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-rw-r--r--modules/mono/csharp_script.cpp119
1 files changed, 36 insertions, 83 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 18724ff6e1..0345eebef6 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -307,7 +307,7 @@ void CSharpLanguage::get_reserved_words(List<String> *p_words) const {
}
}
-bool CSharpLanguage::is_control_flow_keyword(String p_keyword) const {
+bool CSharpLanguage::is_control_flow_keyword(const String &p_keyword) const {
return p_keyword == "break" ||
p_keyword == "case" ||
p_keyword == "catch" ||
@@ -516,22 +516,11 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PackedStringArray &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;
+ // The make_function() API does not work for C# scripts.
+ // It will always append the generated function at the very end of the script. In C#, it will break compilation by
+ // appending code after the final closing bracket (either the class' or the namespace's).
+ // To prevent issues, we have can_make_function() returning false, and make_function() is never implemented.
+ return String();
}
#else
String CSharpLanguage::make_function(const String &, const String &, const PackedStringArray &) const {
@@ -558,42 +547,9 @@ bool CSharpLanguage::handles_global_class_type(const String &p_type) const {
}
String CSharpLanguage::get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const {
- Ref<CSharpScript> scr = ResourceLoader::load(p_path, get_type());
- // Always assign r_base_type and r_icon_path, even if the script
- // is not a global one. In the case that it is not a global script,
- // return an empty string AFTER assigning the return parameters.
- // See GDScriptLanguage::get_global_class_name() in modules/gdscript/gdscript.cpp
-
- if (!scr.is_valid() || !scr->valid) {
- // Invalid script.
- return String();
- }
-
- if (r_icon_path) {
- if (scr->icon_path.is_empty() || scr->icon_path.is_absolute_path()) {
- *r_icon_path = scr->icon_path.simplify_path();
- } else if (scr->icon_path.is_relative_path()) {
- *r_icon_path = p_path.get_base_dir().path_join(scr->icon_path).simplify_path();
- }
- }
- if (r_base_type) {
- bool found_global_base_script = false;
- const CSharpScript *top = scr->base_script.ptr();
- while (top != nullptr) {
- if (top->global_class) {
- *r_base_type = top->class_name;
- found_global_base_script = true;
- break;
- }
-
- top = top->base_script.ptr();
- }
- if (!found_global_base_script) {
- *r_base_type = scr->get_instance_base_type();
- }
- }
-
- return scr->global_class ? scr->class_name : String();
+ String class_name;
+ GDMonoCache::managed_callbacks.ScriptManagerBridge_GetGlobalClassName(&p_path, r_base_type, r_icon_path, &class_name);
+ return class_name;
}
String CSharpLanguage::debug_get_error() const {
@@ -697,25 +653,19 @@ struct CSharpScriptDepSort {
// Shouldn't happen but just in case...
return false;
}
- const CSharpScript *I = get_base_script(B.ptr()).ptr();
+ const Script *I = B->get_base_script().ptr();
while (I) {
if (I == A.ptr()) {
// A is a base of B
return true;
}
- I = get_base_script(I).ptr();
+ I = I->get_base_script().ptr();
}
// A isn't a base of B
return false;
}
-
- // Special fix for constructed generic types.
