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) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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>
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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#include <mono/metadata/tokentype.h>
#include <stdint.h>
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#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/io/file_access.h"
#include "core/os/mutex.h"
#include "core/os/os.h"
#include "core/os/thread.h"
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#ifdef TOOLS_ENABLED
#include "core/os/keyboard.h"
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#include "editor/bindings_generator.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.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"
#include "editor_templates/templates.gen.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/string_utils.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() == nullptr);
return CSharpLanguage::get_singleton()->get_godotsharp_editor()->call("CreateProjectSolution");
}
return true;
}
#endif
CSharpLanguage *CSharpLanguage::singleton = nullptr;
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GDNativeInstanceBindingCallbacks CSharpLanguage::_instance_binding_callbacks = {
&_instance_binding_create_callback,
&_instance_binding_free_callback,
&_instance_binding_reference_callback
};
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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() {
finalize();
}
void CSharpLanguage::finalize() {
if (finalized) {
return;
}
finalizing = true;
// Make sure all script binding gchandles are released before finalizing GDMono
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for (KeyValue<Object *, CSharpScriptBinding> &E : script_bindings) {
CSharpScriptBinding &script_binding = E.value;
if (!script_binding.gchandle.is_released()) {
script_binding.gchandle.release();
script_binding.inited = false;
}
}
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if (gdmono) {
memdelete(gdmono);
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gdmono = nullptr;
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}
// Clear here, after finalizing all domains to make sure there is nothing else referencing the elements.
script_bindings.clear();
#ifdef DEBUG_ENABLED
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for (const KeyValue<ObjectID, int> &E : unsafe_object_references) {
const ObjectID &id = E.key;
Object *obj = ObjectDB::get_instance(id);
if (obj) {
ERR_PRINT("Leaked unsafe reference to object: " + obj->to_string());
} else {
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ERR_PRINT("Leaked unsafe reference to deleted object: " + itos(id));
}
}
#endif
memdelete(managed_callable_middleman);
finalizing = false;
finalized = true;
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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",
nullptr
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};
const char **w = _reserved_words;
while (*w) {
p_words->push_back(*w);
w++;
}
}
bool CSharpLanguage::is_control_flow_keyword(String p_keyword) const {
return p_keyword == "break" ||
p_keyword == "case" ||
p_keyword == "catch" ||
p_keyword == "continue" ||
p_keyword == "default" ||
p_keyword == "do" ||
p_keyword == "else" ||
p_keyword == "finally" ||
p_keyword == "for" ||
p_keyword == "foreach" ||
p_keyword == "goto" ||
p_keyword == "if" ||
p_keyword == "return" ||
p_keyword == "switch" ||
p_keyword == "throw" ||
p_keyword == "try" ||
p_keyword == "while";
}
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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
// Generic string highlighting suffices as a workaround for now.
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}
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;
}
bool CSharpLanguage::is_using_templates() {
return true;
}
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Ref<Script> CSharpLanguage::make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const {
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Ref<CSharpScript> script;
script.instantiate();
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String class_name_no_spaces = p_class_name.replace(" ", "_");
String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
String processed_template = p_template;
processed_template = processed_template.replace("_BINDINGS_NAMESPACE_", BINDINGS_NAMESPACE)
.replace("_BASE_", base_class_name)
.replace("_CLASS_", class_name_no_spaces)
.replace("_TS_", _get_indentation());
script->set_source_code(processed_template);
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return script;
}
Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(StringName p_object) {
Vector<ScriptLanguage::ScriptTemplate> templates;
for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
if (TEMPLATES[i].inherit == p_object) {
templates.append(TEMPLATES[i]);
}
}
return templates;
}
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) {
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if (p_var_type_name.is_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::FLOAT)) {
#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::PACKED_BYTE_ARRAY)) {
return "byte[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_INT32_ARRAY)) {
return "int[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_INT64_ARRAY)) {
return "long[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_FLOAT32_ARRAY)) {
return "float[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_FLOAT64_ARRAY)) {
return "double[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_STRING_ARRAY)) {
return "string[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_VECTOR2_ARRAY)) {
return "Vector2[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_VECTOR3_ARRAY)) {
return "Vector3[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_COLOR_ARRAY)) {
return "Color[]";
}
if (p_var_type_name == Variant::get_type_name(Variant::SIGNAL)) {
return "SignalInfo";
}
Variant::Type var_types[] = {
Variant::BOOL,
Variant::INT,
Variant::VECTOR2,
Variant::VECTOR2I,
Variant::RECT2,
Variant::RECT2I,
Variant::VECTOR3,
Variant::VECTOR3I,
Variant::TRANSFORM2D,
Variant::PLANE,
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Variant::QUATERNION,
Variant::AABB,
Variant::BASIS,
Variant::TRANSFORM3D,
Variant::COLOR,
Variant::STRING_NAME,
Variant::NODE_PATH,
Variant::RID,
Variant::CALLABLE
};
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 PackedStringArray &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];
if (i > 0) {
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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 PackedStringArray &) 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()) {
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bool use_space_indentation = EDITOR_DEF("text_editor/behavior/indent/type", 0);
if (use_space_indentation) {
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int indent_size = EDITOR_DEF("text_editor/behavior/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
// Printing an error here will result in endless recursion, so we must be careful
static thread_local bool _recursion_flag_ = false;
if (_recursion_flag_) {
return Vector<StackInfo>();
}
_recursion_flag_ = true;
SCOPE_EXIT { _recursion_flag_ = false; };
GD_MONO_SCOPE_THREAD_ATTACH;
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) {
// Printing an error here will result in endless recursion, so we must be careful
static thread_local bool _recursion_flag_ = false;
if (_recursion_flag_) {
return Vector<StackInfo>();
}
_recursion_flag_ = true;
SCOPE_EXIT { _recursion_flag_ = false; };
GD_MONO_SCOPE_THREAD_ATTACH;
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MonoException *exc = nullptr;
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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
MutexLock 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
MutexLock 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() {
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if (gdmono && gdmono->is_runtime_initialized() && gdmono->get_core_api_assembly() != nullptr) {
const Ref<MonoGCHandleRef> &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) {
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MonoException *exc = nullptr;
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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) {
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return false; // shouldn't happen but..
