godot/modules/mono/csharp_script.cpp
Ignacio Etcheverry d68b9c20d6 Mono/C#: Script interface calls now attach the current thread
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
2020-01-16 17:47:36 +01:00

3459 lines
97 KiB
C++

/*************************************************************************/
/* csharp_script.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 "csharp_script.h"
#include <mono/metadata/threads.h>
#include "core/io/json.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "core/project_settings.h"
#ifdef TOOLS_ENABLED
#include "editor/bindings_generator.h"
#include "editor/csharp_project.h"
#include "editor/editor_node.h"
#include "editor/node_dock.h"
#endif
#ifdef DEBUG_METHODS_ENABLED
#include "class_db_api_json.h"
#endif
#include "editor/editor_internal_calls.h"
#include "godotsharp_dirs.h"
#include "mono_gd/gd_mono_cache.h"
#include "mono_gd/gd_mono_class.h"
#include "mono_gd/gd_mono_marshal.h"
#include "mono_gd/gd_mono_utils.h"
#include "signal_awaiter_utils.h"
#include "utils/macros.h"
#include "utils/mutex_utils.h"
#include "utils/string_utils.h"
#include "utils/thread_local.h"
#define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->get_string_names().m_var)
#ifdef TOOLS_ENABLED
static bool _create_project_solution_if_needed() {
String sln_path = GodotSharpDirs::get_project_sln_path();
String csproj_path = GodotSharpDirs::get_project_csproj_path();
if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
// A solution does not yet exist, create a new one
CRASH_COND(CSharpLanguage::get_singleton()->get_godotsharp_editor() == NULL);
return CSharpLanguage::get_singleton()->get_godotsharp_editor()->call("CreateProjectSolution");
}
return true;
}
#endif
CSharpLanguage *CSharpLanguage::singleton = NULL;
String CSharpLanguage::get_name() const {
return "C#";
}
String CSharpLanguage::get_type() const {
return "CSharpScript";
}
String CSharpLanguage::get_extension() const {
return "cs";
}
Error CSharpLanguage::execute_file(const String &p_path) {
// ??
return OK;
}
void CSharpLanguage::init() {
#ifdef DEBUG_METHODS_ENABLED
if (OS::get_singleton()->get_cmdline_args().find("--class_db_to_json")) {
class_db_api_to_json("user://class_db_api.json", ClassDB::API_CORE);
#ifdef TOOLS_ENABLED
class_db_api_to_json("user://class_db_api_editor.json", ClassDB::API_EDITOR);
#endif
}
#endif
gdmono = memnew(GDMono);
gdmono->initialize();
#if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED)
// Generate bindings here, before loading assemblies. 'initialize_load_assemblies' aborts
// the applications if the api assemblies or the main tools assembly is missing, but this
// is not a problem for BindingsGenerator as it only needs the tools project editor assembly.
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
BindingsGenerator::handle_cmdline_args(cmdline_args);
#endif
#ifndef MONO_GLUE_ENABLED
print_line("Run this binary with '--generate-mono-glue path/to/modules/mono/glue'");
#endif
if (gdmono->is_runtime_initialized())
gdmono->initialize_load_assemblies();
#ifdef TOOLS_ENABLED
EditorNode::add_init_callback(&_editor_init_callback);
#endif
}
void CSharpLanguage::finish() {
finalizing = true;
// Make sure all script binding gchandles are released before finalizing GDMono
for (Map<Object *, CSharpScriptBinding>::Element *E = script_bindings.front(); E; E = E->next()) {
CSharpScriptBinding &script_binding = E->value();
if (script_binding.gchandle.is_valid()) {
script_binding.gchandle->release();
script_binding.inited = false;
}
}
if (gdmono) {
memdelete(gdmono);
gdmono = NULL;
}
// Clear here, after finalizing all domains to make sure there is nothing else referencing the elements.
script_bindings.clear();
#ifdef DEBUG_ENABLED
for (List<ObjectID>::Element *E = unsafely_referenced_objects.front(); E; E = E->next()) {
const ObjectID &id = E->get();
Object *obj = ObjectDB::get_instance(id);
if (obj) {
ERR_PRINTS("Leaked unsafe reference to object: " + obj->get_class() + ":" + itos(id));
} else {
ERR_PRINTS("Leaked unsafe reference to deleted object: " + itos(id));
}
}
#endif
finalizing = false;
}
void CSharpLanguage::get_reserved_words(List<String> *p_words) const {
static const char *_reserved_words[] = {
// Reserved keywords
"abstract",
"as",
"base",
"bool",
"break",
"byte",
"case",
"catch",
"char",
"checked",
"class",
"const",
"continue",
"decimal",
"default",
"delegate",
"do",
"double",
"else",
"enum",
"event",
"explicit",
"extern",
"false",
"finally",
"fixed",
"float",
"for",
"foreach",
"goto",
"if",
"implicit",
"in",
"int",
"interface",
"internal",
"is",
"lock",
"long",
"namespace",
"new",
"null",
"object",
"operator",
"out",
"override",
"params",
"private",
"protected",
"public",
"readonly",
"ref",
"return",
"sbyte",
"sealed",
"short",
"sizeof",
"stackalloc",
"static",
"string",
"struct",
"switch",
"this",
"throw",
"true",
"try",
"typeof",
"uint",
"ulong",
"unchecked",
"unsafe",
"ushort",
"using",
"virtual",
"void",
"volatile",
"while",
// Contextual keywords. Not reserved words, but I guess we should include
// them because this seems to be used only for syntax highlighting.
"add",
"alias",
"ascending",
"async",
"await",
"by",
"descending",
"dynamic",
"equals",
"from",
"get",
"global",
"group",
"into",
"join",
"let",
"nameof",
"on",
"orderby",
"partial",
"remove",
"select",
"set",
"value",
"var",
"when",
"where",
"yield",
0
};
const char **w = _reserved_words;
while (*w) {
p_words->push_back(*w);
w++;
}
}
void CSharpLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("//"); // single-line comment
p_delimiters->push_back("/* */"); // delimited comment
}
void CSharpLanguage::get_string_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("' '"); // character literal
p_delimiters->push_back("\" \""); // regular string literal
p_delimiters->push_back("@\" \""); // verbatim string literal
}
static String get_base_class_name(const String &p_base_class_name, const String p_class_name) {
String base_class = p_base_class_name;
if (p_class_name == base_class) {
base_class = "Godot." + base_class;
}
return base_class;
}
Ref<Script> CSharpLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const {
String script_template = "using " BINDINGS_NAMESPACE ";\n"
"using System;\n"
"\n"
"public class %CLASS% : %BASE%\n"
"{\n"
" // Declare member variables here. Examples:\n"
" // private int a = 2;\n"
" // private string b = \"text\";\n"
"\n"
" // Called when the node enters the scene tree for the first time.\n"
" public override void _Ready()\n"
" {\n"
" \n"
" }\n"
"\n"
"// // Called every frame. 'delta' is the elapsed time since the previous frame.\n"
"// public override void _Process(float delta)\n"
"// {\n"
"// \n"
"// }\n"
"}\n";
String base_class_name = get_base_class_name(p_base_class_name, p_class_name);
script_template = script_template.replace("%BASE%", base_class_name)
.replace("%CLASS%", p_class_name);
Ref<CSharpScript> script;
script.instance();
script->set_source_code(script_template);
script->set_name(p_class_name);
return script;
}
bool CSharpLanguage::is_using_templates() {
return true;
}
void CSharpLanguage::make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) {
String src = p_script->get_source_code();
String base_class_name = get_base_class_name(p_base_class_name, p_class_name);
src = src.replace("%BASE%", base_class_name)
.replace("%CLASS%", p_class_name)
.replace("%TS%", _get_indentation());
p_script->set_source_code(src);
}
String CSharpLanguage::validate_path(const String &p_path) const {
String class_name = p_path.get_file().get_basename();
List<String> keywords;
get_reserved_words(&keywords);
if (keywords.find(class_name)) {
return TTR("Class name can't be a reserved keyword");
}
return "";
}
Script *CSharpLanguage::create_script() const {
return memnew(CSharpScript);
}
bool CSharpLanguage::has_named_classes() const {
return false;
}
bool CSharpLanguage::supports_builtin_mode() const {
return false;
}
#ifdef TOOLS_ENABLED
static String variant_type_to_managed_name(const String &p_var_type_name) {
if (p_var_type_name.empty())
return "object";
if (!ClassDB::class_exists(p_var_type_name)) {
return p_var_type_name;
}
if (p_var_type_name == Variant::get_type_name(Variant::OBJECT))
return "Godot.Object";
if (p_var_type_name == Variant::get_type_name(Variant::REAL)) {
#ifdef REAL_T_IS_DOUBLE
return "double";
#else
return "float";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::STRING))
return "string"; // I prefer this one >:[
if (p_var_type_name == Variant::get_type_name(Variant::DICTIONARY))
return "Collections.Dictionary";
if (p_var_type_name == Variant::get_type_name(Variant::ARRAY))
return "Collections.Array";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_BYTE_ARRAY))
return "byte[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_INT_ARRAY))
return "int[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_REAL_ARRAY)) {
#ifdef REAL_T_IS_DOUBLE
return "double[]";
#else
return "float[]";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::POOL_STRING_ARRAY))
return "string[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR2_ARRAY))
return "Vector2[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR3_ARRAY))
return "Vector3[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_COLOR_ARRAY))
return "Color[]";
Variant::Type var_types[] = {
Variant::BOOL,
Variant::INT,
Variant::VECTOR2,
Variant::RECT2,
Variant::VECTOR3,
Variant::TRANSFORM2D,
Variant::PLANE,
Variant::QUAT,
Variant::AABB,
Variant::BASIS,
Variant::TRANSFORM,
Variant::COLOR,
Variant::NODE_PATH,
Variant::_RID
};
for (unsigned int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
if (p_var_type_name == Variant::get_type_name(var_types[i]))
return p_var_type_name;
}
return "object";
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PoolStringArray &p_args) const {
// FIXME
// - Due to Godot's API limitation this just appends the function to the end of the file
// - Use fully qualified name if there is ambiguity
String s = "private void " + p_name + "(";
for (int i = 0; i < p_args.size(); i++) {
const String &arg = p_args[i];
if (i > 0)
s += ", ";
s += variant_type_to_managed_name(arg.get_slice(":", 1)) + " " + escape_csharp_keyword(arg.get_slice(":", 0));
}
s += ")\n{\n // Replace with function body.\n}\n";
return s;
}
#else
String CSharpLanguage::make_function(const String &, const String &, const PoolStringArray &) const {
return String();
}
#endif
String CSharpLanguage::_get_indentation() const {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
bool use_space_indentation = EDITOR_DEF("text_editor/indent/type", 0);
if (use_space_indentation) {
int indent_size = EDITOR_DEF("text_editor/indent/size", 4);
String space_indent = "";
for (int i = 0; i < indent_size; i++) {
space_indent += " ";
}
return space_indent;
}
}
#endif
return "\t";
}
String CSharpLanguage::debug_get_error() const {
return _debug_error;
}
int CSharpLanguage::debug_get_stack_level_count() const {
if (_debug_parse_err_line >= 0)
return 1;
// TODO: StackTrace
return 1;
}
int CSharpLanguage::debug_get_stack_level_line(int p_level) const {
if (_debug_parse_err_line >= 0)
return _debug_parse_err_line;
// TODO: StackTrace
return 1;
}
String CSharpLanguage::debug_get_stack_level_function(int p_level) const {
if (_debug_parse_err_line >= 0)
return String();
// TODO: StackTrace
return String();
}
String CSharpLanguage::debug_get_stack_level_source(int p_level) const {
if (_debug_parse_err_line >= 0)
return _debug_parse_err_file;
// TODO: StackTrace
return String();
}
Vector<ScriptLanguage::StackInfo> CSharpLanguage::debug_get_current_stack_info() {
#ifdef DEBUG_ENABLED
_TLS_RECURSION_GUARD_V_(Vector<StackInfo>());
GD_MONO_SCOPE_THREAD_ATTACH;
if (!gdmono->is_runtime_initialized() || !GDMono::get_singleton()->get_core_api_assembly() || !GDMonoCache::cached_data.corlib_cache_updated)
return Vector<StackInfo>();
MonoObject *stack_trace = mono_object_new(mono_domain_get(), CACHED_CLASS(System_Diagnostics_StackTrace)->get_mono_ptr());
MonoBoolean need_file_info = true;
void *ctor_args[1] = { &need_file_info };
CACHED_METHOD(System_Diagnostics_StackTrace, ctor_bool)->invoke_raw(stack_trace, ctor_args);
Vector<StackInfo> si;
si = stack_trace_get_info(stack_trace);
return si;
#else
return Vector<StackInfo>();
#endif
}
#ifdef DEBUG_ENABLED
Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObject *p_stack_trace) {
_TLS_RECURSION_GUARD_V_(Vector<StackInfo>());
GD_MONO_SCOPE_THREAD_ATTACH;
MonoException *exc = NULL;
MonoArray *frames = CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames).invoke(p_stack_trace, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
return Vector<StackInfo>();
}
int frame_count = mono_array_length(frames);
if (frame_count <= 0)
return Vector<StackInfo>();
Vector<StackInfo> si;
si.resize(frame_count);
for (int i = 0; i < frame_count; i++) {
StackInfo &sif = si.write[i];
MonoObject *frame = mono_array_get(frames, MonoObject *, i);
MonoString *file_name;
int file_line_num;
MonoString *method_decl;
CACHED_METHOD_THUNK(DebuggingUtils, GetStackFrameInfo).invoke(frame, &file_name, &file_line_num, &method_decl, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
return Vector<StackInfo>();
}
// TODO
// what if the StackFrame method is null (method_decl is empty). should we skip this frame?
