This commit changes the way Thread::caller_id works. By moving caller_id
to the .cpp file we make sure that the TLS variable doesn't get
relocated twice causing a crash. Since we build with LTO for release
builds (and everyone should be doing that anyway) there is no extra
overhead from the non-static method. We do do an extra bool check now
there but I don't think this will add much in the way of overhead.
This check cannot be avoided if we still want to be able to cache the
thread ID hash, as we had to move the setter because of limitations of
the WinRT platform. The original workaround for this was in #46813 but
this has some unintended consequences. Specifically; threads that never
create a Thread object will always return 0 in Thread::get_caller_id()
which caused a regression. For instance the editor now freezes when
importing large textures. This PR also addresses that.
Additionally we now enable ASLR support when building with MingW, this
includes a workaround for MingW. MingW refuses to create an appropriate
relocation table if no symbols are exported. So we just export the
various main() functions in godot_windows.cpp.
While ASLR support isn't criticial for Godot, previous versions of Godot
just happened to work with a dynamic base 'by accident' and some users
run Godot this way. After the thread change the .tls section now needs
relocations to make this work. By enabling ASLR at build-time we create
these relocations and people who forced ALSR on previously will now get
a working Godot again.
This fixes#47256 and fixes#47219
This is the 3.x version of this PR. For master a different approach is
possible which I will make in the coming days.
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 🎆
(cherry picked from commit b5334d14f7)
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly.
The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
Also drop some unused files.
Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
(same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
`godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
`EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
`PowerOSX`
- `OSUWP` renamed to `OS_UWP`
Dropped:
- `platform/windows/ctxgl_procaddr.h`