}
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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() {
if (!gdmono->is_runtime_initialized()) {
return false;
}
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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String appname_safe = ProjectSettings::get_singleton()->get_safe_project_name();
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_asm_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;
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{
MutexLock 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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}
}
scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
// Serialize managed callables
{
MutexLock lock(ManagedCallable::instances_mutex);
for (SelfList<ManagedCallable> *elem = ManagedCallable::instances.first(); elem; elem = elem->next()) {
ManagedCallable *managed_callable = elem->self();
MonoDelegate *delegate = (MonoDelegate *)managed_callable->delegate_handle.get_target();
Array serialized_data;
MonoObject *managed_serialized_data = GDMonoMarshal::variant_to_mono_object(serialized_data);
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MonoException *exc = nullptr;
bool success = (bool)CACHED_METHOD_THUNK(DelegateUtils, TrySerializeDelegate).invoke(delegate, managed_serialized_data, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
continue;
}
if (success) {
ManagedCallable::instances_pending_reload.insert(managed_callable, serialized_data);
} else if (OS::get_singleton()->is_stdout_verbose()) {
OS::get_singleton()->print("Failed to serialize delegate\n");
}
}
}
List<Ref<CSharpScript>> to_reload;
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// We need to keep reference instances alive during reloading
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List<Ref<RefCounted>> rc_instances;
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for (const KeyValue<Object *, CSharpScriptBinding> &E : script_bindings) {
const CSharpScriptBinding &script_binding = E.value;
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RefCounted *rc = Object::cast_to<RefCounted>(script_binding.owner);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
}
}
// As scripts are going to be reloaded, must proceed without locking here
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for (Ref<CSharpScript> &script : scripts) {
// If someone removes a script from a node, deletes the script, builds, adds a script to the
// same node, then builds again, the script might have no path and also no script_class. In
// that case, we can't (and don't need to) reload it.
if (script->get_path().is_empty() && !script->script_class) {
continue;
}
to_reload.push_back(script);
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if (script->get_path().is_empty()) {
script->tied_class_name_for_reload = script->script_class->get_name_for_lookup();
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 (Object *&obj : script->instances) {
script->pending_reload_instances.insert(obj->get_instance_id());
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RefCounted *rc = Object::cast_to<RefCounted>(obj);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
}
}
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#ifdef TOOLS_ENABLED
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for (PlaceHolderScriptInstance *&script_instance : script->placeholders) {
Object *obj = script_instance->get_owner();
script->pending_reload_instances.insert(obj->get_instance_id());
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RefCounted *rc = Object::cast_to<RefCounted>(obj);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
}
}
#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 (Object *&obj : script->instances) {
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(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);
csi->get_event_signals_state_for_reloading(state.event_signals);
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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 (Ref<CSharpScript> &script : scripts) {
while (script->instances.front()) {
Object *obj = script->instances.front()->get();
obj->set_script(REF()); // 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 (Ref<CSharpScript> &scr : to_reload) {
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for (const KeyValue<ObjectID, CSharpScript::StateBackup> &F : scr->pending_reload_state) {
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
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
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for (const Pair<StringName, Variant> &G : scr->pending_reload_state[obj_id].properties) {
placeholder->property_set_fallback(G.first, G.second, nullptr);
}
scr->pending_reload_state.erase(obj_id);
}
}
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return;
}
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List<Ref<CSharpScript>> to_reload_state;
for (Ref<CSharpScript> &script : to_reload) {
#ifdef TOOLS_ENABLED
script->exports_invalidated = true;
#endif
script->signals_invalidated = true;
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if (!script->get_path().is_empty()) {
script->reload(p_soft_reload);
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
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GDMonoClass *script_class = (project_assembly ? project_assembly->get_class(class_namespace, class_name) : nullptr);
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#ifdef TOOLS_ENABLED
if (!script_class) {
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GDMonoAssembly *tools_assembly = gdmono->get_tools_assembly();
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script_class = (tools_assembly ? tools_assembly->get_class(class_namespace, class_name) : nullptr);
}
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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);
}
StringName native_name = NATIVE_GDMONOCLASS_NAME(script->native);
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{
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for (const ObjectID &obj_id : script->pending_reload_instances) {
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
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CRASH_COND(si != nullptr);
#endif
// Re-create script instance
obj->set_script(script); // will create the script instance as well
}
}
to_reload_state.push_back(script);
}
for (Ref<CSharpScript> &script : to_reload_state) {
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for (const ObjectID &obj_id : script->pending_reload_instances) {
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];
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for (const Pair<StringName, Variant> &G : state_backup.properties) {
obj->get_script_instance()->set(G.first, G.second);
}
CSharpInstance *csi = CAST_CSHARP_INSTANCE(obj->get_script_instance());
if (csi) {
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for (const Pair<StringName, Array> &G : state_backup.event_signals) {
const StringName &name = G.first;
const Array &serialized_data = G.second;
Map<StringName, CSharpScript::EventSignal>::Element *match = script->event_signals.find(name);
if (!match) {
// The event or its signal attribute were removed
continue;
}
const CSharpScript::EventSignal &event_signal = match->value();
MonoObject *managed_serialized_data = GDMonoMarshal::variant_to_mono_object(serialized_data);
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MonoDelegate *delegate = nullptr;
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MonoException *exc = nullptr;
bool success = (bool)CACHED_METHOD_THUNK(DelegateUtils, TryDeserializeDelegate).invoke(managed_serialized_data, &delegate, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
continue;
}
if (success) {
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ERR_CONTINUE(delegate == nullptr);
event_signal.field->set_value(csi->get_mono_object(), (MonoObject *)delegate);
} else if (OS::get_singleton()->is_stdout_verbose()) {
OS::get_singleton()->print("Failed to deserialize event signal delegate\n");
}
}
// Call OnAfterDeserialization
if (csi->script->script_class->implements_interface(CACHED_CLASS(ISerializationListener))) {
obj->get_script_instance()->call(string_names.on_after_deserialize);
}
}
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}
script->pending_reload_instances.clear();
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}
// Deserialize managed callables
{
MutexLock lock(ManagedCallable::instances_mutex);
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for (const KeyValue<ManagedCallable *, Array> &elem : ManagedCallable::instances_pending_reload) {
ManagedCallable *managed_callable = elem.key;
const Array &serialized_data = elem.value;
MonoObject *managed_serialized_data = GDMonoMarshal::variant_to_mono_object(serialized_data);
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MonoDelegate *delegate = nullptr;
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MonoException *exc = nullptr;
bool success = (bool)CACHED_METHOD_THUNK(DelegateUtils, TryDeserializeDelegate).invoke(managed_serialized_data, &delegate, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
continue;
}
if (success) {
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ERR_CONTINUE(delegate == nullptr);
managed_callable->set_delegate(delegate);
} else if (OS::get_singleton()->is_stdout_verbose()) {
OS::get_singleton()->print("Failed to deserialize delegate\n");
}
}
ManagedCallable::instances_pending_reload.clear();
}
#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()) {
InspectorDock::get_inspector_singleton()->update_tree();
NodeDock::get_singleton()->update_lists();
}
#endif
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}
#endif
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
void CSharpLanguage::lookup_script_for_class(GDMonoClass *p_class) {
if (!p_class->has_attribute(CACHED_CLASS(ScriptPathAttribute))) {
return;
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
MonoObject *attr = p_class->get_attribute(CACHED_CLASS(ScriptPathAttribute));
String path = CACHED_FIELD(ScriptPathAttribute, path)->get_string_value(attr);
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
dotnet_script_lookup_map[path] = DotNetScriptLookupInfo(
p_class->get_namespace(), p_class->get_name(), p_class);
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
void CSharpLanguage::lookup_scripts_in_assembly(GDMonoAssembly *p_assembly) {
if (p_assembly->has_attribute(CACHED_CLASS(AssemblyHasScriptsAttribute))) {
MonoObject *attr = p_assembly->get_attribute(CACHED_CLASS(AssemblyHasScriptsAttribute));
bool requires_lookup = CACHED_FIELD(AssemblyHasScriptsAttribute, requiresLookup)->get_bool_value(attr);
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
if (requires_lookup) {
// This is supported for scenarios where specifying all types would be cumbersome,
// such as when disabling C# source generators (for whatever reason) or when using a
// language other than C# that has nothing similar to source generators to automate it.
