Commit Graph

100 Commits

Author SHA1 Message Date
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
George Marques 01d13ab2c1
GDScript: Allow using self in lambdas 2022-04-24 21:49:02 -03:00
George Marques 4710e2b278
GDScript: Add support for static method calls in native types 2022-04-06 14:14:38 -03:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
reduz 360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
reduz 21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
fabriceci 9d5b807059 Improve editor template workflow
Co-Authored-By: jmb462 <jmb462@gmail.com>
2022-01-02 21:52:09 +01:00
kobewi 3b320cd9fe Show built-in script names in the debugger 2021-11-11 20:47:09 +01:00
George Marques 0b484c5f5f
Merge pull request #51456 from SaracenOne/super_init_fix
Call _init on base class if one does not exist.
2021-09-10 10:40:32 -03:00
Fabio Alessandrelli bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
SaracenOne 861bb3a488 Automatically call the _init function on base class if one does not exist. 2021-08-10 02:41:44 +01:00
Fabio Alessandrelli ddb68f76ff [Net] Single `rpc` annotation. "sync" no longer part of mode.
- Move the "sync" property for RPCs to RPCConfig.

- Unify GDScript annotations into a single one:
  - `@rpc(master)` # default
  - `@rpc(puppet)`
  - `@rpc(any)` # former `@remote`

- Implement three additional `@rpc` options:
  - The second parameter is the "sync" option (which also calls the
    function locally when RPCing). One of "sync", "nosync".
  - The third parameter is the transfer mode (reliable, unreliable,
    ordered).
  - The third parameter is the channel (unused for now).
2021-07-20 11:17:59 +02:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Eric M d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
Pedro J. Estébanez 2ca6b9c610 Fix slow load/save of scenes with many instances of the same script 2021-06-13 13:32:44 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Fabio Alessandrelli d779b5aa3e [Net] Refactor RPCs, remove RSETs
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
  (reliable/unreliable/ordered) and channel (channels are not actually
  implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
  scripts that now only needs a single `get_rpc_methods` function.
2021-06-01 17:24:21 +02:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
George Marques c201b212c7
GDScript: Implement lambdas compilation and runtime 2021-04-28 11:09:38 -03:00
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Rafał Mikrut f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde abfc528439
Merge pull request #43890 from vnen/gdscript-builtin-functions-refactor
GDScript: Refactor builtin functions
2020-12-15 20:51:38 +01:00
Emmanuel Leblond a211812932
Constify ScriptLanguage.can_inherit_from_file 2020-12-08 13:06:15 +01:00
Thakee Nathees 42bfa16996 Refactor DocData into core and editor (DocTools) parts 2020-12-02 00:48:39 +05:30
Thakee Nathees d0e7d9b62f Documentation generation for GDScript
- ClassDoc added to GDScript and property reflection data were extracted
from parse tree

- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler

- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)

- default values (of non exported vars), arguments are extraced from the
parser

- Integrated with GDScript 2.0 and new enums were added.

- merge conflicts fixed
2020-11-29 19:45:36 +05:30
George Marques c7b6a7adcc
GDScript: Refactor builtin functions
They are now called "utility functions" to avoid confusion with methods
of builtin types, and be consistent with the naming in Variant.

Core utility functions are now available in GDScript. The ones missing
in core are added specifically to GDScript as helpers for convenience.

Some functions were remove when there are better ways to do, reducing
redundancy and cleaning up the global scope.
2020-11-26 12:05:42 -03:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
George Marques ca90c9c9a9
GDScript: Properly resolve external inner classes from preload
This gets the correct parser and class node when resolving from a full
GDScript reference.
2020-08-23 12:55:27 -03:00
George Marques 2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
George Marques 95c0909290
Add warning checks in GDScript analyzer
Reenable checking those when validating code.
2020-07-20 11:38:40 -03:00
George Marques 5d6e853806
New GDScript tokenizer and parser
Sometimes to fix something you have to break it first.

This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.

Don't worry: other huge commits will come after this.
2020-07-20 11:38:39 -03:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Thakee Nathees c2ab35bdde fixed: saving gdscript with cyclic inheritance crash the editor
Fix: #9609
2020-05-10 09:07:09 +05:30
Pedro J. Estébanez 46bfe4452f Fix object leaks caused by unfulfilled yields
Now the stack saved in a `GDScriptFunctionState` is cleared as soon as the `yield()` operation is known not to be resumed because either the script, the instance or both are deleted.

This clears problems like leaked objects by eliminating cases of circular references between `GDScriptFunctionState`s preventing them and the objects they refer to in their saved stacks from being released. As an example, this makes using `SceneTreeTimer` safer.

Furthermore, with this change it's now possible to print early warnings about `yield()`s to released script/instances, as now we know they won't be successfully resumed as the condition for that happens. However, this PR doesn't add such messages, to keep the observed behavior the same for the time being.

Also, now a backup of the function name in `GDScriptFunctionState` is used, since the script may not be valid by the time the function name is needed for the resume-after-yield error messages.
2020-05-05 17:54:15 +02:00
Juan Linietsky 5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde 5002f6de84
Merge pull request #36599 from AndreaCatania/gen_rpc_data_export
Generates the rpc and rset info for exported GDScript.
2020-03-13 10:19:30 +01:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Juan Linietsky 475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Andrea Catania 33ae58710b Generates the rpc and rset info for exported GDScript.
Improved the send rpc log message when fail.

This work has been kindly sponsored by IMVU.
2020-02-28 12:39:18 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00