godot/modules/mono/managed_callable.cpp

149 lines
5.7 KiB
C++

/*************************************************************************/
/* managed_callable.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "managed_callable.h"
#include "csharp_script.h"
#include "mono_gd/gd_mono_marshal.h"
#include "mono_gd/gd_mono_utils.h"
#ifdef GD_MONO_HOT_RELOAD
SelfList<ManagedCallable>::List ManagedCallable::instances;
Map<ManagedCallable *, Array> ManagedCallable::instances_pending_reload;
Mutex ManagedCallable::instances_mutex;
#endif
bool ManagedCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
const ManagedCallable *a = static_cast<const ManagedCallable *>(p_a);
const ManagedCallable *b = static_cast<const ManagedCallable *>(p_b);
MonoDelegate *delegate_a = (MonoDelegate *)a->delegate_handle.get_target();
MonoDelegate *delegate_b = (MonoDelegate *)b->delegate_handle.get_target();
if (!delegate_a || !delegate_b) {
if (!delegate_a && !delegate_b) {
return true;
}
return false;
}
// Call Delegate's 'Equals'
return GDMonoUtils::mono_delegate_equal(delegate_a, delegate_b);
}
bool ManagedCallable::compare_less(const CallableCustom *p_a, const CallableCustom *p_b) {
if (compare_equal(p_a, p_b)) {
return false;
}
return p_a < p_b;
}
uint32_t ManagedCallable::hash() const {
// hmm
uint32_t hash = delegate_invoke->get_name().hash();
return hash_djb2_one_64(delegate_handle.handle, hash);
}
String ManagedCallable::get_as_text() const {
return "Delegate::Invoke";
}
CallableCustom::CompareEqualFunc ManagedCallable::get_compare_equal_func() const {
return compare_equal_func_ptr;
}
CallableCustom::CompareLessFunc ManagedCallable::get_compare_less_func() const {
return compare_less_func_ptr;
}
ObjectID ManagedCallable::get_object() const {
// TODO: If the delegate target extends Godot.Object, use that instead!
return CSharpLanguage::get_singleton()->get_managed_callable_middleman()->get_instance_id();
}
void ManagedCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
r_call_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD; // Can't find anything better
r_return_value = Variant();
#ifdef GD_MONO_HOT_RELOAD
// Lost during hot-reload
ERR_FAIL_NULL(delegate_invoke);
ERR_FAIL_COND(delegate_handle.is_released());
#endif
ERR_FAIL_COND(delegate_invoke->get_parameters_count() < p_argcount);
MonoObject *delegate = delegate_handle.get_target();
MonoException *exc = nullptr;
MonoObject *ret = delegate_invoke->invoke(delegate, p_arguments, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
} else {
r_return_value = GDMonoMarshal::mono_object_to_variant(ret);
r_call_error.error = Callable::CallError::CALL_OK;
}
}
void ManagedCallable::set_delegate(MonoDelegate *p_delegate) {
delegate_handle = MonoGCHandleData::new_strong_handle((MonoObject *)p_delegate);
MonoMethod *delegate_invoke_raw = mono_get_delegate_invoke(mono_object_get_class((MonoObject *)p_delegate));
const StringName &delegate_invoke_name = CSharpLanguage::get_singleton()->get_string_names().delegate_invoke_method_name;
delegate_invoke = memnew(GDMonoMethod(delegate_invoke_name, delegate_invoke_raw)); // TODO: Use pooling for this GDMonoMethod instances
}
ManagedCallable::ManagedCallable(MonoDelegate *p_delegate) {
#ifdef DEBUG_ENABLED
CRASH_COND(p_delegate == nullptr);
#endif
set_delegate(p_delegate);
#ifdef GD_MONO_HOT_RELOAD
{
MutexLock lock(instances_mutex);
instances.add(&self_instance);
}
#endif
}
ManagedCallable::~ManagedCallable() {
#ifdef GD_MONO_HOT_RELOAD
{
MutexLock lock(instances_mutex);
instances.remove(&self_instance);
instances_pending_reload.erase(this);
}
#endif
delegate_handle.release();
}