MonoImage *image = p_assembly->get_image();
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF);
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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for (int i = 1; i < rows; i++) {
// We don't search inner classes, only top-level.
MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF);
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class)) {
continue;
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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GDMonoClass *current = p_assembly->get_class(mono_class);
if (current) {
lookup_script_for_class(current);
}
}
} else {
// This is the most likely scenario as we use C# source generators
MonoArray *script_types = (MonoArray *)CACHED_FIELD(AssemblyHasScriptsAttribute, scriptTypes)->get_value(attr);
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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int length = mono_array_length(script_types);
for (int i = 0; i < length; i++) {
MonoReflectionType *reftype = mono_array_get(script_types, MonoReflectionType *, i);
ManagedType type = ManagedType::from_reftype(reftype);
ERR_CONTINUE(!type.type_class);
lookup_script_for_class(type.type_class);
}
}
}
}
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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
if (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_line = p_line;
_debug_parse_err_file = p_file;
_debug_error = p_error;
EngineDebugger::get_script_debugger()->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 (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_line = -1;
_debug_parse_err_file = "";
_debug_error = p_error;
EngineDebugger::get_script_debugger()->debug(this, p_allow_continue);
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return true;
} else {
return false;
}
}
void CSharpLanguage::_on_scripts_domain_unloaded() {
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for (KeyValue<Object *, CSharpScriptBinding> &E : script_bindings) {
CSharpScriptBinding &script_binding = E.value;
script_binding.gchandle.release();
script_binding.inited = false;
}
#ifdef GD_MONO_HOT_RELOAD
{
MutexLock lock(ManagedCallable::instances_mutex);
for (SelfList<ManagedCallable> *elem = ManagedCallable::instances.first(); elem; elem = elem->next()) {
ManagedCallable *managed_callable = elem->self();
managed_callable->delegate_handle.release();
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managed_callable->delegate_invoke = nullptr;
}
}
#endif
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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dotnet_script_lookup_map.clear();
}
#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");
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CRASH_COND(editor_klass == nullptr);
MonoObject *mono_object = mono_object_new(mono_domain_get(), editor_klass->get_mono_ptr());
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CRASH_COND(mono_object == nullptr);
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MonoException *exc = nullptr;
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).operator Object *());
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CRASH_COND(godotsharp_editor == nullptr);
// Enable it as a plugin
EditorNode::add_editor_plugin(godotsharp_editor);
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ED_SHORTCUT("mono/build_solution", TTR("Build Solution"), KeyModifierMask::ALT | Key::B);
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(MonoGCHandleData &p_gchandle) {
if (!p_gchandle.is_released()) { // Do not lock unnecessarily
MutexLock lock(get_singleton()->script_gchandle_release_mutex);
p_gchandle.release();
}
}
void CSharpLanguage::release_script_gchandle(MonoObject *p_expected_obj, MonoGCHandleData &p_gchandle) {
uint32_t pinned_gchandle = GDMonoUtils::new_strong_gchandle_pinned(p_expected_obj); // We might lock after this, so pin it
if (!p_gchandle.is_released()) { // Do not lock unnecessarily
MutexLock 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).
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if (target == p_expected_obj || target == nullptr) {
p_gchandle.release();
}
}
GDMonoUtils::free_gchandle(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;
}
CSharpLanguage::~CSharpLanguage() {
finalize();
singleton = nullptr;
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}
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());
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CRASH_COND(csharp_instance != nullptr && !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 = MonoGCHandleData::new_strong_handle(mono_object);
r_script_binding.owner = p_object;
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// Tie managed to unmanaged
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RefCounted *rc = Object::cast_to<RefCounted>(p_object);
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if (rc) {
// 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_RefCounted_Dtor(MonoObject *p_obj, Object *p_ptr)
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rc->reference();
CSharpLanguage::get_singleton()->post_unsafe_reference(rc);
}
return true;
}
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);
}
void *CSharpLanguage::_instance_binding_create_callback(void *, void *p_instance) {
CSharpLanguage *csharp_lang = CSharpLanguage::get_singleton();
MutexLock lock(csharp_lang->language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *match = csharp_lang->script_bindings.find((Object *)p_instance);
if (match) {
return (void *)match;
}
CSharpScriptBinding script_binding;
return (void *)csharp_lang->insert_script_binding((Object *)p_instance, script_binding);
}
void CSharpLanguage::_instance_binding_free_callback(void *, void *, void *p_binding) {
CSharpLanguage *csharp_lang = CSharpLanguage::get_singleton();
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if (GDMono::get_singleton() == nullptr) {
#ifdef DEBUG_ENABLED
CRASH_COND(!csharp_lang->script_bindings.is_empty());
#endif
// Mono runtime finalized, all the gchandle bindings were already released
return;
}
if (csharp_lang->finalizing) {
return; // inside CSharpLanguage::finish(), all the gchandle bindings are released there
}
GD_MONO_ASSERT_THREAD_ATTACHED;
{
MutexLock lock(csharp_lang->language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *data = (Map<Object *, CSharpScriptBinding>::Element *)p_binding;
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) {
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CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, nullptr);
}
script_binding.gchandle.release();
}
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csharp_lang->script_bindings.erase(data);
}
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}
GDNativeBool CSharpLanguage::_instance_binding_reference_callback(void *p_token, void *p_binding, GDNativeBool p_reference) {
CRASH_COND(!p_binding);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)p_binding)->get();
RefCounted *rc_owner = Object::cast_to<RefCounted>(script_binding.owner);
#ifdef DEBUG_ENABLED
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CRASH_COND(!rc_owner);
#endif
MonoGCHandleData &gchandle = script_binding.gchandle;
int refcount = rc_owner->reference_get_count();
if (!script_binding.inited) {
return refcount == 0;
}
if (p_reference) {
// Refcount incremented
if (refcount > 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 false; // Called after the managed side was collected, so nothing to do here
}
// Release the current weak handle and replace it with a strong handle.
