134 lines
5.9 KiB
C++
134 lines
5.9 KiB
C++
/*************************************************************************/
|
|
/* gd_mono_internals.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "gd_mono_internals.h"
|
|
|
|
#include "../csharp_script.h"
|
|
#include "../mono_gc_handle.h"
|
|
#include "../utils/macros.h"
|
|
#include "gd_mono_class.h"
|
|
#include "gd_mono_marshal.h"
|
|
#include "gd_mono_utils.h"
|
|
|
|
#include "core/debugger/engine_debugger.h"
|
|
#include "core/debugger/script_debugger.h"
|
|
|
|
#include <mono/metadata/exception.h>
|
|
|
|
namespace GDMonoInternals {
|
|
|
|
void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
|
|
|
|
// This method should not fail
|
|
|
|
CRASH_COND(!unmanaged);
|
|
|
|
// All mono objects created from the managed world (e.g.: 'new Player()')
|
|
// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
|
|
|
|
Reference *ref = Object::cast_to<Reference>(unmanaged);
|
|
|
|
GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
|
|
|
|
CRASH_COND(!klass);
|
|
|
|
GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
|
|
|
|
CRASH_COND(native == nullptr);
|
|
|
|
if (native == klass) {
|
|
// If it's just a wrapper Godot class and not a custom inheriting class, then attach a
|
|
// script binding instead. One of the advantages of this is that if a script is attached
|
|
// later and it's not a C# script, then the managed object won't have to be disposed.
|
|
// Another reason for doing this is that this instance could outlive CSharpLanguage, which would
|
|
// be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
|
|
|
|
CSharpScriptBinding script_binding;
|
|
|
|
script_binding.inited = true;
|
|
script_binding.type_name = NATIVE_GDMONOCLASS_NAME(klass);
|
|
script_binding.wrapper_class = klass;
|
|
script_binding.gchandle = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
|
|
script_binding.owner = unmanaged;
|
|
|
|
if (ref) {
|
|
// Unsafe refcount increment. The managed instance also counts as a reference.
|
|
// This way if the unmanaged world has no references to our owner
|
|
// but the managed instance is alive, the refcount will be 1 instead of 0.
|
|
// See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
|
|
|
|
// May not me referenced yet, so we must use init_ref() instead of reference()
|
|
if (ref->init_ref()) {
|
|
CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
|
|
}
|
|
}
|
|
|
|
// The object was just created, no script instance binding should have been attached
|
|
CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
|
|
|
|
void *data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
|
|
|
|
// Should be thread safe because the object was just created and nothing else should be referencing it
|
|
unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
|
|
|
|
return;
|
|
}
|
|
|
|
MonoGCHandleData gchandle = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
|
|
|
|
Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
|
|
|
|
CRASH_COND(script.is_null());
|
|
|
|
CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
|
|
|
|
unmanaged->set_script_and_instance(script, csharp_instance);
|
|
|
|
csharp_instance->connect_event_signals();
|
|
}
|
|
|
|
void unhandled_exception(MonoException *p_exc) {
|
|
mono_unhandled_exception((MonoObject *)p_exc); // prints the exception as well
|
|
|
|
if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) {
|
|
// Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
|
|
GDMono::unhandled_exception_hook((MonoObject *)p_exc, nullptr);
|
|
GD_UNREACHABLE();
|
|
} else {
|
|
#ifdef DEBUG_ENABLED
|
|
GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
|
|
if (EngineDebugger::is_active())
|
|
EngineDebugger::get_singleton()->poll_events(false);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
} // namespace GDMonoInternals
|