5815d1c8c8
- Create CSharpScript for generic C# types. - `ScriptPathAttributeGenerator` registers the path for the generic type definition. - `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator. - Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path. - This allows getting the base type for a C# type that derives from a generic type. - Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types. - `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript). - Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters.
100 lines
5.7 KiB
C++
100 lines
5.7 KiB
C++
/**************************************************************************/
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/* gd_mono_cache.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_cache.h"
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#include "core/error/error_macros.h"
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namespace GDMonoCache {
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ManagedCallbacks managed_callbacks;
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bool godot_api_cache_updated = false;
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void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks) {
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int checked_count = 0;
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#define CHECK_CALLBACK_NOT_NULL_IMPL(m_var, m_class, m_method) \
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{ \
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ERR_FAIL_NULL_MSG(m_var, \
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"Mono Cache: Managed callback for '" #m_class "_" #m_method "' is null."); \
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checked_count += 1; \
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}
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#define CHECK_CALLBACK_NOT_NULL(m_class, m_method) CHECK_CALLBACK_NOT_NULL_IMPL(p_managed_callbacks.m_class##_##m_method, m_class, m_method)
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CHECK_CALLBACK_NOT_NULL(SignalAwaiter, SignalCallback);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, InvokeWithVariantArgs);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, DelegateEquals);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, DelegateHash);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, TrySerializeDelegateWithGCHandle);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, TryDeserializeDelegateWithGCHandle);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, FrameCallback);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CreateManagedForGodotObjectBinding);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CreateManagedForGodotObjectScriptInstance);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetScriptNativeName);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetGlobalClassName);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, SetGodotObjectPtr);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RaiseEventSignal);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, ScriptIsOrInherits);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, AddScriptBridge);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetOrCreateScriptBridgeForPath);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RemoveScriptBridge);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, TryReloadRegisteredScriptWithClass);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, UpdateScriptClassInfo);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, SwapGCHandleForType);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetPropertyInfoList);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetPropertyDefaultValues);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CallStatic);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Call);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Set);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Get);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallDispose);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallToString);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, HasMethodUnknownParams);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, SerializeState);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, DeserializeState);
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CHECK_CALLBACK_NOT_NULL(GCHandleBridge, FreeGCHandle);
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CHECK_CALLBACK_NOT_NULL(GCHandleBridge, GCHandleIsTargetCollectible);
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CHECK_CALLBACK_NOT_NULL(DebuggingUtils, GetCurrentStackInfo);
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CHECK_CALLBACK_NOT_NULL(DisposablesTracker, OnGodotShuttingDown);
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CHECK_CALLBACK_NOT_NULL(GD, OnCoreApiAssemblyLoaded);
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managed_callbacks = p_managed_callbacks;
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// It's easy to forget to add new callbacks here, so this should help
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if (checked_count * sizeof(void *) != sizeof(ManagedCallbacks)) {
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int missing_count = (sizeof(ManagedCallbacks) / sizeof(void *)) - checked_count;
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WARN_PRINT("The presence of " + itos(missing_count) + " callback(s) was not validated");
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}
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godot_api_cache_updated = true;
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}
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} // namespace GDMonoCache
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