MonoGCHandleData strong_gchandle = MonoGCHandleData::new_strong_handle(target);
gchandle.release();
gchandle = strong_gchandle;
}
return false;
} else {
// Refcount decremented
if (refcount == 1 && !gchandle.is_released() && !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.
MonoGCHandleData weak_gchandle = MonoGCHandleData::new_weak_handle(target);
gchandle.release();
gchandle = weak_gchandle;
return false;
}
return refcount == 0;
}
}
void *CSharpLanguage::get_instance_binding(Object *p_object) {
void *binding = p_object->get_instance_binding(get_singleton(), &_instance_binding_callbacks);
// Initially this was in `_instance_binding_create_callback`. However, after the new instance
// binding re-write it was resulting in a deadlock in `_instance_binding_reference`, as
// `setup_csharp_script_binding` may call `reference()`. It was moved here outside to fix that.
if (binding) {
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)binding)->value();
if (!script_binding.inited) {
MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex());
if (!script_binding.inited) { // Another thread may have set it up
CSharpLanguage::get_singleton()->setup_csharp_script_binding(script_binding, p_object);
}
}
}
return binding;
}
void *CSharpLanguage::get_existing_instance_binding(Object *p_object) {
#ifdef DEBUG_ENABLED
CRASH_COND(p_object->has_instance_binding(p_object));
#endif
return p_object->get_instance_binding(get_singleton(), &_instance_binding_callbacks);
}
void CSharpLanguage::set_instance_binding(Object *p_object, void *p_binding) {
p_object->set_instance_binding(get_singleton(), p_binding, &_instance_binding_callbacks);
}
bool CSharpLanguage::has_instance_binding(Object *p_object) {
return p_object->has_instance_binding(get_singleton());
}
CSharpInstance *CSharpInstance::create_for_managed_type(Object *p_owner, CSharpScript *p_script, const MonoGCHandleData &p_gchandle) {
CSharpInstance *instance = memnew(CSharpInstance(Ref<CSharpScript>(p_script)));
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RefCounted *rc = Object::cast_to<RefCounted>(p_owner);
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instance->base_ref_counted = rc != nullptr;
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instance->owner = p_owner;
instance->gchandle = p_gchandle;
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if (instance->base_ref_counted) {
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instance->_reference_owner_unsafe();
}
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p_script->instances.insert(p_owner);
return instance;
}
MonoObject *CSharpInstance::get_mono_object() const {
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ERR_FAIL_COND_V(gchandle.is_released(), nullptr);
return gchandle.get_target();
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}
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_from_variant(mono_object, p_value);
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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 = nullptr;
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) {
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List<PropertyInfo> property_list;
get_property_list(&property_list);
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for (const PropertyInfo &prop_info : property_list) {
Pair<StringName, Variant> state_pair;
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state_pair.first = prop_info.name;
ManagedType managedType;
GDMonoField *field = nullptr;
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
field = top->get_field(state_pair.first);
if (field) {
break;
}
top = top->get_parent_class();
}
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);
}
}
}
}
void CSharpInstance::get_event_signals_state_for_reloading(List<Pair<StringName, Array>> &r_state) {
MonoObject *owner_managed = get_mono_object();
ERR_FAIL_NULL(owner_managed);
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for (const KeyValue<StringName, CSharpScript::EventSignal> &E : script->event_signals) {
const CSharpScript::EventSignal &event_signal = E.value;
MonoDelegate *delegate_field_value = (MonoDelegate *)event_signal.field->get_value(owner_managed);
if (!delegate_field_value) {
continue; // Empty
}
Array serialized_data;
MonoObject *managed_serialized_data = GDMonoMarshal::variant_to_mono_object(serialized_data);
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MonoException *exc = nullptr;
bool success = (bool)CACHED_METHOD_THUNK(DelegateUtils, TrySerializeDelegate).invoke(delegate_field_value, managed_serialized_data, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
continue;
}
if (success) {
r_state.push_back(Pair<StringName, Array>(event_signal.field->get_name(), serialized_data));
} else if (OS::get_singleton()->is_stdout_verbose()) {
OS::get_singleton()->print("Failed to serialize event signal delegate\n");
}
}
}
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void CSharpInstance::get_property_list(List<PropertyInfo> *p_properties) const {
List<PropertyInfo> props;
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for (OrderedHashMap<StringName, PropertyInfo>::ConstElement E = script->member_info.front(); E; E = E.next()) {
props.push_front(E.value());
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}
// 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++) {
props.push_back(PropertyInfo::from_dict(array.get(i)));
}
}
break;
}
top = top->get_parent_class();
}
for (const PropertyInfo &prop : props) {
p_properties->push_back(prop);
}
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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) {
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*r_is_valid = true;
}
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return script->member_info[p_name].type;
}
if (r_is_valid) {
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*r_is_valid = false;
}
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return Variant::NIL;
}
void CSharpInstance::get_method_list(List<MethodInfo> *p_list) const {
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if (!script->is_valid() || !script->script_class) {
return;
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}
GD_MONO_SCOPE_THREAD_ATTACH;
// TODO: We're filtering out constructors but there may be other methods unsuitable for explicit calls.
