a7f49ac9a1
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.
481 lines
18 KiB
C++
481 lines
18 KiB
C++
/*************************************************************************/
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/* csharp_script.h */
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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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#ifndef CSHARP_SCRIPT_H
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#define CSHARP_SCRIPT_H
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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#include "mono_gc_handle.h"
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#include "mono_gd/gd_mono.h"
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#include "mono_gd/gd_mono_header.h"
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#include "mono_gd/gd_mono_internals.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_plugin.h"
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#endif
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class CSharpScript;
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class CSharpInstance;
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class CSharpLanguage;
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#ifdef NO_SAFE_CAST
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template <typename TScriptInstance, typename TScriptLanguage>
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TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
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if (!p_inst)
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return NULL;
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return p_inst->get_language() == TScriptLanguage::get_singleton() ? static_cast<TScriptInstance *>(p_inst) : NULL;
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}
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#else
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template <typename TScriptInstance, typename TScriptLanguage>
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TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
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return dynamic_cast<TScriptInstance *>(p_inst);
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}
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#endif
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#define CAST_CSHARP_INSTANCE(m_inst) (cast_script_instance<CSharpInstance, CSharpLanguage>(m_inst))
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class CSharpScript : public Script {
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GDCLASS(CSharpScript, Script);
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friend class CSharpInstance;
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friend class CSharpLanguage;
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friend struct CSharpScriptDepSort;
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bool tool;
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bool valid;
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bool builtin;
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GDMonoClass *base;
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GDMonoClass *native;
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GDMonoClass *script_class;
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Ref<CSharpScript> base_cache; // TODO what's this for?
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Set<Object *> instances;
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#ifdef GD_MONO_HOT_RELOAD
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struct StateBackup {
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// TODO
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// Replace with buffer containing the serialized state of managed scripts.
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// Keep variant state backup to use only with script instance placeholders.
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List<Pair<StringName, Variant> > properties;
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};
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Set<ObjectID> pending_reload_instances;
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Map<ObjectID, StateBackup> pending_reload_state;
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StringName tied_class_name_for_reload;
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StringName tied_class_namespace_for_reload;
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#endif
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String source;
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StringName name;
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SelfList<CSharpScript> script_list;
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struct Argument {
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String name;
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Variant::Type type;
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};
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Map<StringName, Vector<Argument> > _signals;
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bool signals_invalidated;
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#ifdef TOOLS_ENABLED
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List<PropertyInfo> exported_members_cache; // members_cache
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Map<StringName, Variant> exported_members_defval_cache; // member_default_values_cache
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Set<PlaceHolderScriptInstance *> placeholders;
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bool source_changed_cache;
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bool placeholder_fallback_enabled;
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bool exports_invalidated;
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void _update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames);
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void _update_member_info_no_exports();
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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Map<StringName, PropertyInfo> member_info;
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void _clear();
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void load_script_signals(GDMonoClass *p_class, GDMonoClass *p_native_class);
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bool _get_signal(GDMonoClass *p_class, GDMonoClass *p_delegate, Vector<Argument> ¶ms);
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bool _update_exports();
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#ifdef TOOLS_ENABLED
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bool _get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported);
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static int _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);
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#endif
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CSharpInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error);
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Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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// Do not use unless you know what you are doing
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friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
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static Ref<CSharpScript> create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native);
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static void initialize_for_managed_type(Ref<CSharpScript> p_script, GDMonoClass *p_class, GDMonoClass *p_native);
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protected:
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static void _bind_methods();
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Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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virtual void _resource_path_changed();
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bool _get(const StringName &p_name, Variant &r_ret) const;
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bool _set(const StringName &p_name, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_properties) const;
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public:
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virtual bool can_instance() const;
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virtual StringName get_instance_base_type() const;
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virtual ScriptInstance *instance_create(Object *p_this);
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virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this);
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virtual bool instance_has(const Object *p_this) const;
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virtual bool has_source_code() const;
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virtual String get_source_code() const;
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virtual void set_source_code(const String &p_code);
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virtual Error reload(bool p_keep_state = false);
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virtual bool has_script_signal(const StringName &p_signal) const;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
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virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
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virtual void update_exports();
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virtual bool is_tool() const { return tool; }
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virtual bool is_valid() const { return valid; }
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virtual Ref<Script> get_base_script() const;
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virtual ScriptLanguage *get_language() const;
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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bool has_method(const StringName &p_method) const;
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MethodInfo get_method_info(const StringName &p_method) const;
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virtual int get_member_line(const StringName &p_member) const;
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#ifdef TOOLS_ENABLED
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virtual bool is_placeholder_fallback_enabled() const { return placeholder_fallback_enabled; }
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#endif
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Error load_source_code(const String &p_path);
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StringName get_script_name() const;
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CSharpScript();
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~CSharpScript();
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};
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class CSharpInstance : public ScriptInstance {
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friend class CSharpScript;
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friend class CSharpLanguage;
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Object *owner;
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bool base_ref;
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bool ref_dying;
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bool unsafe_referenced;
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bool predelete_notified;
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bool destructing_script_instance;
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Ref<CSharpScript> script;
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Ref<MonoGCHandle> gchandle;
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bool _reference_owner_unsafe();
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/*
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* If true is returned, the caller must memdelete the script instance's owner.
