af4acb5b11
Not sure if we should check revision too, but this is good enough for what we want. This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
147 lines
5.7 KiB
C++
147 lines
5.7 KiB
C++
/*************************************************************************/
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/* managed_callable.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "managed_callable.h"
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#include "csharp_script.h"
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#include "mono_gd/gd_mono_marshal.h"
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#include "mono_gd/gd_mono_utils.h"
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#ifdef GD_MONO_HOT_RELOAD
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SelfList<ManagedCallable>::List ManagedCallable::instances;
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Map<ManagedCallable *, Array> ManagedCallable::instances_pending_reload;
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Mutex ManagedCallable::instances_mutex;
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#endif
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bool ManagedCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
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const ManagedCallable *a = static_cast<const ManagedCallable *>(p_a);
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const ManagedCallable *b = static_cast<const ManagedCallable *>(p_b);
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MonoDelegate *delegate_a = (MonoDelegate *)a->delegate_handle.get_target();
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MonoDelegate *delegate_b = (MonoDelegate *)b->delegate_handle.get_target();
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if (!delegate_a || !delegate_b) {
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if (!delegate_a && !delegate_b)
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return true;
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return false;
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}
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// Call Delegate's 'Equals'
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return GDMonoUtils::mono_delegate_equal(delegate_a, delegate_b);
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}
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bool ManagedCallable::compare_less(const CallableCustom *p_a, const CallableCustom *p_b) {
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if (compare_equal(p_a, p_b))
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return false;
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return p_a < p_b;
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}
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uint32_t ManagedCallable::hash() const {
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// hmm
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uint32_t hash = delegate_invoke->get_name().hash();
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return hash_djb2_one_64(delegate_handle.handle, hash);
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}
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String ManagedCallable::get_as_text() const {
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return "Delegate::Invoke";
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}
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CallableCustom::CompareEqualFunc ManagedCallable::get_compare_equal_func() const {
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return compare_equal_func_ptr;
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}
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CallableCustom::CompareLessFunc ManagedCallable::get_compare_less_func() const {
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return compare_less_func_ptr;
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}
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ObjectID ManagedCallable::get_object() const {
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// TODO: If the delegate target extends Godot.Object, use that instead!
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return CSharpLanguage::get_singleton()->get_managed_callable_middleman()->get_instance_id();
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}
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void ManagedCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
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r_call_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD; // Can't find anything better
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r_return_value = Variant();
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#ifdef GD_MONO_HOT_RELOAD
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// Lost during hot-reload
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ERR_FAIL_NULL(delegate_invoke);
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ERR_FAIL_COND(delegate_handle.is_released());
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#endif
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ERR_FAIL_COND(delegate_invoke->get_parameters_count() < p_argcount);
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MonoObject *delegate = delegate_handle.get_target();
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MonoException *exc = nullptr;
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MonoObject *ret = delegate_invoke->invoke(delegate, p_arguments, &exc);
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if (exc) {
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GDMonoUtils::set_pending_exception(exc);
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} else {
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r_return_value = GDMonoMarshal::mono_object_to_variant(ret);
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r_call_error.error = Callable::CallError::CALL_OK;
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}
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}
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void ManagedCallable::set_delegate(MonoDelegate *p_delegate) {
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delegate_handle = MonoGCHandleData::new_strong_handle((MonoObject *)p_delegate);
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MonoMethod *delegate_invoke_raw = mono_get_delegate_invoke(mono_object_get_class((MonoObject *)p_delegate));
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const StringName &delegate_invoke_name = CSharpLanguage::get_singleton()->get_string_names().delegate_invoke_method_name;
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delegate_invoke = memnew(GDMonoMethod(delegate_invoke_name, delegate_invoke_raw)); // TODO: Use pooling for this GDMonoMethod instances
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}
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ManagedCallable::ManagedCallable(MonoDelegate *p_delegate) {
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#ifdef DEBUG_ENABLED
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CRASH_COND(p_delegate == nullptr);
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#endif
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set_delegate(p_delegate);
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#ifdef GD_MONO_HOT_RELOAD
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{
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MutexLock lock(instances_mutex);
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instances.add(&self_instance);
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}
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#endif
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}
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ManagedCallable::~ManagedCallable() {
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#ifdef GD_MONO_HOT_RELOAD
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{
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MutexLock lock(instances_mutex);
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instances.remove(&self_instance);
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instances_pending_reload.erase(this);
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}
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#endif
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delegate_handle.release();
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}
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