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
const Vector<GDMonoMethod *> &methods = top->get_all_methods();
for (int i = 0; i < methods.size(); ++i) {
MethodInfo minfo = methods[i]->get_method_info();
if (minfo.name != CACHED_STRING_NAME(dotctor)) {
p_list->push_back(minfo);
}
}
top = top->get_parent_class();
}
}
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bool CSharpInstance::has_method(const StringName &p_method) const {
if (!script.is_valid()) {
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return false;
}
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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, Callable::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 = Callable::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 = Callable::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 = Callable::CallError::CALL_ERROR_INVALID_METHOD;
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return Variant();
}
bool CSharpInstance::_reference_owner_unsafe() {
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#ifdef DEBUG_ENABLED
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CRASH_COND(!base_ref_counted);
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CRASH_COND(owner == nullptr);
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()
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if (static_cast<RefCounted *>(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
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CRASH_COND(!base_ref_counted);
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CRASH_COND(owner == nullptr);
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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);
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return static_cast<RefCounted *>(owner)->unreference();
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}
MonoObject *CSharpInstance::_internal_new_managed() {
// 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);
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ERR_FAIL_NULL_V_MSG(ctor, nullptr,
"Cannot create script instance because the class does not define a parameterless constructor: '" + script->get_path() + "'.");
CSharpLanguage::get_singleton()->release_script_gchandle(gchandle);
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ERR_FAIL_NULL_V(owner, nullptr);
ERR_FAIL_COND_V(script.is_null(), nullptr);
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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);
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owner = nullptr;
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ERR_FAIL_V_MSG(nullptr, "Failed to allocate memory for the object.");
}
// Tie managed to unmanaged
gchandle = MonoGCHandleData::new_strong_handle(mono_object);
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if (base_ref_counted) {
_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
}
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, owner);
// Construct
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ctor->invoke_raw(mono_object, nullptr);
return mono_object;
}
void CSharpInstance::mono_object_disposed(MonoObject *p_obj) {
// Must make sure event signals are not left dangling
disconnect_event_signals();
#ifdef DEBUG_ENABLED
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CRASH_COND(base_ref_counted);
CRASH_COND(gchandle.is_released());
#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
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CRASH_COND(!base_ref_counted);
CRASH_COND(gchandle.is_released());
#endif
// Must make sure event signals are not left dangling
disconnect_event_signals();
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::connect_event_signals() {
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for (const KeyValue<StringName, CSharpScript::EventSignal> &E : script->event_signals) {
const CSharpScript::EventSignal &event_signal = E.value;
StringName signal_name = event_signal.field->get_name();
// TODO: Use pooling for ManagedCallable instances.
EventSignalCallable *event_signal_callable = memnew(EventSignalCallable(owner, &event_signal));
Callable callable(event_signal_callable);
connected_event_signals.push_back(callable);
owner->connect(signal_name, callable);
}
}
void CSharpInstance::disconnect_event_signals() {
for (const Callable &callable : connected_event_signals) {
const EventSignalCallable *event_signal_callable = static_cast<const EventSignalCallable *>(callable.get_custom());
owner->disconnect(event_signal_callable->get_signal(), callable);
}
connected_event_signals.clear();
}
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void CSharpInstance::refcount_incremented() {
#ifdef DEBUG_ENABLED
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CRASH_COND(!base_ref_counted);
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CRASH_COND(owner == nullptr);
#endif
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RefCounted *rc_owner = Object::cast_to<RefCounted>(owner);
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if (rc_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.
MonoGCHandleData strong_gchandle = MonoGCHandleData::new_strong_handle(gchandle.get_target());
gchandle.release();
gchandle = strong_gchandle;
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}
}
bool CSharpInstance::refcount_decremented() {
#ifdef DEBUG_ENABLED
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CRASH_COND(!base_ref_counted);
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CRASH_COND(owner == nullptr);
#endif
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RefCounted *rc_owner = Object::cast_to<RefCounted>(owner);
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int refcount = rc_owner->reference_get_count();
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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.
MonoGCHandleData weak_gchandle = MonoGCHandleData::new_weak_handle(gchandle.get_target());
gchandle.release();
gchandle = weak_gchandle;
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return false;
}
ref_dying = (refcount == 0);
return ref_dying;
}
const Vector<Multiplayer::RPCConfig> CSharpInstance::get_rpc_methods() const {
return script->get_rpc_methods();
}
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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;
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if (base_ref_counted) {
// It's not safe to proceed if the owner derives RefCounted 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.
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// However, this means C# RefCounted 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);
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MonoException *exc = nullptr;
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
int32_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();
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if (mono_object == nullptr) {
if (r_valid) {
*r_valid = false;
}
return String();
}
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MonoException *exc = nullptr;
MonoString *result = GDMonoUtils::object_to_string(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
if (r_valid) {
*r_valid = false;
}
return String();
}
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if (result == nullptr) {
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(const Ref<CSharpScript> &p_script) :
script(p_script) {
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}
CSharpInstance::~CSharpInstance() {
GD_MONO_SCOPE_THREAD_ATTACH;
destructing_script_instance = true;
// Must make sure event signals are not left dangling
disconnect_event_signals();
if (!gchandle.is_released()) {
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,
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// we must call Dispose here, because Dispose calls owner->set_script_instance(nullptr)
// and that would mess up with the new script instance if called later.
MonoObject *mono_object = gchandle.get_target();
if (mono_object) {
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MonoException *exc = nullptr;
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
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if (base_ref_counted && !ref_dying && owner && unsafe_referenced) {
// The owner's script or script instance is being replaced (or removed)
// Transfer ownership to an "instance binding"
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RefCounted *rc_owner = static_cast<RefCounted *>(owner);
// We will unreference the owner before referencing it again, so we need to keep it alive
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Ref<RefCounted> scope_keep_owner_alive(rc_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); // `owner_keep_alive` holds a reference, so it can't die
void *data = CSharpLanguage::get_instance_binding(owner);
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CRASH_COND(data == nullptr);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
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
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CRASH_COND(rc_owner->reference_get_count() <= 1);
#endif
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}
if (script.is_valid() && owner) {
MutexLock 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);
}
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for (const KeyValue<StringName, Variant> &E : exported_members_defval_cache) {
values[E.key] = E.value;
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}
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for (const PropertyInfo &prop_info : exported_members_cache) {
propnames.push_back(prop_info);
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}
}
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
bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_update) {
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#ifdef TOOLS_ENABLED
bool is_editor = Engine::get_singleton()->is_editor_hint();
if (is_editor) {
placeholder_fallback_enabled = true; // until proven otherwise
}
#endif
if (!valid) {
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return false;
}
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bool changed = false;
#ifdef TOOLS_ENABLED
if (exports_invalidated)
#endif
{
GD_MONO_SCOPE_THREAD_ATTACH;
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changed = true;
member_info.clear();
#ifdef TOOLS_ENABLED
MonoObject *tmp_object = nullptr;
Object *tmp_native = nullptr;
uint32_t tmp_pinned_gchandle = 0;
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if (is_editor) {
exports_invalidated = false;
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exported_members_cache.clear();
exported_members_defval_cache.clear();
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// Here we create a temporary managed instance of the class to get the initial values
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;
}
tmp_pinned_gchandle = GDMonoUtils::new_strong_gchandle_pinned(tmp_object); // pin it (not sure if needed)
GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
ERR_FAIL_NULL_V_MSG(ctor, false,
"Cannot construct temporary MonoObject because the class does not define a parameterless constructor: '" + get_path() + "'.");
MonoException *ctor_exc = nullptr;
ctor->invoke(tmp_object, nullptr, &ctor_exc);
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?