// can reproduce with a MissingMethodException on internal calls
sif.file = GDMonoMarshal::mono_string_to_godot(file_name);
sif.line = file_line_num;
sif.func = GDMonoMarshal::mono_string_to_godot(method_decl);
}
return si;
}
#endif
void CSharpLanguage::post_unsafe_reference(Object *p_obj) {
#ifdef DEBUG_ENABLED
ObjectID id = p_obj->get_instance_id();
ERR_FAIL_COND_MSG(unsafely_referenced_objects.find(id), "Multiple unsafe references for object: " + p_obj->get_class() + ":" + itos(id));
unsafely_referenced_objects.push_back(id);
#endif
}
void CSharpLanguage::pre_unsafe_unreference(Object *p_obj) {
#ifdef DEBUG_ENABLED
ObjectID id = p_obj->get_instance_id();
List<ObjectID>::Element *elem = unsafely_referenced_objects.find(id);
ERR_FAIL_NULL(elem);
unsafely_referenced_objects.erase(elem);
#endif
}
void CSharpLanguage::frame() {
if (gdmono && gdmono->is_runtime_initialized() && gdmono->get_core_api_assembly() != NULL) {
const Ref<MonoGCHandle> &task_scheduler_handle = GDMonoCache::cached_data.task_scheduler_handle;
if (task_scheduler_handle.is_valid()) {
MonoObject *task_scheduler = task_scheduler_handle->get_target();
if (task_scheduler) {
MonoException *exc = NULL;
CACHED_METHOD_THUNK(GodotTaskScheduler, Activate).invoke(task_scheduler, &exc);
if (exc) {
GDMonoUtils::debug_unhandled_exception(exc);
}
}
}
}
}
struct CSharpScriptDepSort {
// must support sorting so inheritance works properly (parent must be reloaded first)
bool operator()(const Ref<CSharpScript> &A, const Ref<CSharpScript> &B) const {
if (A == B)
return false; // shouldn't happen but..
GDMonoClass *I = B->base;
while (I) {
if (I == A->script_class) {
// A is a base of B
return true;
}
I = I->get_parent_class();
}
return false; // not a base
}
};
void CSharpLanguage::reload_all_scripts() {
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
GD_MONO_SCOPE_THREAD_ATTACH;
reload_assemblies(false);
}
#endif
}
void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) {
(void)p_script; // UNUSED
CRASH_COND(!Engine::get_singleton()->is_editor_hint());
#ifdef TOOLS_ENABLED
get_godotsharp_editor()->get_node(NodePath("HotReloadAssemblyWatcher"))->call("RestartTimer");
#endif
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
GD_MONO_SCOPE_THREAD_ATTACH;
reload_assemblies(p_soft_reload);
}
#endif
}
#ifdef GD_MONO_HOT_RELOAD
bool CSharpLanguage::is_assembly_reloading_needed() {
if (!gdmono->is_runtime_initialized())
return false;
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.empty()) {
appname_safe = "UnnamedProject";
}
appname_safe += ".dll";
if (proj_assembly) {
String proj_asm_path = proj_assembly->get_path();
if (!FileAccess::exists(proj_assembly->get_path())) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe);
if (!FileAccess::exists(proj_asm_path))
return false; // No assembly to load
}
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
return false; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe)))
return false; // No assembly to load
}
return true;
}
void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
if (!gdmono->is_runtime_initialized())
return;
// There is no soft reloading with Mono. It's always hard reloading.
List<Ref<CSharpScript> > scripts;
{
SCOPED_MUTEX_LOCK(script_instances_mutex);
for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
// Cast to CSharpScript to avoid being erased by accident
scripts.push_back(Ref<CSharpScript>(elem->self()));
}
}
List<Ref<CSharpScript> > to_reload;
// We need to keep reference instances alive during reloading
List<Ref<Reference> > ref_instances;
for (Map<Object *, CSharpScriptBinding>::Element *E = script_bindings.front(); E; E = E->next()) {
CSharpScriptBinding &script_binding = E->value();
Reference *ref = Object::cast_to<Reference>(script_binding.owner);
if (ref) {
ref_instances.push_back(Ref<Reference>(ref));
}
}
// As scripts are going to be reloaded, must proceed without locking here
scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
Ref<CSharpScript> &script = E->get();
to_reload.push_back(script);
if (script->get_path().empty()) {
script->tied_class_name_for_reload = script->script_class->get_name();
script->tied_class_namespace_for_reload = script->script_class->get_namespace();
}
// Script::instances are deleted during managed object disposal, which happens on domain finalize.
// Only placeholders are kept. Therefore we need to keep a copy before that happens.
for (Set<Object *>::Element *F = script->instances.front(); F; F = F->next()) {
Object *obj = F->get();
script->pending_reload_instances.insert(obj->get_instance_id());
Reference *ref = Object::cast_to<Reference>(obj);
if (ref) {
ref_instances.push_back(Ref<Reference>(ref));
}
}
#ifdef TOOLS_ENABLED
for (Set<PlaceHolderScriptInstance *>::Element *F = script->placeholders.front(); F; F = F->next()) {
Object *obj = F->get()->get_owner();
script->pending_reload_instances.insert(obj->get_instance_id());
Reference *ref = Object::cast_to<Reference>(obj);
if (ref) {
ref_instances.push_back(Ref<Reference>(ref));
}
}
#endif
// Save state and remove script from instances
Map<ObjectID, CSharpScript::StateBackup> &owners_map = script->pending_reload_state;
for (Set<Object *>::Element *F = script->instances.front(); F; F = F->next()) {
Object *obj = F->get();
ERR_CONTINUE(!obj->get_script_instance());
CSharpInstance *csi = static_cast<CSharpInstance *>(obj->get_script_instance());
// Call OnBeforeSerialize
if (csi->script->script_class->implements_interface(CACHED_CLASS(ISerializationListener)))
obj->get_script_instance()->call_multilevel(string_names.on_before_serialize);
// Save instance info
CSharpScript::StateBackup state;
// TODO: Proper state backup (Not only variants, serialize managed state of scripts)
csi->get_properties_state_for_reloading(state.properties);
owners_map[obj->get_instance_id()] = state;
}
}
// After the state of all instances is saved, clear scripts and script instances
for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
Ref<CSharpScript> &script = E->get();
while (script->instances.front()) {
Object *obj = script->instances.front()->get();
obj->set_script(RefPtr()); // Remove script and existing script instances (placeholder are not removed before domain reload)
}
script->_clear();
}
// Do domain reload
if (gdmono->reload_scripts_domain() != OK) {
// Failed to reload the scripts domain
// Make sure to add the scripts back to their owners before returning
for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> scr = E->get();
for (const Map<ObjectID, CSharpScript::StateBackup>::Element *F = scr->pending_reload_state.front(); F; F = F->next()) {
Object *obj = ObjectDB::get_instance(F->key());
if (!obj)
continue;
ObjectID obj_id = obj->get_instance_id();
// Use a placeholder for now to avoid losing the state when saving a scene
obj->set_script(scr.get_ref_ptr());
PlaceHolderScriptInstance *placeholder = scr->placeholder_instance_create(obj);
obj->set_script_instance(placeholder);
#ifdef TOOLS_ENABLED
// Even though build didn't fail, this tells the placeholder to keep properties and
// it allows using property_set_fallback for restoring the state without a valid script.
