godot/modules/nativescript
Ruslan Mustakov 7f32023a1a Support multithreading for NativeScriptLanguage
Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.

This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
2017-07-26 19:39:10 +07:00
..
api_generator.cpp [GDNative] new GDNative API 2017-07-24 04:23:37 +02:00
api_generator.h [GDNative] new GDNative API 2017-07-24 04:23:37 +02:00
config.py [GDNative] new GDNative API 2017-07-24 04:23:37 +02:00
godot_nativescript.cpp [NativeScript] forgot to uncomment userdata return 2017-07-24 16:36:26 +02:00
godot_nativescript.h [GDNative] new GDNative API 2017-07-24 04:23:37 +02:00
nativescript.cpp Support multithreading for NativeScriptLanguage 2017-07-26 19:39:10 +07:00
nativescript.h Support multithreading for NativeScriptLanguage 2017-07-26 19:39:10 +07:00
register_types.cpp Support multithreading for NativeScriptLanguage 2017-07-26 19:39:10 +07:00
register_types.h [GDNative] new GDNative API 2017-07-24 04:23:37 +02:00
SCsub [GDNative] new GDNative API 2017-07-24 04:23:37 +02:00