GDMonoUtils::free_gchandle(tmp_pinned_gchandle);
tmp_object = nullptr;
ERR_PRINT("Exception thrown from constructor of temporary MonoObject:");
GDMonoUtils::debug_print_unhandled_exception(ctor_exc);
return false;
}
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}
#endif
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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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member_info[member_name] = prop_info;
if (exported) {
#ifdef TOOLS_ENABLED
if (is_editor) {
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));
}
}
#endif
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
exported_members_names.insert(member_name);
#endif
}
}
}
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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();
member_info[member_name] = prop_info;
if (exported) {
#ifdef TOOLS_ENABLED
if (is_editor) {
exported_members_cache.push_front(prop_info);
if (tmp_object) {
MonoException *exc = nullptr;
MonoObject *ret = property->get_value(tmp_object, &exc);
if (exc) {
exported_members_defval_cache[member_name] = Variant();
GDMonoUtils::debug_print_unhandled_exception(exc);
} else {
exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(ret);
}
}
}
#endif
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
exported_members_names.insert(member_name);
#endif
}
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}
}
top = top->get_parent_class();
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}
#ifdef TOOLS_ENABLED
if (is_editor) {
// Need to check this here, before disposal
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bool base_ref_counted = Object::cast_to<RefCounted>(tmp_native) != nullptr;
// Dispose the temporary managed instance
MonoException *exc = nullptr;
GDMonoUtils::dispose(tmp_object, &exc);
if (exc) {
ERR_PRINT("Exception thrown from method Dispose() of temporary MonoObject:");
GDMonoUtils::debug_print_unhandled_exception(exc);
}
GDMonoUtils::free_gchandle(tmp_pinned_gchandle);
tmp_object = nullptr;
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if (tmp_native && !base_ref_counted) {
Node *node = Object::cast_to<Node>(tmp_native);
if (node && node->is_inside_tree()) {
ERR_PRINT("Temporary instance was added to the scene tree.");
} else {
memdelete(tmp_native);
}
}
}
#endif
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}
#ifdef TOOLS_ENABLED
if (is_editor) {
placeholder_fallback_enabled = false;
if ((changed || p_instance_to_update) && placeholders.size()) {
// Update placeholders if any
Map<StringName, Variant> values;
List<PropertyInfo> propnames;
_update_exports_values(values, propnames);
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if (changed) {
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for (PlaceHolderScriptInstance *&script_instance : placeholders) {
script_instance->update(propnames, values);
}
} else {
p_instance_to_update->update(propnames, values);
}
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}
}
#endif
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return changed;
}
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();
event_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) {
GDMonoClass *delegate = delegates[i];
if (!delegate->has_attribute(CACHED_CLASS(SignalAttribute))) {
continue;
}
// Arguments are accessibles as arguments of .Invoke method
GDMonoMethod *invoke_method = delegate->get_method(mono_get_delegate_invoke(delegate->get_mono_ptr()));
Vector<SignalParameter> parameters;
if (_get_signal(top, invoke_method, parameters)) {
_signals[delegate->get_name()] = parameters;
}
}
List<StringName> found_event_signals;
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void *iter = nullptr;
MonoEvent *raw_event = nullptr;
while ((raw_event = mono_class_get_events(top->get_mono_ptr(), &iter)) != nullptr) {
MonoCustomAttrInfo *event_attrs = mono_custom_attrs_from_event(top->get_mono_ptr(), raw_event);
if (event_attrs) {
if (mono_custom_attrs_has_attr(event_attrs, CACHED_CLASS(SignalAttribute)->get_mono_ptr())) {
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String event_name = String::utf8(mono_event_get_name(raw_event));
found_event_signals.push_back(StringName(event_name));
}
mono_custom_attrs_free(event_attrs);
}
}
const Vector<GDMonoField *> &fields = top->get_all_fields();
for (int i = 0; i < fields.size(); i++) {
GDMonoField *field = fields[i];
GDMonoClass *field_class = field->get_type().type_class;
if (!mono_class_is_delegate(field_class->get_mono_ptr())) {
continue;
}
if (!found_event_signals.find(field->get_name())) {
continue;
}
GDMonoMethod *invoke_method = field_class->get_method(mono_get_delegate_invoke(field_class->get_mono_ptr()));
Vector<SignalParameter> parameters;
if (_get_signal(top, invoke_method, parameters)) {
event_signals[field->get_name()] = { field, invoke_method, parameters };
}
}
top = top->get_parent_class();
}
signals_invalidated = false;
}
bool CSharpScript::_get_signal(GDMonoClass *p_class, GDMonoMethod *p_delegate_invoke, Vector<SignalParameter> &params) {
GD_MONO_ASSERT_THREAD_ATTACHED;
Vector<StringName> names;
Vector<ManagedType> types;
p_delegate_invoke->get_parameter_names(names);
p_delegate_invoke->get_parameter_types(types);
for (int i = 0; i < names.size(); ++i) {
SignalParameter arg;
arg.name = names[i];
bool nil_is_variant = false;
arg.type = GDMonoMarshal::managed_to_variant_type(types[i], &nil_is_variant);
if (arg.type == Variant::NIL) {
if (nil_is_variant) {
arg.nil_is_variant = true;
} else {
ERR_PRINT("Unknown type of signal parameter: '" + arg.name + "' in '" + p_class->get_full_name() + "'.");
return false;
}
}
params.push_back(arg);
}
return true;
}
/**
* 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()) {
#ifdef TOOLS_ENABLED
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) + "'.");
}
#endif
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()) {
#ifdef TOOLS_ENABLED
if (exported) {
ERR_PRINT("Cannot export a property without a getter: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
}
#endif
return false;
}
if (!property->has_setter()) {
#ifdef TOOLS_ENABLED
if (exported) {
ERR_PRINT("Cannot export a property without a setter: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
}
#endif
return false;
}
}
bool nil_is_variant = false;
Variant::Type variant_type = GDMonoMarshal::managed_to_variant_type(type, &nil_is_variant);
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;
}
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#ifdef TOOLS_ENABLED
MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
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#endif
PropertyHint hint = PROPERTY_HINT_NONE;
String hint_string;
if (variant_type == Variant::NIL && !nil_is_variant) {
#ifdef TOOLS_ENABLED
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ERR_PRINT("Unknown exported member type: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
#endif
return false;
}
#ifdef TOOLS_ENABLED
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);
}
#endif
uint32_t prop_usage = PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE;
if (variant_type == Variant::NIL) {
// System.Object (Variant)
prop_usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
r_prop_info = PropertyInfo(variant_type, (String)p_member->get_name(), hint, hint_string, prop_usage);
r_exported = true;
return true;
#undef MEMBER_FULL_QUALIFIED_NAME
}
#ifdef TOOLS_ENABLED
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) {
if (p_variant_type == Variant::NIL) {
// System.Object (Variant)
return 1;
}
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 += ",";
}
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String enum_field_name = String::utf8(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.