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*/
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bool _unreference_owner_unsafe();
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/*
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* If NULL is returned, the caller must destroy the script instance by removing it from its owner.
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*/
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MonoObject *_internal_new_managed();
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// Do not use unless you know what you are doing
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friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
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static CSharpInstance *create_for_managed_type(Object *p_owner, CSharpScript *p_script, const Ref<MonoGCHandle> &p_gchandle);
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void _call_multilevel(MonoObject *p_mono_object, const StringName &p_method, const Variant **p_args, int p_argcount);
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MultiplayerAPI::RPCMode _member_get_rpc_mode(IMonoClassMember *p_member) const;
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void get_properties_state_for_reloading(List<Pair<StringName, Variant> > &r_state);
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public:
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MonoObject *get_mono_object() const;
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_FORCE_INLINE_ bool is_destructing_script_instance() { return destructing_script_instance; }
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virtual Object *get_owner();
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virtual bool set(const StringName &p_name, const Variant &p_value);
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virtual bool get(const StringName &p_name, Variant &r_ret) const;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
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/* TODO */ virtual void get_method_list(List<MethodInfo> *p_list) const {}
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virtual bool has_method(const StringName &p_method) const;
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
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virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
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void mono_object_disposed(MonoObject *p_obj);
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/*
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* If 'r_delete_owner' is set to true, the caller must memdelete the script instance's owner. Otherwise, if
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* 'r_remove_script_instance' is set to true, the caller must destroy the script instance by removing it from its owner.
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*/
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void mono_object_disposed_baseref(MonoObject *p_obj, bool p_is_finalizer, bool &r_delete_owner, bool &r_remove_script_instance);
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virtual void refcount_incremented();
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virtual bool refcount_decremented();
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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virtual void notification(int p_notification);
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void _call_notification(int p_notification);
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virtual String to_string(bool *r_valid);
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virtual Ref<Script> get_script() const;
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virtual ScriptLanguage *get_language();
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CSharpInstance();
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~CSharpInstance();
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};
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struct CSharpScriptBinding {
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bool inited;
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StringName type_name;
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GDMonoClass *wrapper_class;
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Ref<MonoGCHandle> gchandle;
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Object *owner;
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};
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class CSharpLanguage : public ScriptLanguage {
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friend class CSharpScript;
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friend class CSharpInstance;
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static CSharpLanguage *singleton;
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bool finalizing;
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GDMono *gdmono;
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SelfList<CSharpScript>::List script_list;
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Mutex *script_instances_mutex;
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Mutex *script_gchandle_release_mutex;
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Mutex *language_bind_mutex;
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Map<Object *, CSharpScriptBinding> script_bindings;
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struct StringNameCache {
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StringName _signal_callback;
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StringName _set;
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StringName _get;
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StringName _get_property_list;
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StringName _notification;
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StringName _script_source;
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StringName dotctor; // .ctor
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StringName on_before_serialize; // OnBeforeSerialize
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StringName on_after_deserialize; // OnAfterDeserialize
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StringNameCache();
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};
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int lang_idx;
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Dictionary scripts_metadata;
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bool scripts_metadata_invalidated;
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// For debug_break and debug_break_parse
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int _debug_parse_err_line;
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String _debug_parse_err_file;
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String _debug_error;
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void _load_scripts_metadata();
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friend class GDMono;
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void _on_scripts_domain_unloaded();
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#ifdef TOOLS_ENABLED
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EditorPlugin *godotsharp_editor;
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static void _editor_init_callback();
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#endif
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public:
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StringNameCache string_names;
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Mutex *get_language_bind_mutex() { return language_bind_mutex; }
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_FORCE_INLINE_ int get_language_index() { return lang_idx; }
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void set_language_index(int p_idx);
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_FORCE_INLINE_ const StringNameCache &get_string_names() { return string_names; }
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_FORCE_INLINE_ static CSharpLanguage *get_singleton() { return singleton; }
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ EditorPlugin *get_godotsharp_editor() const { return godotsharp_editor; }
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#endif
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static void release_script_gchandle(Ref<MonoGCHandle> &p_gchandle);
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static void release_script_gchandle(MonoObject *p_expected_obj, Ref<MonoGCHandle> &p_gchandle);