scr->placeholder_fallback_enabled = true;
#endif
// Restore Variant properties state, it will be kept by the placeholder until the next script reloading
for (List<Pair<StringName, Variant> >::Element *G = scr->pending_reload_state[obj_id].properties.front(); G; G = G->next()) {
placeholder->property_set_fallback(G->get().first, G->get().second, NULL);
}
scr->pending_reload_state.erase(obj_id);
}
}
return;
}
List<Ref<CSharpScript> > to_reload_state;
for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> script = E->get();
if (!script->get_path().empty()) {
#ifdef TOOLS_ENABLED
script->exports_invalidated = true;
#endif
script->signals_invalidated = true;
script->reload(p_soft_reload);
script->update_exports();
if (!script->valid) {
script->pending_reload_instances.clear();
continue;
}
} else {
const StringName &class_namespace = script->tied_class_namespace_for_reload;
const StringName &class_name = script->tied_class_name_for_reload;
GDMonoAssembly *project_assembly = gdmono->get_project_assembly();
// Search in project and tools assemblies first as those are the most likely to have the class
GDMonoClass *script_class = (project_assembly ? project_assembly->get_class(class_namespace, class_name) : NULL);
#ifdef TOOLS_ENABLED
if (!script_class) {
GDMonoAssembly *tools_assembly = gdmono->get_tools_assembly();
script_class = (tools_assembly ? tools_assembly->get_class(class_namespace, class_name) : NULL);
}
#endif
if (!script_class) {
script_class = gdmono->get_class(class_namespace, class_name);
}
if (!script_class) {
// The class was removed, can't reload
script->pending_reload_instances.clear();
continue;
}
bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(script_class);
if (!obj_type) {
// The class no longer inherits Godot.Object, can't reload
script->pending_reload_instances.clear();
continue;
}
GDMonoClass *native = GDMonoUtils::get_class_native_base(script_class);
CSharpScript::initialize_for_managed_type(script, script_class, native);
}
String native_name = NATIVE_GDMONOCLASS_NAME(script->native);
{
for (Set<ObjectID>::Element *F = script->pending_reload_instances.front(); F; F = F->next()) {
ObjectID obj_id = F->get();
Object *obj = ObjectDB::get_instance(obj_id);
if (!obj) {
script->pending_reload_state.erase(obj_id);
continue;
}
if (!ClassDB::is_parent_class(obj->get_class_name(), native_name)) {
// No longer inherits the same compatible type, can't reload
script->pending_reload_state.erase(obj_id);
continue;
}
ScriptInstance *si = obj->get_script_instance();
#ifdef TOOLS_ENABLED
if (si) {
// If the script instance is not null, then it must be a placeholder.
// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
CRASH_COND(!si->is_placeholder());
if (script->is_tool() || ScriptServer::is_scripting_enabled()) {
// Replace placeholder with a script instance
CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
// Backup placeholder script instance state before replacing it with a script instance
si->get_property_state(state_backup.properties);
ScriptInstance *script_instance = script->instance_create(obj);
if (script_instance) {
script->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
obj->set_script_instance(script_instance);
}
}
continue;
}
#else
CRASH_COND(si != NULL);
#endif
// Re-create script instance
obj->set_script(script.get_ref_ptr()); // will create the script instance as well
}
}
to_reload_state.push_back(script);
}
for (List<Ref<CSharpScript> >::Element *E = to_reload_state.front(); E; E = E->next()) {
Ref<CSharpScript> script = E->get();
for (Set<ObjectID>::Element *F = script->pending_reload_instances.front(); F; F = F->next()) {
ObjectID obj_id = F->get();
Object *obj = ObjectDB::get_instance(obj_id);
if (!obj) {
script->pending_reload_state.erase(obj_id);
continue;
}
ERR_CONTINUE(!obj->get_script_instance());
// TODO: Restore serialized state
CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
for (List<Pair<StringName, Variant> >::Element *G = state_backup.properties.front(); G; G = G->next()) {
obj->get_script_instance()->set(G->get().first, G->get().second);
}
// Call OnAfterDeserialization
CSharpInstance *csi = CAST_CSHARP_INSTANCE(obj->get_script_instance());
if (csi && csi->script->script_class->implements_interface(CACHED_CLASS(ISerializationListener)))
obj->get_script_instance()->call_multilevel(string_names.on_after_deserialize);
}
script->pending_reload_instances.clear();
}
#ifdef TOOLS_ENABLED
// FIXME: Hack to refresh editor in order to display new properties and signals. See if there is a better alternative.
if (Engine::get_singleton()->is_editor_hint()) {
EditorNode::get_singleton()->get_inspector()->update_tree();
NodeDock::singleton->update_lists();
}
#endif
}
#endif
void CSharpLanguage::_load_scripts_metadata() {
scripts_metadata.clear();
String scripts_metadata_filename = "scripts_metadata.";
#ifdef TOOLS_ENABLED
scripts_metadata_filename += Engine::get_singleton()->is_editor_hint() ? "editor" : "editor_player";
#else
#ifdef DEBUG_ENABLED
scripts_metadata_filename += "debug";
#else
scripts_metadata_filename += "release";
#endif
#endif
String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file(scripts_metadata_filename);
if (FileAccess::exists(scripts_metadata_path)) {
String old_json;
Error ferr = read_all_file_utf8(scripts_metadata_path, old_json);
ERR_FAIL_COND(ferr != OK);
Variant old_dict_var;
String err_str;
int err_line;
Error json_err = JSON::parse(old_json, old_dict_var, err_str, err_line);
if (json_err != OK) {
ERR_PRINTS("Failed to parse metadata file: '" + err_str + "' (" + String::num_int64(err_line) + ").");
return;
}
scripts_metadata = old_dict_var.operator Dictionary();
scripts_metadata_invalidated = false;
print_verbose("Successfully loaded scripts metadata");
} else {
if (!Engine::get_singleton()->is_editor_hint()) {
ERR_PRINT("Missing scripts metadata file.");
}
}
}
void CSharpLanguage::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("cs");
}
#ifdef TOOLS_ENABLED
Error CSharpLanguage::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
return (Error)(int)get_godotsharp_editor()->call("OpenInExternalEditor", p_script, p_line, p_col);
}
bool CSharpLanguage::overrides_external_editor() {
return get_godotsharp_editor()->call("OverridesExternalEditor");
}
#endif
void CSharpLanguage::thread_enter() {
#if 0
if (gdmono->is_runtime_initialized()) {
GDMonoUtils::attach_current_thread();
}
#endif
}
void CSharpLanguage::thread_exit() {
#if 0
if (gdmono->is_runtime_initialized()) {
GDMonoUtils::detach_current_thread();
}
#endif
}
bool CSharpLanguage::debug_break_parse(const String &p_file, int p_line, const String &p_error) {
// Not a parser error in our case, but it's still used for other type of errors
if (ScriptDebugger::get_singleton() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_line = p_line;
_debug_parse_err_file = p_file;
_debug_error = p_error;
ScriptDebugger::get_singleton()->debug(this, false, true);
return true;
} else {
return false;
}
}
bool CSharpLanguage::debug_break(const String &p_error, bool p_allow_continue) {
if (ScriptDebugger::get_singleton() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_line = -1;
_debug_parse_err_file = "";
_debug_error = p_error;
ScriptDebugger::get_singleton()->debug(this, p_allow_continue);
return true;
} else {
return false;
}
}
void CSharpLanguage::_on_scripts_domain_unloaded() {
for (Map<Object *, CSharpScriptBinding>::Element *E = script_bindings.front(); E; E = E->next()) {
CSharpScriptBinding &script_binding = E->value();
script_binding.inited = false;
}
scripts_metadata_invalidated = true;
}
#ifdef TOOLS_ENABLED
void CSharpLanguage::_editor_init_callback() {
register_editor_internal_calls();
// Initialize GodotSharpEditor
GDMonoClass *editor_klass = GDMono::get_singleton()->get_tools_assembly()->get_class("GodotTools", "GodotSharpEditor");
CRASH_COND(editor_klass == NULL);
MonoObject *mono_object = mono_object_new(mono_domain_get(), editor_klass->get_mono_ptr());
CRASH_COND(mono_object == NULL);
MonoException *exc = NULL;
GDMonoUtils::runtime_object_init(mono_object, editor_klass, &exc);
UNHANDLED_EXCEPTION(exc);
EditorPlugin *godotsharp_editor = Object::cast_to<EditorPlugin>(GDMonoMarshal::mono_object_to_variant(mono_object));
CRASH_COND(godotsharp_editor == NULL);
// Enable it as a plugin
EditorNode::add_editor_plugin(godotsharp_editor);
godotsharp_editor->enable_plugin();
get_singleton()->godotsharp_editor = godotsharp_editor;
}
#endif
void CSharpLanguage::set_language_index(int p_idx) {
ERR_FAIL_COND(lang_idx != -1);
lang_idx = p_idx;
}
void CSharpLanguage::release_script_gchandle(Ref<MonoGCHandle> &p_gchandle) {
if (!p_gchandle->is_released()) { // Do not lock unnecessarily
SCOPED_MUTEX_LOCK(get_singleton()->script_gchandle_release_mutex);
p_gchandle->release();
}
}
void CSharpLanguage::release_script_gchandle(MonoObject *p_expected_obj, Ref<MonoGCHandle> &p_gchandle) {
uint32_t pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(p_expected_obj); // We might lock after this, so pin it
if (!p_gchandle->is_released()) { // Do not lock unnecessarily
SCOPED_MUTEX_LOCK(get_singleton()->script_gchandle_release_mutex);
MonoObject *target = p_gchandle->get_target();
// We release the gchandle if it points to the MonoObject* we expect (otherwise it was
// already released and could have been replaced) or if we can't get its target MonoObject*
// (which doesn't necessarily mean it was released, and we want it released in order to
// avoid locking other threads unnecessarily).
