godot/modules/mono/mono_gd/gd_mono_internals.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* 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 "../utils/thread_local.h"
#include "gd_mono_class.h"
#include "gd_mono_marshal.h"
#include "gd_mono_utils.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 == NULL);
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 ? MonoGCHandle::create_weak(managed) : MonoGCHandle::create_strong(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()
ref->init_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;
}
Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) : MonoGCHandle::create_strong(managed);
Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
CRASH_COND(script.is_null());
ScriptInstance *si = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
unmanaged->set_script_and_instance(script.get_ref_ptr(), si);
}
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, NULL);
GD_UNREACHABLE();
} else {
#ifdef DEBUG_ENABLED
GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
if (ScriptDebugger::get_singleton())
ScriptDebugger::get_singleton()->idle_poll();
#endif
}
}
} // namespace GDMonoInternals