2020-04-01 23:20:12 +00:00
MonoObject *val_obj = mono_field_get_value_object(mono_domain_get(), field, nullptr);
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);
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CRASH_COND(field_native_class == nullptr);
r_hint = PROPERTY_HINT_RESOURCE_TYPE;
r_hint_string = 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.");
bool preset_hint = false;
if (elem_variant_type == Variant::STRING) {
MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
if (PropertyHint(CACHED_FIELD(ExportAttribute, hint)->get_int_value(attr)) == PROPERTY_HINT_ENUM) {
r_hint_string = itos(elem_variant_type) + "/" + itos(PROPERTY_HINT_ENUM) + ":" + CACHED_FIELD(ExportAttribute, hintString)->get_string_value(attr);
preset_hint = true;
}
}
if (!preset_hint) {
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
Variant CSharpScript::call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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if (unlikely(GDMono::get_singleton() == nullptr)) {
// Probably not the best error but eh.
r_error.error = Callable::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()) {
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MonoObject *result = method->invoke(nullptr, p_args);
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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() {
_update_name();
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}
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_NO_EDITOR | 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) {
// This method should not fail, only assertions allowed
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CRASH_COND(p_class == nullptr);
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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
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CRASH_COND(p_class == nullptr);
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 == nullptr);
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p_script->valid = true;
p_script->reload_invalidated = false;
update_script_class_info(p_script);
#ifdef TOOLS_ENABLED
p_script->_update_member_info_no_exports();
#endif
}
// Extract information about the script using the mono class.
void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
GDMonoClass *base = p_script->script_class->get_parent_class();
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// `base` should only be set if the script is a user defined type.
if (base != p_script->native) {
p_script->base = base;
}
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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));
}
#ifdef 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)) {
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break;
}
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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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p_script->rpc_functions.clear();
GDMonoClass *top = p_script->script_class;
while (top && top != p_script->native) {
// Fetch methods from base classes as well
top->fetch_methods_with_godot_api_checks(p_script->native);
// Update RPC info
{
Vector<GDMonoMethod *> methods = top->get_all_methods();
for (int i = 0; i < methods.size(); i++) {
if (!methods[i]->is_static()) {
Multiplayer::RPCMode mode = p_script->_member_get_rpc_mode(methods[i]);
if (Multiplayer::RPC_MODE_DISABLED != mode) {
Multiplayer::RPCConfig nd;
nd.name = methods[i]->get_name();
nd.rpc_mode = mode;
// TODO Transfer mode, channel
nd.transfer_mode = Multiplayer::TRANSFER_MODE_RELIABLE;
nd.channel = 0;
if (-1 == p_script->rpc_functions.find(nd)) {
p_script->rpc_functions.push_back(nd);
}
}
}
}
}
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top = top->get_parent_class();
}
// Sort so we are 100% that they are always the same.
p_script->rpc_functions.sort_custom<Multiplayer::SortRPCConfig>();
p_script->load_script_signals(p_script->script_class, p_script->native);
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}
bool CSharpScript::can_instantiate() const {
#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) {
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if (GDMono::get_singleton()->get_project_assembly() == nullptr) {
// The project assembly is not loaded
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ERR_FAIL_V_MSG(false, "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
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ERR_FAIL_V_MSG(false, "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) {
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return native->get_name();
} else {
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return StringName();
}
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}
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CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_is_ref_counted, Callable::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);
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if (ctor == nullptr) {
ERR_FAIL_COND_V_MSG(p_argcount == 0, nullptr,
"Cannot create script instance. The class '" + script_class->get_full_name() +
"' does not define a parameterless constructor." +
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(get_path().is_empty() ? String() : " Path: '" + get_path() + "'."));
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ERR_FAIL_V_MSG(nullptr, "Constructor not found.");
}
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Ref<RefCounted> ref;
if (p_is_ref_counted) {
// Hold it alive. Important if we have to dispose a script instance binding before creating the CSharpInstance.
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ref = Ref<RefCounted>(static_cast<RefCounted *>(p_owner));
}
// If the object had a script instance binding, dispose it before adding the CSharpInstance
if (CSharpLanguage::has_instance_binding(p_owner)) {
void *data = CSharpLanguage::get_existing_instance_binding(p_owner);
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CRASH_COND(data == nullptr);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
if (script_binding.inited && !script_binding.gchandle.is_released()) {
MonoObject *mono_object = script_binding.gchandle.get_target();
if (mono_object) {
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MonoException *exc = nullptr;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
}
script_binding.gchandle.release(); // Just in case
script_binding.inited = false;
}
}
CSharpInstance *instance = memnew(CSharpInstance(Ref<CSharpScript>(this)));
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instance->base_ref_counted = p_is_ref_counted;
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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>();
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instance->owner = nullptr;
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);
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p_owner->set_script_instance(nullptr);
r_error.error = Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL;
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ERR_FAIL_V_MSG(nullptr, "Failed to allocate memory for the object.");
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}
// Tie managed to unmanaged
instance->gchandle = MonoGCHandleData::new_strong_handle(mono_object);
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if (instance->base_ref_counted) {
instance->_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
}
{
MutexLock 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, Callable::CallError &r_error) {
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if (!valid) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
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return Variant();
}
r_error.error = Callable::CallError::CALL_OK;
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ERR_FAIL_NULL_V(native, Variant());
GD_MONO_SCOPE_THREAD_ATTACH;
Object *owner = ClassDB::instantiate(NATIVE_GDMONOCLASS_NAME(native));
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REF ref;
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RefCounted *r = Object::cast_to<RefCounted>(owner);
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if (r) {
ref = REF(r);
}
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CSharpInstance *instance = _create_instance(p_args, p_argcount, owner, r != nullptr, r_error);
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if (!instance) {
if (ref.is_null()) {
memdelete(owner); // no owner, sorry
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}
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) {
StringName native_name = NATIVE_GDMONOCLASS_NAME(native);
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if (!ClassDB::is_parent_class(p_this->get_class_name(), native_name)) {
if (EngineDebugger::is_active()) {
CSharpLanguage::get_singleton()->debug_break_parse(get_path(), 0,
"Script inherits from native type '" + String(native_name) +
"', so it can't be instantiated in object of type: '" + p_this->get_class() + "'");
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}
ERR_FAIL_V_MSG(nullptr, "Script inherits from native type '" + String(native_name) + "', so it can't be instantiated in object of type: '" + p_this->get_class() + "'.");
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}
}
GD_MONO_SCOPE_THREAD_ATTACH;
Callable::CallError unchecked_error;
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return _create_instance(nullptr, 0, p_this, Object::cast_to<RefCounted>(p_this) != nullptr, 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(si);
return si;
#else
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return nullptr;
#endif
}
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bool CSharpScript::instance_has(const Object *p_this) const {
MutexLock lock(CSharpLanguage::get_singleton()->script_instances_mutex);
return instances.has((Object *)p_this);
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}
bool CSharpScript::has_source_code() const {
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return !source.is_empty();
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}
String CSharpScript::get_source_code() const {
return source;
}
void CSharpScript::set_source_code(const String &p_code) {
if (source == p_code) {
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return;
}
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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;
// TODO: We're filtering out constructors but there may be other methods unsuitable for explicit calls.
