b8ddaf9c33
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
133 lines
5.8 KiB
C++
133 lines
5.8 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/debugger/engine_debugger.h"
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#include "core/debugger/script_debugger.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 = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
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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, si);
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}
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void unhandled_exception(MonoException *p_exc) {
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mono_unhandled_exception((MonoObject *)p_exc); // prints the exception as well
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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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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 (EngineDebugger::is_active())
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EngineDebugger::get_singleton()->poll_events(false);
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#endif
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}
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}
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} // namespace GDMonoInternals
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