godot/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropUtils.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

117 lines
4.5 KiB
C#

using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Godot.Bridge;
// ReSharper disable InconsistentNaming
namespace Godot.NativeInterop
{
internal static class InteropUtils
{
public static Object UnmanagedGetManaged(IntPtr unmanaged)
{
// The native pointer may be null
if (unmanaged == IntPtr.Zero)
return null;
IntPtr gcHandlePtr;
bool has_cs_script_instance = false;
// First try to get the tied managed instance from a CSharpInstance script instance
unsafe
{
gcHandlePtr = unmanaged_get_script_instance_managed(unmanaged, &has_cs_script_instance);
}
if (gcHandlePtr != IntPtr.Zero)
return (Object)GCHandle.FromIntPtr(gcHandlePtr).Target;
// Otherwise, if the object has a CSharpInstance script instance, return null
if (has_cs_script_instance)
return null;
// If it doesn't have a CSharpInstance script instance, try with native instance bindings
gcHandlePtr = unmanaged_get_instance_binding_managed(unmanaged);
object target = gcHandlePtr != IntPtr.Zero ? GCHandle.FromIntPtr(gcHandlePtr).Target : null;
if (target != null)
return (Object)target;
// If the native instance binding GC handle target was collected, create a new one
gcHandlePtr = unmanaged_instance_binding_create_managed(unmanaged, gcHandlePtr);
return gcHandlePtr != IntPtr.Zero ? (Object)GCHandle.FromIntPtr(gcHandlePtr).Target : null;
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern unsafe IntPtr unmanaged_get_script_instance_managed(IntPtr p_unmanaged,
bool* r_has_cs_script_instance);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern IntPtr unmanaged_get_instance_binding_managed(IntPtr p_unmanaged);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern IntPtr unmanaged_instance_binding_create_managed(IntPtr p_unmanaged,
IntPtr oldGCHandlePtr);
public static void TieManagedToUnmanaged(Object managed, IntPtr unmanaged,
StringName nativeName, bool refCounted, Type type, Type nativeType)
{
var gcHandle = GCHandle.Alloc(managed, refCounted ? GCHandleType.Weak : GCHandleType.Normal);
if (type == nativeType)
{
unsafe
{
godot_string_name nativeNameAux = nativeName.NativeValue;
internal_tie_native_managed_to_unmanaged(GCHandle.ToIntPtr(gcHandle), unmanaged,
&nativeNameAux, refCounted);
}
}
else
{
IntPtr scriptPtr = internal_new_csharp_script();
ScriptManagerBridge.AddScriptBridgeWithType(scriptPtr, type);
// IMPORTANT: This must be called after AddScriptWithTypeBridge
internal_tie_user_managed_to_unmanaged(GCHandle.ToIntPtr(gcHandle), unmanaged,
scriptPtr, refCounted);
}
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern unsafe void internal_tie_native_managed_to_unmanaged(IntPtr gcHandleIntPtr,
IntPtr unmanaged, godot_string_name* nativeName, bool refCounted);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void internal_tie_user_managed_to_unmanaged(IntPtr gcHandleIntPtr,
IntPtr unmanaged, IntPtr scriptPtr, bool refCounted);
public static void TieManagedToUnmanagedWithPreSetup(Object managed, IntPtr unmanaged)
{
var strongGCHandle = GCHandle.Alloc(managed, GCHandleType.Normal);
internal_tie_managed_to_unmanaged_with_pre_setup(GCHandle.ToIntPtr(strongGCHandle), unmanaged);
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void internal_tie_managed_to_unmanaged_with_pre_setup(
IntPtr gcHandleIntPtr, IntPtr unmanaged);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern IntPtr internal_new_csharp_script();
public static unsafe Object EngineGetSingleton(string name)
{
using godot_string src = Marshaling.mono_string_to_godot(name);
return UnmanagedGetManaged(NativeFuncs.godotsharp_engine_get_singleton(&src));
}
}
}