if (target == p_expected_obj || target == NULL) {
p_gchandle->release();
}
}
MonoGCHandle::free_handle(pinned_gchandle);
}
CSharpLanguage::CSharpLanguage() {
ERR_FAIL_COND_MSG(singleton, "C# singleton already exist.");
singleton = this;
finalizing = false;
gdmono = NULL;
#ifdef NO_THREADS
script_instances_mutex = NULL;
script_gchandle_release_mutex = NULL;
language_bind_mutex = NULL;
#else
script_instances_mutex = Mutex::create();
script_gchandle_release_mutex = Mutex::create();
language_bind_mutex = Mutex::create();
#endif
lang_idx = -1;
scripts_metadata_invalidated = true;
#ifdef TOOLS_ENABLED
godotsharp_editor = NULL;
#endif
}
CSharpLanguage::~CSharpLanguage() {
finish();
if (script_instances_mutex) {
memdelete(script_instances_mutex);
script_instances_mutex = NULL;
}
if (language_bind_mutex) {
memdelete(language_bind_mutex);
language_bind_mutex = NULL;
}
if (script_gchandle_release_mutex) {
memdelete(script_gchandle_release_mutex);
script_gchandle_release_mutex = NULL;
}
singleton = NULL;
}
bool CSharpLanguage::setup_csharp_script_binding(CSharpScriptBinding &r_script_binding, Object *p_object) {
#ifdef DEBUG_ENABLED
// I don't trust you
if (p_object->get_script_instance()) {
CSharpInstance *csharp_instance = CAST_CSHARP_INSTANCE(p_object->get_script_instance());
CRASH_COND(csharp_instance != NULL && !csharp_instance->is_destructing_script_instance());
}
#endif
StringName type_name = p_object->get_class_name();
// ¯\_(ツ)_/¯
const ClassDB::ClassInfo *classinfo = ClassDB::classes.getptr(type_name);
while (classinfo && !classinfo->exposed)
classinfo = classinfo->inherits_ptr;
ERR_FAIL_NULL_V(classinfo, false);
type_name = classinfo->name;
GDMonoClass *type_class = GDMonoUtils::type_get_proxy_class(type_name);
ERR_FAIL_NULL_V(type_class, false);
MonoObject *mono_object = GDMonoUtils::create_managed_for_godot_object(type_class, type_name, p_object);
ERR_FAIL_NULL_V(mono_object, false);
r_script_binding.inited = true;
r_script_binding.type_name = type_name;
r_script_binding.wrapper_class = type_class; // cache
r_script_binding.gchandle = MonoGCHandle::create_strong(mono_object);
r_script_binding.owner = p_object;
// Tie managed to unmanaged
Reference *ref = Object::cast_to<Reference>(p_object);
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)
ref->reference();
CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
}
return true;
}
void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
SCOPED_MUTEX_LOCK(language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *match = script_bindings.find(p_object);
if (match)
return (void *)match;
CSharpScriptBinding script_binding;
if (!setup_csharp_script_binding(script_binding, p_object))
return NULL;
return (void *)insert_script_binding(p_object, script_binding);
}
Map<Object *, CSharpScriptBinding>::Element *CSharpLanguage::insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding) {
return script_bindings.insert(p_object, p_script_binding);
}
void CSharpLanguage::free_instance_binding_data(void *p_data) {
if (GDMono::get_singleton() == NULL) {
#ifdef DEBUG_ENABLED
CRASH_COND(!script_bindings.empty());
#endif
// Mono runtime finalized, all the gchandle bindings were already released
return;
}
if (finalizing)
return; // inside CSharpLanguage::finish(), all the gchandle bindings are released there
GD_MONO_ASSERT_THREAD_ATTACHED;
{
SCOPED_MUTEX_LOCK(language_bind_mutex);
Map<Object *, CSharpScriptBinding>::Element *data = (Map<Object *, CSharpScriptBinding>::Element *)p_data;
CSharpScriptBinding &script_binding = data->value();
if (script_binding.inited) {
// Set the native instance field to IntPtr.Zero, if not yet garbage collected.
// This is done to avoid trying to dispose the native instance from Dispose(bool).
MonoObject *mono_object = script_binding.gchandle->get_target();
if (mono_object) {
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, NULL);
}
}
script_bindings.erase(data);
}
}
void CSharpLanguage::refcount_incremented_instance_binding(Object *p_object) {
Reference *ref_owner = Object::cast_to<Reference>(p_object);
#ifdef DEBUG_ENABLED
CRASH_COND(!ref_owner);
CRASH_COND(!p_object->has_script_instance_binding(get_language_index()));
#endif
void *data = p_object->get_script_instance_binding(get_language_index());
CRASH_COND(!data);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
if (!script_binding.inited)
return;
if (ref_owner->reference_get_count() > 1 && gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
// The reference count was increased after the managed side was the only one referencing our owner.
// This means the owner is being referenced again by the unmanaged side,
// so the owner must hold the managed side alive again to avoid it from being GCed.
MonoObject *target = gchandle->get_target();
if (!target)
return; // Called after the managed side was collected, so nothing to do here
// Release the current weak handle and replace it with a strong handle.
uint32_t strong_gchandle = MonoGCHandle::new_strong_handle(target);
gchandle->release();
gchandle->set_handle(strong_gchandle, MonoGCHandle::STRONG_HANDLE);
}
}
bool CSharpLanguage::refcount_decremented_instance_binding(Object *p_object) {
Reference *ref_owner = Object::cast_to<Reference>(p_object);
#ifdef DEBUG_ENABLED
CRASH_COND(!ref_owner);
CRASH_COND(!p_object->has_script_instance_binding(get_language_index()));
#endif
void *data = p_object->get_script_instance_binding(get_language_index());
CRASH_COND(!data);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
int refcount = ref_owner->reference_get_count();
if (!script_binding.inited)
return refcount == 0;
if (refcount == 1 && gchandle.is_valid() && !gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
MonoObject *target = gchandle->get_target();
if (!target)
return refcount == 0; // Called after the managed side was collected, so nothing to do here
// Release the current strong handle and replace it with a weak handle.
uint32_t weak_gchandle = MonoGCHandle::new_weak_handle(target);
gchandle->release();
gchandle->set_handle(weak_gchandle, MonoGCHandle::WEAK_HANDLE);
return false;
}
return refcount == 0;
}
CSharpInstance *CSharpInstance::create_for_managed_type(Object *p_owner, CSharpScript *p_script, const Ref<MonoGCHandle> &p_gchandle) {
CSharpInstance *instance = memnew(CSharpInstance);
Reference *ref = Object::cast_to<Reference>(p_owner);
instance->base_ref = ref != NULL;
instance->script = Ref<CSharpScript>(p_script);
instance->owner = p_owner;
instance->gchandle = p_gchandle;
if (instance->base_ref)
instance->_reference_owner_unsafe();
p_script->instances.insert(p_owner);
return instance;
}
MonoObject *CSharpInstance::get_mono_object() const {
ERR_FAIL_COND_V(gchandle.is_null(), NULL);
return gchandle->get_target();
}
Object *CSharpInstance::get_owner() {
return owner;
}
bool CSharpInstance::set(const StringName &p_name, const Variant &p_value) {
ERR_FAIL_COND_V(!script.is_valid(), false);
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL_V(mono_object, false);
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoField *field = top->get_field(p_name);
if (field) {
field->set_value_from_variant(mono_object, p_value);
return true;
}
GDMonoProperty *property = top->get_property(p_name);
if (property) {
property->set_value(mono_object, GDMonoMarshal::variant_to_mono_object(p_value, property->get_type()));
return true;
}
top = top->get_parent_class();
}
// Call _set
top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_set), 2);
if (method) {
Variant name = p_name;
const Variant *args[2] = { &name, &p_value };
MonoObject *ret = method->invoke(mono_object, args);
if (ret && GDMonoMarshal::unbox<MonoBoolean>(ret))
return true;
break;
}
top = top->get_parent_class();
}
return false;
}
bool CSharpInstance::get(const StringName &p_name, Variant &r_ret) const {
ERR_FAIL_COND_V(!script.is_valid(), false);
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL_V(mono_object, false);
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoField *field = top->get_field(p_name);
if (field) {
MonoObject *value = field->get_value(mono_object);
r_ret = GDMonoMarshal::mono_object_to_variant(value);
return true;
}
GDMonoProperty *property = top->get_property(p_name);
if (property) {
MonoException *exc = NULL;
MonoObject *value = property->get_value(mono_object, &exc);
if (exc) {
r_ret = Variant();
GDMonoUtils::set_pending_exception(exc);
} else {
r_ret = GDMonoMarshal::mono_object_to_variant(value);
}
return true;
}
top = top->get_parent_class();
}
// Call _get
top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_get), 1);
if (method) {
Variant name = p_name;
const Variant *args[1] = { &name };
MonoObject *ret = method->invoke(mono_object, args);
if (ret) {
r_ret = GDMonoMarshal::mono_object_to_variant(ret);
return true;
}
break;
}
top = top->get_parent_class();
}
return false;
}
void CSharpInstance::get_properties_state_for_reloading(List<Pair<StringName, Variant> > &r_state) {
List<PropertyInfo> pinfo;
get_property_list(&pinfo);
for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
Pair<StringName, Variant> state_pair;
state_pair.first = E->get().name;
ManagedType managedType;
GDMonoField *field = script->script_class->get_field(state_pair.first);
if (!field)
continue; // Properties ignored. We get the property baking fields instead.
managedType = field->get_type();
if (GDMonoMarshal::managed_to_variant_type(managedType) != Variant::NIL) { // If we can marshal it
if (get(state_pair.first, state_pair.second)) {
r_state.push_back(state_pair);
}
}
}
}
void CSharpInstance::get_property_list(List<PropertyInfo> *p_properties) const {
for (Map<StringName, PropertyInfo>::Element *E = script->member_info.front(); E; E = E->next()) {
p_properties->push_back(E->value());
}
// Call _get_property_list
ERR_FAIL_COND(!script.is_valid());
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_get_property_list), 0);
if (method) {
MonoObject *ret = method->invoke(mono_object);
if (ret) {
Array array = Array(GDMonoMarshal::mono_object_to_variant(ret));
for (int i = 0, size = array.size(); i < size; i++)
p_properties->push_back(PropertyInfo::from_dict(array.get(i)));
return;
}
break;
}
top = top->get_parent_class();
}
}
Variant::Type CSharpInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
if (script->member_info.has(p_name)) {
if (r_is_valid)
*r_is_valid = true;
return script->member_info[p_name].type;
}
if (r_is_valid)
*r_is_valid = false;
return Variant::NIL;
}
bool CSharpInstance::has_method(const StringName &p_method) const {
if (!script.is_valid())
return false;
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
if (top->has_fetched_method_unknown_params(p_method)) {
return true;
}
top = top->get_parent_class();
}
return false;
}
Variant CSharpInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
if (!script.is_valid())
ERR_FAIL_V(Variant());
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
if (!mono_object) {
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
ERR_FAIL_V(Variant());
}
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(p_method, p_argcount);
if (method) {
MonoObject *return_value = method->invoke(mono_object, p_args);
r_error.error = Variant::CallError::CALL_OK;
if (return_value) {
return GDMonoMarshal::mono_object_to_variant(return_value);
} else {
return Variant();
}
}
top = top->get_parent_class();
}
r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
void CSharpInstance::call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount) {
GD_MONO_SCOPE_THREAD_ATTACH;
if (script.is_valid()) {
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
_call_multilevel(mono_object, p_method, p_args, p_argcount);
}
}
void CSharpInstance::_call_multilevel(MonoObject *p_mono_object, const StringName &p_method, const Variant **p_args, int p_argcount) {
GD_MONO_ASSERT_THREAD_ATTACHED;
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(p_method, p_argcount);
if (method) {
method->invoke(p_mono_object, p_args);
return;
}
top = top->get_parent_class();
}
}
void CSharpInstance::call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount) {
// Sorry, the method is the one that controls the call order
call_multilevel(p_method, p_args, p_argcount);
}
bool CSharpInstance::_reference_owner_unsafe() {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
CRASH_COND(unsafe_referenced); // already referenced
#endif
// 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: _unreference_owner_unsafe()
// May not me referenced yet, so we must use init_ref() instead of reference()
if (static_cast<Reference *>(owner)->init_ref()) {
CSharpLanguage::get_singleton()->post_unsafe_reference(owner);
unsafe_referenced = true;
}
return unsafe_referenced;
}
bool CSharpInstance::_unreference_owner_unsafe() {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
#endif
if (!unsafe_referenced)
return false; // Already unreferenced
unsafe_referenced = false;
// Called from CSharpInstance::mono_object_disposed() or ~CSharpInstance()
// Unsafe refcount decrement. The managed instance also counts as a reference.
