godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Extensions/SceneTreeExtensions.cs
Ignacio Roldán Etcheverry f744d99179 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2021-09-22 06:38:00 +02:00

71 lines
2.6 KiB
C#

using System.Reflection;
using System.Runtime.CompilerServices;
using Godot.Collections;
using Godot.NativeInterop;
namespace Godot
{
public partial class SceneTree
{
public unsafe Array<T> GetNodesInGroup<T>(StringName group) where T : class
{
var array = GetNodesInGroup(group);
if (array.Count == 0)
return new Array<T>(array);
var typeOfT = typeof(T);
bool nativeBase = InternalIsClassNativeBase(typeOfT);
if (nativeBase)
{
// Native type
var field = typeOfT.GetField("NativeName", BindingFlags.DeclaredOnly | BindingFlags.Static |
BindingFlags.Public | BindingFlags.NonPublic);
var nativeName = (StringName)field!.GetValue(null);
godot_string_name nativeNameAux = nativeName.NativeValue;
godot_array inputAux = array.NativeValue;
godot_array filteredArray;
godotsharp_array_filter_godot_objects_by_native(&nativeNameAux, &inputAux, &filteredArray);
return Array<T>.CreateTakingOwnershipOfDisposableValue(filteredArray);
}
else
{
// Custom derived type
godot_array inputAux = array.NativeValue;
godot_array filteredArray;
godotsharp_array_filter_godot_objects_by_non_native(&inputAux, &filteredArray);
var filteredArrayWrapped = Array.CreateTakingOwnershipOfDisposableValue(filteredArray);
// Re-use first array as its size is the same or greater than the filtered one
var resWrapped = new Array<T>(array);
int j = 0;
for (int i = 0; i < filteredArrayWrapped.Count; i++)
{
if (filteredArrayWrapped[i] is T t)
{
resWrapped[j] = t;
j++;
}
}
// Remove trailing elements, since this was re-used
resWrapped.Resize(j);
return resWrapped;
}
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern unsafe void godotsharp_array_filter_godot_objects_by_native(godot_string_name* p_native_name,
godot_array* p_input, godot_array* r_output);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern unsafe void godotsharp_array_filter_godot_objects_by_non_native(godot_array* p_input,
godot_array* r_output);
}
}