16f6a5b139
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
143 lines
6.4 KiB
C++
143 lines
6.4 KiB
C++
/**************************************************************************/
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/* gd_mono_internals.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "gd_mono_internals.h"
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#include "../csharp_script.h"
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#include "../mono_gc_handle.h"
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#include "../utils/macros.h"
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#include "../utils/thread_local.h"
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#include "gd_mono_class.h"
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#include "gd_mono_marshal.h"
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#include "gd_mono_utils.h"
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#include <mono/metadata/exception.h>
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namespace GDMonoInternals {
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void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
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// This method should not fail
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CRASH_COND(!unmanaged);
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// All mono objects created from the managed world (e.g.: 'new Player()')
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// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
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Reference *ref = Object::cast_to<Reference>(unmanaged);
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GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
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CRASH_COND(!klass);
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GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
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CRASH_COND(native == NULL);
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if (native == klass) {
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// If it's just a wrapper Godot class and not a custom inheriting class, then attach a
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// script binding instead. One of the advantages of this is that if a script is attached
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// later and it's not a C# script, then the managed object won't have to be disposed.
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// Another reason for doing this is that this instance could outlive CSharpLanguage, which would
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// be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
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CSharpScriptBinding script_binding;
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script_binding.inited = true;
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script_binding.type_name = NATIVE_GDMONOCLASS_NAME(klass);
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script_binding.wrapper_class = klass;
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script_binding.gchandle = ref ? MonoGCHandle::create_weak(managed) : MonoGCHandle::create_strong(managed);
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script_binding.owner = unmanaged;
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if (ref) {
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// Unsafe refcount increment. The managed instance also counts as a reference.
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// This way if the unmanaged world has no references to our owner
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// but the managed instance is alive, the refcount will be 1 instead of 0.
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// See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
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// May not me referenced yet, so we must use init_ref() instead of reference()
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if (ref->init_ref()) {
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CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
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}
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}
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// The object was just created, no script instance binding should have been attached
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CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
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void *data;
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{
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MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex());
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data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
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}
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// Should be thread safe because the object was just created and nothing else should be referencing it
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unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
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return;
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}
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Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) : MonoGCHandle::create_strong(managed);
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Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
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CRASH_COND(script.is_null());
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ScriptInstance *si = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
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unmanaged->set_script_and_instance(script.get_ref_ptr(), si);
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}
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void unhandled_exception(MonoException *p_exc) {
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mono_print_unhandled_exception((MonoObject *)p_exc);
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gd_unhandled_exception_event(p_exc);
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if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) {
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// Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
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mono_unhandled_exception((MonoObject *)p_exc);
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GDMono::unhandled_exception_hook((MonoObject *)p_exc, NULL);
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GD_UNREACHABLE();
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} else {
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#ifdef DEBUG_ENABLED
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GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
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if (ScriptDebugger::get_singleton())
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ScriptDebugger::get_singleton()->idle_poll();
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#endif
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}
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}
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void gd_unhandled_exception_event(MonoException *p_exc) {
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MonoImage *mono_image = GDMono::get_singleton()->get_core_api_assembly()->get_image();
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MonoClass *gd_klass = mono_class_from_name(mono_image, "Godot", "GD");
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MonoMethod *unhandled_exception_method = mono_class_get_method_from_name(gd_klass, "OnUnhandledException", -1);
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void *args[1];
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args[0] = p_exc;
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mono_runtime_invoke(unhandled_exception_method, nullptr, (void **)args, nullptr);
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}
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} // namespace GDMonoInternals
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