// See: _reference_owner_unsafe()
// Destroying the owner here means self destructing, so we defer the owner destruction to the caller.
CSharpLanguage::get_singleton()->pre_unsafe_unreference(owner);
return static_cast<Reference *>(owner)->unreference();
}
MonoObject *CSharpInstance::_internal_new_managed() {
#ifdef DEBUG_ENABLED
CRASH_COND(!gchandle.is_valid());
#endif
// Search the constructor first, to fail with an error if it's not found before allocating anything else.
GDMonoMethod *ctor = script->script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
ERR_FAIL_NULL_V_MSG(ctor, NULL,
"Cannot create script instance because the class does not define a parameterless constructor: '" + script->get_path() + "'.");
CSharpLanguage::get_singleton()->release_script_gchandle(gchandle);
ERR_FAIL_NULL_V(owner, NULL);
ERR_FAIL_COND_V(script.is_null(), NULL);
MonoObject *mono_object = mono_object_new(mono_domain_get(), script->script_class->get_mono_ptr());
if (!mono_object) {
// Important to clear this before destroying the script instance here
script = Ref<CSharpScript>();
bool die = _unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
owner = NULL;
ERR_FAIL_V_MSG(NULL, "Failed to allocate memory for the object.");
}
// Tie managed to unmanaged
gchandle = MonoGCHandle::create_strong(mono_object);
if (base_ref)
_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, owner);
// Construct
ctor->invoke_raw(mono_object, NULL);
return mono_object;
}
void CSharpInstance::mono_object_disposed(MonoObject *p_obj) {
#ifdef DEBUG_ENABLED
CRASH_COND(base_ref);
CRASH_COND(gchandle.is_null());
#endif
CSharpLanguage::get_singleton()->release_script_gchandle(p_obj, gchandle);
}
void CSharpInstance::mono_object_disposed_baseref(MonoObject *p_obj, bool p_is_finalizer, bool &r_delete_owner, bool &r_remove_script_instance) {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(gchandle.is_null());
#endif
r_remove_script_instance = false;
if (_unreference_owner_unsafe()) {
// Safe to self destruct here with memdelete(owner), but it's deferred to the caller to prevent future mistakes.
r_delete_owner = true;
} else {
r_delete_owner = false;
CSharpLanguage::get_singleton()->release_script_gchandle(p_obj, gchandle);
if (!p_is_finalizer) {
// If the native instance is still alive and Dispose() was called
// (instead of the finalizer), then we remove the script instance.
r_remove_script_instance = true;
} else if (!GDMono::get_singleton()->is_finalizing_scripts_domain()) {
// If the native instance is still alive and this is called from the finalizer,
// then it was referenced from another thread before the finalizer could
// unreference and delete it, so we want to keep it.
// GC.ReRegisterForFinalize(this) is not safe because the objects referenced by 'this'
// could have already been collected. Instead we will create a new managed instance here.
MonoObject *new_managed = _internal_new_managed();
if (!new_managed) {
r_remove_script_instance = true;
}
}
}
}
void CSharpInstance::refcount_incremented() {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
#endif
Reference *ref_owner = Object::cast_to<Reference>(owner);
if (ref_owner->reference_get_count() > 1 && gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
// The reference count was increased after the managed side was the only one referencing our owner.
// This means the owner is being referenced again by the unmanaged side,
// so the owner must hold the managed side alive again to avoid it from being GCed.
// Release the current weak handle and replace it with a strong handle.
uint32_t strong_gchandle = MonoGCHandle::new_strong_handle(gchandle->get_target());
gchandle->release();
gchandle->set_handle(strong_gchandle, MonoGCHandle::STRONG_HANDLE);
}
}
bool CSharpInstance::refcount_decremented() {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
CRASH_COND(owner == NULL);
#endif
Reference *ref_owner = Object::cast_to<Reference>(owner);
int refcount = ref_owner->reference_get_count();
if (refcount == 1 && !gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
GD_MONO_SCOPE_THREAD_ATTACH;
// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
// Release the current strong handle and replace it with a weak handle.
uint32_t weak_gchandle = MonoGCHandle::new_weak_handle(gchandle->get_target());
gchandle->release();
gchandle->set_handle(weak_gchandle, MonoGCHandle::WEAK_HANDLE);
return false;
}
ref_dying = (refcount == 0);
return ref_dying;
}
MultiplayerAPI::RPCMode CSharpInstance::_member_get_rpc_mode(IMonoClassMember *p_member) const {
if (p_member->has_attribute(CACHED_CLASS(RemoteAttribute)))
return MultiplayerAPI::RPC_MODE_REMOTE;
if (p_member->has_attribute(CACHED_CLASS(MasterAttribute)))
return MultiplayerAPI::RPC_MODE_MASTER;
if (p_member->has_attribute(CACHED_CLASS(PuppetAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPET;
if (p_member->has_attribute(CACHED_CLASS(SlaveAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPET;
if (p_member->has_attribute(CACHED_CLASS(RemoteSyncAttribute)))
return MultiplayerAPI::RPC_MODE_REMOTESYNC;
if (p_member->has_attribute(CACHED_CLASS(SyncAttribute)))
return MultiplayerAPI::RPC_MODE_REMOTESYNC;
if (p_member->has_attribute(CACHED_CLASS(MasterSyncAttribute)))
return MultiplayerAPI::RPC_MODE_MASTERSYNC;
if (p_member->has_attribute(CACHED_CLASS(PuppetSyncAttribute)))
return MultiplayerAPI::RPC_MODE_PUPPETSYNC;
return MultiplayerAPI::RPC_MODE_DISABLED;
}
MultiplayerAPI::RPCMode CSharpInstance::get_rpc_mode(const StringName &p_method) const {
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_fetched_method_unknown_params(p_method);
if (method && !method->is_static())
return _member_get_rpc_mode(method);
top = top->get_parent_class();
}
return MultiplayerAPI::RPC_MODE_DISABLED;
}
MultiplayerAPI::RPCMode CSharpInstance::get_rset_mode(const StringName &p_variable) const {
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoField *field = top->get_field(p_variable);
if (field && !field->is_static())
return _member_get_rpc_mode(field);
GDMonoProperty *property = top->get_property(p_variable);
if (property && !property->is_static())
return _member_get_rpc_mode(property);
top = top->get_parent_class();
}
return MultiplayerAPI::RPC_MODE_DISABLED;
}
void CSharpInstance::notification(int p_notification) {
GD_MONO_SCOPE_THREAD_ATTACH;
if (p_notification == Object::NOTIFICATION_PREDELETE) {
// When NOTIFICATION_PREDELETE is sent, we also take the chance to call Dispose().
// It's safe to call Dispose() multiple times and NOTIFICATION_PREDELETE is guaranteed
// to be sent at least once, which happens right before the call to the destructor.
predelete_notified = true;
if (base_ref) {
// It's not safe to proceed if the owner derives Reference and the refcount reached 0.
// At this point, Dispose() was already called (manually or from the finalizer) so
// that's not a problem. The refcount wouldn't have reached 0 otherwise, since the
// managed side references it and Dispose() needs to be called to release it.
// However, this means C# Reference scripts can't receive NOTIFICATION_PREDELETE, but
// this is likely the case with GDScript as well: https://github.com/godotengine/godot/issues/6784
return;
}
_call_notification(p_notification);
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
MonoException *exc = NULL;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
return;
}
_call_notification(p_notification);
}
void CSharpInstance::_call_notification(int p_notification) {
GD_MONO_ASSERT_THREAD_ATTACHED;
MonoObject *mono_object = get_mono_object();
ERR_FAIL_NULL(mono_object);
// Custom version of _call_multilevel, optimized for _notification
uint32_t arg = p_notification;
void *args[1] = { &arg };
StringName method_name = CACHED_STRING_NAME(_notification);
GDMonoClass *top = script->script_class;
while (top && top != script->native) {
GDMonoMethod *method = top->get_method(method_name, 1);
if (method) {
method->invoke_raw(mono_object, args);
return;
}
top = top->get_parent_class();
}
}
String CSharpInstance::to_string(bool *r_valid) {
GD_MONO_SCOPE_THREAD_ATTACH;
MonoObject *mono_object = get_mono_object();
if (mono_object == NULL) {
if (r_valid)
*r_valid = false;
return String();
}
MonoException *exc = NULL;
MonoString *result = GDMonoUtils::object_to_string(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
if (r_valid)
*r_valid = false;
return String();
}
if (result == NULL) {
if (r_valid)
*r_valid = false;
return String();
}
return GDMonoMarshal::mono_string_to_godot(result);
}
Ref<Script> CSharpInstance::get_script() const {
return script;
}
ScriptLanguage *CSharpInstance::get_language() {
return CSharpLanguage::get_singleton();
}
CSharpInstance::CSharpInstance() :
owner(NULL),
base_ref(false),
ref_dying(false),
unsafe_referenced(false),
predelete_notified(false),
destructing_script_instance(false) {
}
CSharpInstance::~CSharpInstance() {
GD_MONO_SCOPE_THREAD_ATTACH;
destructing_script_instance = true;
if (gchandle.is_valid()) {
if (!predelete_notified && !ref_dying) {
// This destructor is not called from the owners destructor.
// This could be being called from the owner's set_script_instance method,
// meaning this script is being replaced with another one. If this is the case,
// we must call Dispose here, because Dispose calls owner->set_script_instance(NULL)
// and that would mess up with the new script instance if called later.