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bool debug_break(const String &p_error, bool p_allow_continue = true);
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bool debug_break_parse(const String &p_file, int p_line, const String &p_error);
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#ifdef GD_MONO_HOT_RELOAD
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bool is_assembly_reloading_needed();
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void reload_assemblies(bool p_soft_reload);
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#endif
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_FORCE_INLINE_ Dictionary get_scripts_metadata_or_nothing() {
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return scripts_metadata_invalidated ? Dictionary() : scripts_metadata;
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}
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_FORCE_INLINE_ const Dictionary &get_scripts_metadata() {
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if (scripts_metadata_invalidated)
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_load_scripts_metadata();
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return scripts_metadata;
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}
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virtual String get_name() const;
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/* LANGUAGE FUNCTIONS */
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virtual String get_type() const;
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virtual String get_extension() const;
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virtual Error execute_file(const String &p_path);
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virtual void init();
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virtual void finish();
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/* EDITOR FUNCTIONS */
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virtual void get_reserved_words(List<String> *p_words) const;
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virtual void get_comment_delimiters(List<String> *p_delimiters) const;
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virtual void get_string_delimiters(List<String> *p_delimiters) const;
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virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
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virtual bool is_using_templates();
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virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
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/* TODO */ virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const { return true; }
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virtual String validate_path(const String &p_path) const;
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virtual Script *create_script() const;
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virtual bool has_named_classes() const;
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virtual bool supports_builtin_mode() const;
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/* TODO? */ virtual int find_function(const String &p_function, const String &p_code) const { return -1; }
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virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
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virtual String _get_indentation() const;
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/* TODO? */ virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {}
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/* TODO */ virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) {}
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/* DEBUGGER FUNCTIONS */
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virtual String debug_get_error() const;
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virtual int debug_get_stack_level_count() const;
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virtual int debug_get_stack_level_line(int p_level) const;
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virtual String debug_get_stack_level_function(int p_level) const;
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virtual String debug_get_stack_level_source(int p_level) const;
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/* TODO */ virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
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/* TODO */ virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
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/* TODO */ virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
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/* TODO */ virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) { return ""; }
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virtual Vector<StackInfo> debug_get_current_stack_info();
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/* PROFILING FUNCTIONS */
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/* TODO */ virtual void profiling_start() {}
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/* TODO */ virtual void profiling_stop() {}
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/* TODO */ virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) { return 0; }
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/* TODO */ virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) { return 0; }
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virtual void frame();
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/* TODO? */ virtual void get_public_functions(List<MethodInfo> *p_functions) const {}
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/* TODO? */ virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const {}
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virtual void reload_all_scripts();
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virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
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/* LOADER FUNCTIONS */
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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#ifdef TOOLS_ENABLED
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virtual Error open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col);
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virtual bool overrides_external_editor();
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#endif
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/* THREAD ATTACHING */
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virtual void thread_enter();
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virtual void thread_exit();
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// Don't use these. I'm watching you
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virtual void *alloc_instance_binding_data(Object *p_object);
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virtual void free_instance_binding_data(void *p_data);
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virtual void refcount_incremented_instance_binding(Object *p_object);
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virtual bool refcount_decremented_instance_binding(Object *p_object);
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Map<Object *, CSharpScriptBinding>::Element *insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding);
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bool setup_csharp_script_binding(CSharpScriptBinding &r_script_binding, Object *p_object);
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#ifdef DEBUG_ENABLED
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Vector<StackInfo> stack_trace_get_info(MonoObject *p_stack_trace);
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#endif
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CSharpLanguage();
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~CSharpLanguage();
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};
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class ResourceFormatLoaderCSharpScript : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverCSharpScript : public ResourceFormatSaver {
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|
public:
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const RES &p_resource) const;
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};
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#endif // CSHARP_SCRIPT_H
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