->get_type() : "";
}
Error ResourceFormatSaverCSharpScript::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<CSharpScript> sqscr = p_resource;
ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
String source = sqscr->get_source_code();
#ifdef TOOLS_ENABLED
if (!FileAccess::exists(p_path)) {
// The file does not yet exists, let's assume the user just created this script
if (_create_project_solution_if_needed()) {
CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
"Compile",
ProjectSettings::get_singleton()->globalize_path(p_path));
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} else {
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ERR_PRINT("C# project could not be created; cannot add file: '" + p_path + "'.");
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}
}
#endif
Error err;
FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save C# script file '" + p_path + "'.");
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file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
memdelete(file);
return ERR_CANT_CREATE;
}
file->close();
memdelete(file);
#ifdef TOOLS_ENABLED
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if (ScriptServer::is_reload_scripts_on_save_enabled()) {
CSharpLanguage::get_singleton()->reload_tool_script(p_resource, false);
}
#endif
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return OK;
}
void ResourceFormatSaverCSharpScript::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (Object::cast_to<CSharpScript>(p_resource.ptr())) {
p_extensions->push_back("cs");
}
}
bool ResourceFormatSaverCSharpScript::recognize(const RES &p_resource) const {
return Object::cast_to<CSharpScript>(p_resource.ptr()) != NULL;
}
CSharpLanguage::StringNameCache::StringNameCache() {
_signal_callback = StaticCString::create("_signal_callback");
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_set = StaticCString::create("_set");
_get = StaticCString::create("_get");
_get_property_list = StaticCString::create("_get_property_list");
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_notification = StaticCString::create("_notification");
_script_source = StaticCString::create("script/source");
on_before_serialize = StaticCString::create("OnBeforeSerialize");
on_after_deserialize = StaticCString::create("OnAfterDeserialize");
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dotctor = StaticCString::create(".ctor");
}