MonoObject *mono_object = gchandle->get_target();
if (mono_object) {
MonoException *exc = NULL;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
}
}
gchandle->release(); // Make sure the gchandle is released
}
// If not being called from the owner's destructor, and we still hold a reference to the owner
if (base_ref && !ref_dying && owner && unsafe_referenced) {
// The owner's script or script instance is being replaced (or removed)
// Transfer ownership to an "instance binding"
void *data = owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
CRASH_COND(data == NULL);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
if (!script_binding.inited) {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->get_language_bind_mutex());
if (!script_binding.inited) { // Other thread may have set it up
// Already had a binding that needs to be setup
CSharpLanguage::get_singleton()->setup_csharp_script_binding(script_binding, owner);
CRASH_COND(!script_binding.inited);
}
}
bool die = _unreference_owner_unsafe();
CRASH_COND(die == true); // The "instance binding" should be holding a reference
}
if (script.is_valid() && owner) {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
#ifdef DEBUG_ENABLED
// CSharpInstance must not be created unless it's going to be added to the list for sure
Set<Object *>::Element *match = script->instances.find(owner);
CRASH_COND(!match);
script->instances.erase(match);
#else
script->instances.erase(owner);
#endif
}
}
#ifdef TOOLS_ENABLED
void CSharpScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
placeholders.erase(p_placeholder);
}
#endif
#ifdef TOOLS_ENABLED
void CSharpScript::_update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames) {
if (base_cache.is_valid()) {
base_cache->_update_exports_values(values, propnames);
}
for (Map<StringName, Variant>::Element *E = exported_members_defval_cache.front(); E; E = E->next()) {
values[E->key()] = E->get();
}
for (List<PropertyInfo>::Element *E = exported_members_cache.front(); E; E = E->next()) {
propnames.push_back(E->get());
}
}
void CSharpScript::_update_member_info_no_exports() {
if (exports_invalidated) {
GD_MONO_ASSERT_THREAD_ATTACHED;
exports_invalidated = false;
member_info.clear();
GDMonoClass *top = script_class;
while (top && top != native) {
PropertyInfo prop_info;
bool exported;
const Vector<GDMonoField *> &fields = top->get_all_fields();
for (int i = fields.size() - 1; i >= 0; i--) {
GDMonoField *field = fields[i];
if (_get_member_export(field, /* inspect export: */ false, prop_info, exported)) {
StringName member_name = field->get_name();
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
exported_members_defval_cache[member_name] = Variant();
}
}
const Vector<GDMonoProperty *> &properties = top->get_all_properties();
for (int i = properties.size() - 1; i >= 0; i--) {
GDMonoProperty *property = properties[i];
if (_get_member_export(property, /* inspect export: */ false, prop_info, exported)) {
StringName member_name = property->get_name();
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
exported_members_defval_cache[member_name] = Variant();
}
}
top = top->get_parent_class();
}
}
}
#endif
bool CSharpScript::_update_exports() {
#ifdef TOOLS_ENABLED
if (!Engine::get_singleton()->is_editor_hint())
return false;
placeholder_fallback_enabled = true; // until proven otherwise
if (!valid)
return false;
bool changed = false;
if (exports_invalidated) {
GD_MONO_SCOPE_THREAD_ATTACH;
exports_invalidated = false;
changed = true;
member_info.clear();
exported_members_cache.clear();
exported_members_defval_cache.clear();
// Here we create a temporary managed instance of the class to get the initial values
MonoObject *tmp_object = mono_object_new(mono_domain_get(), script_class->get_mono_ptr());
if (!tmp_object) {
ERR_PRINT("Failed to allocate temporary MonoObject.");
return false;
}
uint32_t tmp_pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(tmp_object); // pin it (not sure if needed)
GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
ERR_FAIL_NULL_V_MSG(ctor, NULL,
"Cannot construct temporary MonoObject because the class does not define a parameterless constructor: '" + get_path() + "'.");
MonoException *ctor_exc = NULL;
ctor->invoke(tmp_object, NULL, &ctor_exc);
Object *tmp_native = GDMonoMarshal::unbox<Object *>(CACHED_FIELD(GodotObject, ptr)->get_value(tmp_object));
if (ctor_exc) {
// TODO: Should we free 'tmp_native' if the exception was thrown after its creation?
MonoGCHandle::free_handle(tmp_pinned_gchandle);
tmp_object = NULL;
ERR_PRINT("Exception thrown from constructor of temporary MonoObject:");
GDMonoUtils::debug_print_unhandled_exception(ctor_exc);
return false;
}
GDMonoClass *top = script_class;
while (top && top != native) {
PropertyInfo prop_info;
bool exported;
const Vector<GDMonoField *> &fields = top->get_all_fields();
for (int i = fields.size() - 1; i >= 0; i--) {
GDMonoField *field = fields[i];
if (_get_member_export(field, /* inspect export: */ true, prop_info, exported)) {
StringName member_name = field->get_name();
if (exported) {
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
if (tmp_object) {
exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(field->get_value(tmp_object));
}
} else {
member_info[member_name] = prop_info;
}
}
}
const Vector<GDMonoProperty *> &properties = top->get_all_properties();
for (int i = properties.size() - 1; i >= 0; i--) {
GDMonoProperty *property = properties[i];
if (_get_member_export(property, /* inspect export: */ true, prop_info, exported)) {
StringName member_name = property->get_name();
if (exported) {
member_info[member_name] = prop_info;
exported_members_cache.push_front(prop_info);
if (tmp_object) {
MonoException *exc = NULL;
MonoObject *ret = property->get_value(tmp_object, &exc);
if (exc) {
exported_members_defval_cache[member_name] = Variant();
GDMonoUtils::debug_print_unhandled_exception(exc);
} else {
exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(ret);
}
}
} else {
member_info[member_name] = prop_info;
}
}
}
top = top->get_parent_class();
}
// Dispose the temporary managed instance
MonoException *exc = NULL;
GDMonoUtils::dispose(tmp_object, &exc);
if (exc) {
ERR_PRINT("Exception thrown from method Dispose() of temporary MonoObject:");
GDMonoUtils::debug_print_unhandled_exception(exc);
}
MonoGCHandle::free_handle(tmp_pinned_gchandle);
tmp_object = NULL;
if (tmp_native && !Object::cast_to<Reference>(tmp_native)) {
Node *node = Object::cast_to<Node>(tmp_native);
if (node && node->is_inside_tree()) {
ERR_PRINTS("Temporary instance was added to the scene tree.");
} else {
memdelete(tmp_native);
}
}
}
placeholder_fallback_enabled = false;
if (placeholders.size()) {
// Update placeholders if any
Map<StringName, Variant> values;
List<PropertyInfo> propnames;
_update_exports_values(values, propnames);
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
E->get()->update(propnames, values);
}
}
return changed;
#endif
return false;
}
void CSharpScript::load_script_signals(GDMonoClass *p_class, GDMonoClass *p_native_class) {
// no need to load the script's signals more than once
if (!signals_invalidated) {
return;
}
// make sure this classes signals are empty when loading for the first time
_signals.clear();
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = p_class;
while (top && top != p_native_class) {
const Vector<GDMonoClass *> &delegates = top->get_all_delegates();
for (int i = delegates.size() - 1; i >= 0; --i) {
Vector<Argument> parameters;
GDMonoClass *delegate = delegates[i];
if (_get_signal(top, delegate, parameters)) {
_signals[delegate->get_name()] = parameters;
}
}
top = top->get_parent_class();
}
signals_invalidated = false;
}
bool CSharpScript::_get_signal(GDMonoClass *p_class, GDMonoClass *p_delegate, Vector<Argument> &params) {
GD_MONO_ASSERT_THREAD_ATTACHED;
if (p_delegate->has_attribute(CACHED_CLASS(SignalAttribute))) {
MonoType *raw_type = p_delegate->get_mono_type();
if (mono_type_get_type(raw_type) == MONO_TYPE_CLASS) {
// Arguments are accessibles as arguments of .Invoke method
GDMonoMethod *invoke = p_delegate->get_method("Invoke", -1);
Vector<StringName> names;
Vector<ManagedType> types;
invoke->get_parameter_names(names);
invoke->get_parameter_types(types);
if (names.size() == types.size()) {
for (int i = 0; i < names.size(); ++i) {
Argument arg;
arg.name = names[i];
arg.type = GDMonoMarshal::managed_to_variant_type(types[i]);
if (arg.type == Variant::NIL) {
ERR_PRINTS("Unknown type of signal parameter: '" + arg.name + "' in '" + p_class->get_full_name() + "'.");
return false;
}
params.push_back(arg);
}
return true;
}
}
}
return false;
}
#ifdef TOOLS_ENABLED
/**
* Returns false if there was an error, otherwise true.
* If there was an error, r_prop_info and r_exported are not assigned any value.
*/
bool CSharpScript::_get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported) {
GD_MONO_ASSERT_THREAD_ATTACHED;
// Goddammit, C++. All I wanted was some nested functions.
#define MEMBER_FULL_QUALIFIED_NAME(m_member) \
(m_member->get_enclosing_class()->get_full_name() + "." + (String)m_member->get_name())
if (p_member->is_static()) {
if (p_member->has_attribute(CACHED_CLASS(ExportAttribute)))
ERR_PRINTS("Cannot export member because it is static: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
if (member_info.has(p_member->get_name()))
return false;
ManagedType type;
if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_FIELD) {
type = static_cast<GDMonoField *>(p_member)->get_type();
} else if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_PROPERTY) {
type = static_cast<GDMonoProperty *>(p_member)->get_type();
} else {
CRASH_NOW();
}
bool exported = p_member->has_attribute(CACHED_CLASS(ExportAttribute));
if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_PROPERTY) {
GDMonoProperty *property = static_cast<GDMonoProperty *>(p_member);
if (!property->has_getter()) {
if (exported)
ERR_PRINTS("Read-only property cannot be exported: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
if (!property->has_setter()) {
if (exported)
ERR_PRINTS("Write-only property (without getter) cannot be exported: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
}
Variant::Type variant_type = GDMonoMarshal::managed_to_variant_type(type);
if (!p_inspect_export || !exported) {
r_prop_info = PropertyInfo(variant_type, (String)p_member->get_name(), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE);
r_exported = false;
return true;
}
MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
PropertyHint hint = PROPERTY_HINT_NONE;
String hint_string;
if (variant_type == Variant::NIL) {
ERR_PRINTS("Unknown exported member type: '" + MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
return false;
}
int hint_res = _try_get_member_export_hint(p_member, type, variant_type, /* allow_generics: */ true, hint, hint_string);
ERR_FAIL_COND_V_MSG(hint_res == -1, false,
"Error while trying to determine information about the exported member: '" +
MEMBER_FULL_QUALIFIED_NAME(p_member) + "'.");
if (hint_res == 0) {
hint = PropertyHint(CACHED_FIELD(ExportAttribute, hint)->get_int_value(attr));
hint_string = CACHED_FIELD(ExportAttribute, hintString)->get_string_value(attr);
}
r_prop_info = PropertyInfo(variant_type, (String)p_member->get_name(), hint, hint_string, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE);
r_exported = true;
return true;
#undef MEMBER_FULL_QUALIFIED_NAME
}
int CSharpScript::_try_get_member_export_hint(IMonoClassMember *p_member, ManagedType p_type, Variant::Type p_variant_type, bool p_allow_generics, PropertyHint &r_hint, String &r_hint_string) {
GD_MONO_ASSERT_THREAD_ATTACHED;
if (p_variant_type == Variant::INT && p_type.type_encoding == MONO_TYPE_VALUETYPE && mono_class_is_enum(p_type.type_class->get_mono_ptr())) {
r_hint = PROPERTY_HINT_ENUM;
Vector<MonoClassField *> fields = p_type.type_class->get_enum_fields();
MonoType *enum_basetype = mono_class_enum_basetype(p_type.type_class->get_mono_ptr());
String name_only_hint_string;
// True: enum Foo { Bar, Baz, Quux }
// True: enum Foo { Bar = 0, Baz = 1, Quux = 2 }
// False: enum Foo { Bar = 0, Baz = 7, Quux = 5 }
bool uses_default_values = true;
for (int i = 0; i < fields.size(); i++) {
MonoClassField *field = fields[i];
if (i > 0) {
r_hint_string += ",";
name_only_hint_string += ",";
}
String enum_field_name = mono_field_get_name(field);
r_hint_string += enum_field_name;
name_only_hint_string += enum_field_name;
// TODO:
// Instead of using mono_field_get_value_object, we can do this without boxing. Check the
// internal mono functions: ves_icall_System_Enum_GetEnumValuesAndNames and the get_enum_field.
