Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
129 lines
5.7 KiB
C++
129 lines
5.7 KiB
C++
/*************************************************************************/
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/* gd_mono_internals.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gd_mono_internals.h"
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#include "../csharp_script.h"
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#include "../mono_gc_handle.h"
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#include "../utils/macros.h"
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#include "../utils/thread_local.h"
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#include "gd_mono_class.h"
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#include "gd_mono_marshal.h"
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#include "gd_mono_utils.h"
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#include <mono/metadata/exception.h>
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namespace GDMonoInternals {
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void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
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// This method should not fail
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CRASH_COND(!unmanaged);
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// All mono objects created from the managed world (e.g.: 'new Player()')
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// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
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Reference *ref = Object::cast_to<Reference>(unmanaged);
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GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
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CRASH_COND(!klass);
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GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
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CRASH_COND(native == NULL);
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if (native == klass) {
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// If it's just a wrapper Godot class and not a custom inheriting class, then attach a
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// script binding instead. One of the advantages of this is that if a script is attached
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// later and it's not a C# script, then the managed object won't have to be disposed.
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// Another reason for doing this is that this instance could outlive CSharpLanguage, which would
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// be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
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CSharpScriptBinding script_binding;
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script_binding.inited = true;
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script_binding.type_name = NATIVE_GDMONOCLASS_NAME(klass);
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script_binding.wrapper_class = klass;
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script_binding.gchandle = ref ? MonoGCHandle::create_weak(managed) : MonoGCHandle::create_strong(managed);
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script_binding.owner = unmanaged;
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if (ref) {
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// Unsafe refcount increment. The managed instance also counts as a reference.
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// This way if the unmanaged world has no references to our owner
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// but the managed instance is alive, the refcount will be 1 instead of 0.
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// See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
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// May not me referenced yet, so we must use init_ref() instead of reference()
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if (ref->init_ref()) {
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CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
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}
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}
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// The object was just created, no script instance binding should have been attached
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CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
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void *data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
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// Should be thread safe because the object was just created and nothing else should be referencing it
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unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
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return;
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}
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Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) : MonoGCHandle::create_strong(managed);
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Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
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CRASH_COND(script.is_null());
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ScriptInstance *si = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
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unmanaged->set_script_and_instance(script.get_ref_ptr(), si);
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}
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void unhandled_exception(MonoException *p_exc) {
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mono_print_unhandled_exception((MonoObject *)p_exc);
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if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) {
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// Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
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GDMono::unhandled_exception_hook((MonoObject *)p_exc, NULL);
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GD_UNREACHABLE();
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} else {
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#ifdef DEBUG_ENABLED
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GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
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if (ScriptDebugger::get_singleton())
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ScriptDebugger::get_singleton()->idle_poll();
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#endif
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}
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}
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} // namespace GDMonoInternals
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