Commit Graph

7 Commits

Author SHA1 Message Date
Ruslan Mustakov
7f32023a1a Support multithreading for NativeScriptLanguage
Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.

This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
2017-07-26 19:39:10 +07:00
sheepandshepherd
bdf2e8c615 Fix typo in NativeScript property getter 2017-07-25 23:03:39 +02:00
Karroffel
cdf1212bee [NativeScript] fix double initialization in editor 2017-07-25 18:18:36 +02:00
Karroffel
3f1e75e89c [NativeScript] bound new to ClassDB 2017-07-25 00:26:37 +02:00
Ramesh Ravone
75b66146ae
GDNative register_property 2017-07-24 22:30:07 +05:30
Karroffel
a1a76bbde4 [NativeScript] fix double free but on exit 2017-07-24 14:07:39 +02:00
Karroffel
534d62d2f4 [GDNative] new GDNative API
This adds GDNative as a separate class type.
It can be used to interface with native libraries by
using "native calls", which can be registered by modules
(and in future other GDNative libraries?).

It also reworks the currently called "GDNativeScript" into a
"NativeScript" that just makes use of the new GDNative instead
of it being the component that implements that functionality.
2017-07-24 04:23:37 +02:00