MonoObject *val_obj = mono_field_get_value_object(mono_domain_get(), field, NULL);
ERR_FAIL_NULL_V_MSG(val_obj, -1, "Failed to get '" + enum_field_name + "' constant enum value.");
bool r_error;
uint64_t val = GDMonoUtils::unbox_enum_value(val_obj, enum_basetype, r_error);
ERR_FAIL_COND_V_MSG(r_error, -1, "Failed to unbox '" + enum_field_name + "' constant enum value.");
if (val != (unsigned int)i) {
uses_default_values = false;
}
r_hint_string += ":";
r_hint_string += String::num_uint64(val);
}
if (uses_default_values) {
// If we use the format NAME:VAL, that's what the editor displays.
// That's annoying if the user is not using custom values for the enum constants.
// This may not be needed in the future if the editor is changed to not display values.
r_hint_string = name_only_hint_string;
}
} else if (p_variant_type == Variant::OBJECT && CACHED_CLASS(GodotResource)->is_assignable_from(p_type.type_class)) {
GDMonoClass *field_native_class = GDMonoUtils::get_class_native_base(p_type.type_class);
CRASH_COND(field_native_class == NULL);
r_hint = PROPERTY_HINT_RESOURCE_TYPE;
r_hint_string = NATIVE_GDMONOCLASS_NAME(field_native_class);
} else if (p_allow_generics && p_variant_type == Variant::ARRAY) {
// Nested arrays are not supported in the inspector
ManagedType elem_type;
if (!GDMonoMarshal::try_get_array_element_type(p_type, elem_type))
return 0;
Variant::Type elem_variant_type = GDMonoMarshal::managed_to_variant_type(elem_type);
PropertyHint elem_hint = PROPERTY_HINT_NONE;
String elem_hint_string;
ERR_FAIL_COND_V_MSG(elem_variant_type == Variant::NIL, -1, "Unknown array element type.");
int hint_res = _try_get_member_export_hint(p_member, elem_type, elem_variant_type, /* allow_generics: */ false, elem_hint, elem_hint_string);
ERR_FAIL_COND_V_MSG(hint_res == -1, -1, "Error while trying to determine information about the array element type.");
// Format: type/hint:hint_string
r_hint_string = itos(elem_variant_type) + "/" + itos(elem_hint) + ":" + elem_hint_string;
r_hint = PROPERTY_HINT_TYPE_STRING;
} else if (p_allow_generics && p_variant_type == Variant::DICTIONARY) {
// TODO: Dictionaries are not supported in the inspector
} else {
return 0;
}
return 1;
}
#endif
void CSharpScript::_clear() {
tool = false;
valid = false;
base = NULL;
native = NULL;
script_class = NULL;
}
Variant CSharpScript::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
if (unlikely(GDMono::get_singleton() == NULL)) {
// Probably not the best error but eh.
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
return Variant();
}
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = script_class;
while (top && top != native) {
GDMonoMethod *method = top->get_method(p_method, p_argcount);
if (method && method->is_static()) {
MonoObject *result = method->invoke(NULL, p_args);
if (result) {
return GDMonoMarshal::mono_object_to_variant(result);
} else {
return Variant();
}
}
top = top->get_parent_class();
}
// No static method found. Try regular instance calls
return Script::call(p_method, p_args, p_argcount, r_error);
}
void CSharpScript::_resource_path_changed() {
String path = get_path();
if (!path.empty()) {
name = get_path().get_file().get_basename();
}
}
bool CSharpScript::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == CSharpLanguage::singleton->string_names._script_source) {
r_ret = get_source_code();
return true;
}
return false;
}
bool CSharpScript::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == CSharpLanguage::singleton->string_names._script_source) {
set_source_code(p_value);
reload();
return true;
}
return false;
}
void CSharpScript::_get_property_list(List<PropertyInfo> *p_properties) const {
p_properties->push_back(PropertyInfo(Variant::STRING, CSharpLanguage::singleton->string_names._script_source, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
}
void CSharpScript::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &CSharpScript::_new, MethodInfo("new"));
}
Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native) {
// This method should not fail, only assertions allowed
CRASH_COND(p_class == NULL);
// TODO OPTIMIZE: Cache the 'CSharpScript' associated with this 'p_class' instead of allocating a new one every time
Ref<CSharpScript> script = memnew(CSharpScript);
initialize_for_managed_type(script, p_class, p_native);
return script;
}
void CSharpScript::initialize_for_managed_type(Ref<CSharpScript> p_script, GDMonoClass *p_class, GDMonoClass *p_native) {
// This method should not fail, only assertions allowed
CRASH_COND(p_class == NULL);
p_script->name = p_class->get_name();
p_script->script_class = p_class;
p_script->native = p_native;
CRASH_COND(p_script->native == NULL);
GDMonoClass *base = p_script->script_class->get_parent_class();
if (base != p_script->native)
p_script->base = base;
p_script->valid = true;
p_script->tool = p_script->script_class->has_attribute(CACHED_CLASS(ToolAttribute));
if (!p_script->tool) {
GDMonoClass *nesting_class = p_script->script_class->get_nesting_class();
p_script->tool = nesting_class && nesting_class->has_attribute(CACHED_CLASS(ToolAttribute));
}
#if TOOLS_ENABLED
if (!p_script->tool) {
p_script->tool = p_script->script_class->get_assembly() == GDMono::get_singleton()->get_tools_assembly();
}
#endif
#ifdef DEBUG_ENABLED
// For debug builds, we must fetch from all native base methods as well.
// Native base methods must be fetched before the current class.
// Not needed if the script class itself is a native class.
if (p_script->script_class != p_script->native) {
GDMonoClass *native_top = p_script->native;
while (native_top) {
native_top->fetch_methods_with_godot_api_checks(p_script->native);
if (native_top == CACHED_CLASS(GodotObject))
break;
native_top = native_top->get_parent_class();
}
}
#endif
p_script->script_class->fetch_methods_with_godot_api_checks(p_script->native);
// Need to fetch method from base classes as well
GDMonoClass *top = p_script->script_class;
while (top && top != p_script->native) {
top->fetch_methods_with_godot_api_checks(p_script->native);
top = top->get_parent_class();
}
p_script->load_script_signals(p_script->script_class, p_script->native);
#ifdef TOOLS_ENABLED
p_script->_update_member_info_no_exports();
#endif
}
bool CSharpScript::can_instance() const {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
// Hack to lower the risk of attached scripts not being added to the C# project
if (!get_path().empty() && get_path().find("::") == -1) { // Ignore if built-in script. Can happen if the file is deleted...
if (_create_project_solution_if_needed()) {
CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
"Compile",
ProjectSettings::get_singleton()->globalize_path(get_path()));
} else {
ERR_PRINTS("C# project could not be created; cannot add file: '" + get_path() + "'.");
}
}
}
#endif
#ifdef TOOLS_ENABLED
bool extra_cond = tool || ScriptServer::is_scripting_enabled();
#else
bool extra_cond = true;
#endif
// FIXME Need to think this through better.
// For tool scripts, this will never fire if the class is not found. That's because we
// don't know if it's a tool script if we can't find the class to access the attributes.
if (extra_cond && !script_class) {
if (GDMono::get_singleton()->get_project_assembly() == NULL) {
// The project assembly is not loaded
ERR_FAIL_V_MSG(NULL, "Cannot instance script because the project assembly is not loaded. Script: '" + get_path() + "'.");
} else {
// The project assembly is loaded, but the class could not found
ERR_FAIL_V_MSG(NULL, "Cannot instance script because the class '" + name + "' could not be found. Script: '" + get_path() + "'.");
}
}
return valid && extra_cond;
}
StringName CSharpScript::get_instance_base_type() const {
if (native)
return native->get_name();
else
return StringName();
}
CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error) {
GD_MONO_ASSERT_THREAD_ATTACHED;
/* STEP 1, CREATE */
// Search the constructor first, to fail with an error if it's not found before allocating anything else.
GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), p_argcount);
if (ctor == NULL) {
ERR_FAIL_COND_V_MSG(p_argcount == 0, NULL,
"Cannot create script instance. The class '" + script_class->get_full_name() +
"' does not define a parameterless constructor." +
(get_path().empty() ? String() : " Path: '" + get_path() + "'."));
ERR_FAIL_V_MSG(NULL, "Constructor not found.");
}
Ref<Reference> ref;
if (p_isref) {
// Hold it alive. Important if we have to dispose a script instance binding before creating the CSharpInstance.