GDMonoClass *top = script_class;
while (top && top != native) {
const Vector<GDMonoMethod *> &methods = top->get_all_methods();
for (int i = 0; i < methods.size(); ++i) {
MethodInfo minfo = methods[i]->get_method_info();
if (minfo.name != CACHED_STRING_NAME(dotctor)) {
p_list->push_back(methods[i]->get_method_info());
}
}
top = top->get_parent_class();
}
}
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bool CSharpScript::has_method(const StringName &p_method) const {
if (!script_class) {
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return false;
}
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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) {
if (!reload_invalidated) {
return OK;
}
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// In the case of C#, reload doesn't really do any script reloading.
// That's done separately via domain reloading.
reload_invalidated = false;
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GD_MONO_SCOPE_THREAD_ATTACH;
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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const DotNetScriptLookupInfo *lookup_info =
CSharpLanguage::get_singleton()->lookup_dotnet_script(get_path());
if (lookup_info) {
GDMonoClass *klass = lookup_info->script_class;
if (klass) {
ERR_FAIL_COND_V(!CACHED_CLASS(GodotObject)->is_assignable_from(klass), FAILED);
script_class = klass;
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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valid = script_class != nullptr;
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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if (script_class) {
#ifdef DEBUG_ENABLED
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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print_verbose("Found class " + script_class->get_full_name() + " for script " + get_path());
#endif
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
native = GDMonoUtils::get_class_native_base(script_class);
2017-10-02 21:24:00 +00:00
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
CRASH_COND(native == nullptr);
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Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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update_script_class_info(this);
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Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
_update_exports();
2017-10-02 21:24:00 +00:00
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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return OK;
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}
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 {
return event_signals.has(p_signal) || _signals.has(p_signal);
}
void CSharpScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
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for (const KeyValue<StringName, Vector<SignalParameter>> &E : _signals) {
MethodInfo mi;
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mi.name = E.key;
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const Vector<SignalParameter> &params = E.value;
for (int i = 0; i < params.size(); i++) {
const SignalParameter &param = params[i];
PropertyInfo arg_info = PropertyInfo(param.type, param.name);
if (param.type == Variant::NIL && param.nil_is_variant) {
arg_info.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
mi.arguments.push_back(arg_info);
}
r_signals->push_back(mi);
}
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for (const KeyValue<StringName, EventSignal> &E : event_signals) {
MethodInfo mi;
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mi.name = E.key;
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const EventSignal &event_signal = E.value;
const Vector<SignalParameter> &params = event_signal.parameters;
for (int i = 0; i < params.size(); i++) {
const SignalParameter &param = params[i];
PropertyInfo arg_info = PropertyInfo(param.type, param.name);
if (param.type == Variant::NIL && param.nil_is_variant) {
arg_info.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
mi.arguments.push_back(arg_info);
}
r_signals->push_back(mi);
}
}
bool CSharpScript::inherits_script(const Ref<Script> &p_script) const {
Ref<CSharpScript> cs = p_script;
if (cs.is_null()) {
return false;
}
if (script_class == nullptr || cs->script_class == nullptr) {
return false;
}
if (script_class == cs->script_class) {
return true;
}
return cs->script_class->is_assignable_from(script_class);
}
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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>();
}
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void CSharpScript::get_script_property_list(List<PropertyInfo> *r_list) const {
List<PropertyInfo> props;
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for (OrderedHashMap<StringName, PropertyInfo>::ConstElement E = member_info.front(); E; E = E.next()) {
props.push_front(E.value());
}
for (const PropertyInfo &prop : props) {
r_list->push_back(prop);
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}
}
int CSharpScript::get_member_line(const StringName &p_member) const {
// TODO omnisharp
return -1;
}
Multiplayer::RPCMode CSharpScript::_member_get_rpc_mode(IMonoClassMember *p_member) const {
if (p_member->has_attribute(CACHED_CLASS(AnyPeerAttribute))) {
return Multiplayer::RPC_MODE_ANY_PEER;
}
if (p_member->has_attribute(CACHED_CLASS(AuthorityAttribute))) {
return Multiplayer::RPC_MODE_AUTHORITY;
}
return Multiplayer::RPC_MODE_DISABLED;
}
const Vector<Multiplayer::RPCConfig> CSharpScript::get_rpc_methods() const {
return rpc_functions;
}
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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;
}
void CSharpScript::_update_name() {
String path = get_path();
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if (!path.is_empty()) {
name = get_path().get_file().get_basename();
}
}
void CSharpScript::_clear() {
tool = false;
valid = false;
reload_invalidated = true;
base = nullptr;
native = nullptr;
script_class = nullptr;
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}
CSharpScript::CSharpScript() {
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_clear();
_update_name();
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#ifdef DEBUG_ENABLED
{
MutexLock 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
MutexLock lock(CSharpLanguage::get_singleton()->script_instances_mutex);
CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
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#endif
}
void CSharpScript::get_members(Set<StringName> *p_members) {
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
if (p_members) {
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for (const StringName &member_name : exported_members_names) {
p_members->insert(member_name);
}
}
#endif
}
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/*************** RESOURCE ***************/
RES ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
if (r_error) {
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*r_error = ERR_FILE_CANT_OPEN;
}
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// 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) {
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*r_error = OK;
}
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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)) {
C#: Switch games to MSBuild Sdks and .NET Standard Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
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// The file does not yet exist, let's assume the user just created this script. In such
// cases we need to check whether the solution and csproj were already created or not.
if (!_create_project_solution_if_needed()) {
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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 {
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return Object::cast_to<CSharpScript>(p_resource.ptr()) != nullptr;
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}
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");
delegate_invoke_method_name = StaticCString::create("Invoke");
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}