ref = Ref<Reference>(static_cast<Reference *>(p_owner));
}
// If the object had a script instance binding, dispose it before adding the CSharpInstance
if (p_owner->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index())) {
void *data = p_owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
CRASH_COND(data == NULL);
CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
if (script_binding.inited && script_binding.gchandle.is_valid()) {
MonoObject *mono_object = script_binding.gchandle->get_target();
if (mono_object) {
MonoException *exc = NULL;
GDMonoUtils::dispose(mono_object, &exc);
if (exc) {
GDMonoUtils::set_pending_exception(exc);
}
}
script_binding.inited = false;
}
}
CSharpInstance *instance = memnew(CSharpInstance);
instance->base_ref = p_isref;
instance->script = Ref<CSharpScript>(this);
instance->owner = p_owner;
instance->owner->set_script_instance(instance);
/* STEP 2, INITIALIZE AND CONSTRUCT */
MonoObject *mono_object = mono_object_new(mono_domain_get(), script_class->get_mono_ptr());
if (!mono_object) {
// Important to clear this before destroying the script instance here
instance->script = Ref<CSharpScript>();
instance->owner = NULL;
bool die = instance->_unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
p_owner->set_script_instance(NULL);
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
ERR_FAIL_V_MSG(NULL, "Failed to allocate memory for the object.");
}
// Tie managed to unmanaged
instance->gchandle = MonoGCHandle::create_strong(mono_object);
if (instance->base_ref)
instance->_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
{
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
instances.insert(instance->owner);
}
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, instance->owner);
// Construct
ctor->invoke(mono_object, p_args);
/* STEP 3, PARTY */
//@TODO make thread safe
return instance;
}
Variant CSharpScript::_new(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
if (!valid) {
r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_NULL_V(native, Variant());
GD_MONO_SCOPE_THREAD_ATTACH;
Object *owner = ClassDB::instance(NATIVE_GDMONOCLASS_NAME(native));
REF ref;
Reference *r = Object::cast_to<Reference>(owner);
if (r) {
ref = REF(r);
}
CSharpInstance *instance = _create_instance(p_args, p_argcount, owner, r != NULL, r_error);
if (!instance) {
if (ref.is_null()) {
memdelete(owner); //no owner, sorry
}
return Variant();
}
if (ref.is_valid()) {
return ref;
} else {
return owner;
}
}
ScriptInstance *CSharpScript::instance_create(Object *p_this) {
#ifdef DEBUG_ENABLED
CRASH_COND(!valid);
#endif
if (native) {
String native_name = NATIVE_GDMONOCLASS_NAME(native);
if (!ClassDB::is_parent_class(p_this->get_class_name(), native_name)) {
if (ScriptDebugger::get_singleton()) {
CSharpLanguage::get_singleton()->debug_break_parse(get_path(), 0, "Script inherits from native type '" + native_name + "', so it can't be instanced in object of type: '" + p_this->get_class() + "'");
}
ERR_FAIL_V_MSG(NULL, "Script inherits from native type '" + native_name +
"', so it can't be instanced in object of type: '" + p_this->get_class() + "'.");
}
}
GD_MONO_SCOPE_THREAD_ATTACH;
Variant::CallError unchecked_error;
return _create_instance(NULL, 0, p_this, Object::cast_to<Reference>(p_this) != NULL, unchecked_error);
}
PlaceHolderScriptInstance *CSharpScript::placeholder_instance_create(Object *p_this) {
#ifdef TOOLS_ENABLED
PlaceHolderScriptInstance *si = memnew(PlaceHolderScriptInstance(CSharpLanguage::get_singleton(), Ref<Script>(this), p_this));
placeholders.insert(si);
_update_exports();
return si;
#else
return NULL;
#endif
}
bool CSharpScript::instance_has(const Object *p_this) const {
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
return instances.has((Object *)p_this);
}
bool CSharpScript::has_source_code() const {
return !source.empty();
}
String CSharpScript::get_source_code() const {
return source;
}
void CSharpScript::set_source_code(const String &p_code) {
if (source == p_code)
return;
source = p_code;
#ifdef TOOLS_ENABLED
source_changed_cache = true;
#endif
}
void CSharpScript::get_script_method_list(List<MethodInfo> *p_list) const {
if (!script_class)
return;
GD_MONO_SCOPE_THREAD_ATTACH;
// TODO: Filter out things unsuitable for explicit calls, like constructors.
const Vector<GDMonoMethod *> &methods = script_class->get_all_methods();
for (int i = 0; i < methods.size(); ++i) {
p_list->push_back(methods[i]->get_method_info());
}
}
bool CSharpScript::has_method(const StringName &p_method) const {
if (!script_class)
return false;
GD_MONO_SCOPE_THREAD_ATTACH;
return script_class->has_fetched_method_unknown_params(p_method);
}
MethodInfo CSharpScript::get_method_info(const StringName &p_method) const {
if (!script_class)
return MethodInfo();
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoClass *top = script_class;
while (top && top != native) {
GDMonoMethod *params = top->get_fetched_method_unknown_params(p_method);
if (params) {
return params->get_method_info();
}
top = top->get_parent_class();
}
return MethodInfo();
}
Error CSharpScript::reload(bool p_keep_state) {
bool has_instances;
{
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
has_instances = instances.size();
}
ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE);
GD_MONO_SCOPE_THREAD_ATTACH;
GDMonoAssembly *project_assembly = GDMono::get_singleton()->get_project_assembly();
if (project_assembly) {
const Variant *script_metadata_var = CSharpLanguage::get_singleton()->get_scripts_metadata().getptr(get_path());
if (script_metadata_var) {
Dictionary script_metadata = script_metadata_var->operator Dictionary()["class"];
const Variant *namespace_ = script_metadata.getptr("namespace");
const Variant *class_name = script_metadata.getptr("class_name");
ERR_FAIL_NULL_V(namespace_, ERR_BUG);
ERR_FAIL_NULL_V(class_name, ERR_BUG);
GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String());
if (klass) {
bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass);
ERR_FAIL_COND_V(!obj_type, ERR_BUG);
script_class = klass;
}
} else {
// Missing script metadata. Fallback to legacy method
script_class = project_assembly->get_object_derived_class(name);
}
valid = script_class != NULL;
if (script_class) {
#ifdef DEBUG_ENABLED
print_verbose("Found class " + script_class->get_full_name() + " for script " + get_path());
#endif
tool = script_class->has_attribute(CACHED_CLASS(ToolAttribute));
if (!tool) {
GDMonoClass *nesting_class = script_class->get_nesting_class();
tool = nesting_class && nesting_class->has_attribute(CACHED_CLASS(ToolAttribute));
}
#if TOOLS_ENABLED
if (!tool) {
tool = script_class->get_assembly() == GDMono::get_singleton()->get_tools_assembly();
}
#endif
native = GDMonoUtils::get_class_native_base(script_class);
CRASH_COND(native == NULL);
GDMonoClass *base_class = script_class->get_parent_class();
if (base_class != native)
base = base_class;
#ifdef DEBUG_ENABLED
// For debug builds, we must fetch from all native base methods as well.
// Native base methods must be fetched before the current class.
// Not needed if the script class itself is a native class.
if (script_class != native) {
GDMonoClass *native_top = native;
while (native_top) {
native_top->fetch_methods_with_godot_api_checks(native);
if (native_top == CACHED_CLASS(GodotObject))
break;
native_top = native_top->get_parent_class();
}
}
#endif
script_class->fetch_methods_with_godot_api_checks(native);
// Need to fetch method from base classes as well
GDMonoClass *top = script_class;
while (top && top != native) {
top->fetch_methods_with_godot_api_checks(native);
top = top->get_parent_class();
}
load_script_signals(script_class, native);
_update_exports();
}
return OK;
}
return ERR_FILE_MISSING_DEPENDENCIES;
}
ScriptLanguage *CSharpScript::get_language() const {
return CSharpLanguage::get_singleton();
}
bool CSharpScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {
#ifdef TOOLS_ENABLED
const Map<StringName, Variant>::Element *E = exported_members_defval_cache.find(p_property);
if (E) {
r_value = E->get();
return true;
}
if (base_cache.is_valid()) {
return base_cache->get_property_default_value(p_property, r_value);
}
#endif
return false;
}
void CSharpScript::update_exports() {
#ifdef TOOLS_ENABLED
_update_exports();
#endif
}
bool CSharpScript::has_script_signal(const StringName &p_signal) const {
return _signals.has(p_signal);
}
void CSharpScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
for (const Map<StringName, Vector<Argument> >::Element *E = _signals.front(); E; E = E->next()) {
MethodInfo mi;
mi.name = E->key();
for (int i = 0; i < E->get().size(); i++) {
PropertyInfo arg;
arg.name = E->get()[i].name;
mi.arguments.push_back(arg);
}
r_signals->push_back(mi);
}
}
Ref<Script> CSharpScript::get_base_script() const {
// TODO search in metadata file once we have it, not important any way?
return Ref<Script>();
}
void CSharpScript::get_script_property_list(List<PropertyInfo> *p_list) const {
for (Map<StringName, PropertyInfo>::Element *E = member_info.front(); E; E = E->next()) {
p_list->push_back(E->value());
}
}
int CSharpScript::get_member_line(const StringName &p_member) const {
// TODO omnisharp
return -1;
}
Error CSharpScript::load_source_code(const String &p_path) {
Error ferr = read_all_file_utf8(p_path, source);
ERR_FAIL_COND_V_MSG(ferr != OK, ferr,
ferr == ERR_INVALID_DATA ?
"Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded."
" Please ensure that scripts are saved in valid UTF-8 unicode." :
"Failed to read file: '" + p_path + "'.");
#ifdef TOOLS_ENABLED
source_changed_cache = true;
#endif
return OK;
}
StringName CSharpScript::get_script_name() const {
return name;
}
CSharpScript::CSharpScript() :
script_list(this) {
_clear();
#ifdef TOOLS_ENABLED
source_changed_cache = false;
placeholder_fallback_enabled = false;
exports_invalidated = true;
#endif
signals_invalidated = true;
_resource_path_changed();
#ifdef DEBUG_ENABLED
{
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
CSharpLanguage::get_singleton()->script_list.add(&this->script_list);
}
#endif
}
CSharpScript::~CSharpScript() {
#ifdef DEBUG_ENABLED
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
#endif
}
/*************** RESOURCE ***************/
RES ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error) {
if (r_error)
*r_error = ERR_FILE_CANT_OPEN;
// TODO ignore anything inside bin/ and obj/ in tools builds?
CSharpScript *script = memnew(CSharpScript);
Ref<CSharpScript> scriptres(script);
#if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
Error err = script->load_source_code(p_path);
ERR_FAIL_COND_V_MSG(err != OK, RES(), "Cannot load C# script file '" + p_path + "'.");
#endif
script->set_path(p_original_path);
script->reload();
if (r_error)
*r_error = OK;
return scriptres;
}
void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("cs");
}
bool ResourceFormatLoaderCSharpScript::handles_type(const String &p_type) const {
return p_type == "Script" || p_type == CSharpLanguage::get_singleton()->get_type();
}
String ResourceFormatLoaderCSharpScript::get_resource_type(const String &p_path) const {
return p_path.get_extension().to_lower() == "cs" ? CSharpLanguage::get_singleton()->get_type() : "";
}
Error ResourceFormatSaverCSharpScript::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<CSharpScript> sqscr = p_resource;
ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
String source = sqscr->get_source_code();
#ifdef TOOLS_ENABLED
if (!FileAccess::exists(p_path)) {
// The file does not yet exists, let's assume the user just created this script
if (_create_project_solution_if_needed()) {
CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
"Compile",
ProjectSettings::get_singleton()->globalize_path(p_path));
} else {
ERR_PRINTS("C# project could not be created; cannot add file: '" + p_path + "'.");
}
}
#endif
Error err;
FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save C# script file '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
memdelete(file);
return ERR_CANT_CREATE;
}
file->close();
memdelete(file);
#ifdef TOOLS_ENABLED
if (ScriptServer::is_reload_scripts_on_save_enabled()) {
CSharpLanguage::get_singleton()->reload_tool_script(p_resource, false);
}
#endif
return OK;
}
void ResourceFormatSaverCSharpScript::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (Object::cast_to<CSharpScript>(p_resource.ptr())) {
p_extensions->push_back("cs");
}
}
bool ResourceFormatSaverCSharpScript::recognize(const RES &p_resource) const {
return Object::cast_to<CSharpScript>(p_resource.ptr()) != NULL;
}
CSharpLanguage::StringNameCache::StringNameCache() {
_signal_callback = StaticCString::create("_signal_callback");
_set = StaticCString::create("_set");
_get = StaticCString::create("_get");
_get_property_list = StaticCString::create("_get_property_list");
_notification = StaticCString::create("_notification");
_script_source = StaticCString::create("script/source");
on_before_serialize = StaticCString::create("OnBeforeSerialize");
on_after_deserialize = StaticCString::create("OnAfterDeserialize");
dotctor = StaticCString::create(".ctor");
}