- Ref<CSharpScript> get_base_script(const CSharpScript *p_script) const {
- Ref<CSharpScript> base_script = p_script->base_script;
- return base_script.is_valid() && !base_script->class_name.is_empty() ? base_script : nullptr;
- }
};
void CSharpLanguage::reload_all_scripts() {
@@ -937,7 +887,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
obj->set_script(Ref<RefCounted>()); // Remove script and existing script instances (placeholder are not removed before domain reload)
}
- scr->was_tool_before_reload = scr->tool;
+ scr->was_tool_before_reload = scr->type_info.is_tool;
scr->_clear();
}
@@ -997,7 +947,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
scr->exports_invalidated = true;
#endif
- if (!scr->get_path().is_empty()) {
+ if (!scr->get_path().is_empty() && !scr->get_path().begins_with("csharp://")) {
scr->reload(p_soft_reload);
if (!scr->valid) {
@@ -1839,6 +1789,7 @@ bool CSharpInstance::_internal_new_managed() {
ERR_FAIL_NULL_V(owner, false);
ERR_FAIL_COND_V(script.is_null(), false);
+ ERR_FAIL_COND_V(!script->can_instantiate(), false);
bool ok = GDMonoCache::managed_callbacks.ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance(
script.ptr(), owner, nullptr, 0);
@@ -2161,7 +2112,7 @@ void GD_CLR_STDCALL CSharpScript::_add_property_info_list_callback(CSharpScript
#ifdef TOOLS_ENABLED
p_script->exported_members_cache.push_back(PropertyInfo(
- Variant::NIL, *p_current_class_name, PROPERTY_HINT_NONE,
+ Variant::NIL, p_script->type_info.class_name, PROPERTY_HINT_NONE,
p_script->get_path(), PROPERTY_USAGE_CATEGORY));
#endif
@@ -2334,9 +2285,7 @@ void CSharpScript::reload_registered_script(Ref<CSharpScript> p_script) {
// Extract information about the script using the mono class.
void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
- bool tool = false;
- bool global_class = false;
- bool abstract_class = false;
+ TypeInfo type_info;
// TODO: Use GDExtension godot_dictionary
Array methods_array;
@@ -2346,18 +2295,12 @@ void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
Dictionary signals_dict;
signals_dict.~Dictionary();
- String class_name;
- String icon_path;
Ref<CSharpScript> base_script;
GDMonoCache::managed_callbacks.ScriptManagerBridge_UpdateScriptClassInfo(
- p_script.ptr(), &class_name, &tool, &global_class, &abstract_class, &icon_path,
+ p_script.ptr(), &type_info,
&methods_array, &rpc_functions_dict, &signals_dict, &base_script);
- p_script->class_name = class_name;
- p_script->tool = tool;
- p_script->global_class = global_class;
- p_script->abstract_class = abstract_class;
- p_script->icon_path = icon_path;
+ p_script->type_info = type_info;
p_script->rpc_config.clear();
p_script->rpc_config = rpc_functions_dict;
@@ -2436,7 +2379,7 @@ void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {
bool CSharpScript::can_instantiate() const {
#ifdef TOOLS_ENABLED
- bool extra_cond = tool || ScriptServer::is_scripting_enabled();
+ bool extra_cond = type_info.is_tool || ScriptServer::is_scripting_enabled();
#else
bool extra_cond = true;
#endif
@@ -2445,10 +2388,10 @@ bool CSharpScript::can_instantiate() const {
// 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 && !valid) {
- ERR_FAIL_V_MSG(false, "Cannot instance script because the associated class could not be found. Script: '" + get_path() + "'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).");
+ ERR_FAIL_V_MSG(false, "Cannot instantiate C# script because the associated class could not be found. Script: '" + get_path() + "'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).");
}
- return valid && !abstract_class && extra_cond;
+ return valid && type_info.can_instantiate() && extra_cond;
}
StringName CSharpScript::get_instance_base_type() const {
@@ -2458,6 +2401,8 @@ StringName CSharpScript::get_instance_base_type() const {
}
CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_is_ref_counted, Callable::CallError &r_error) {
+ ERR_FAIL_COND_V_MSG(!type_info.can_instantiate(), nullptr, "Cannot instantiate C# script. Script: '" + get_path() + "'.");
+
/* STEP 1, CREATE */
Ref<RefCounted> ref;
@@ -2772,11 +2717,11 @@ bool CSharpScript::inherits_script(const Ref<Script> &p_script) const {
}
Ref<Script> CSharpScript::get_base_script() const {
- return base_script.is_valid() && !base_script->get_path().is_empty() ? base_script : nullptr;
+ return base_script;
}
StringName CSharpScript::get_global_name() const {
- return global_class ? StringName(class_name) : StringName();
+ return type_info.is_global_class ? StringName(type_info.class_name) : StringName();
}
void CSharpScript::get_script_property_list(List<PropertyInfo> *r_list) const {
@@ -2833,7 +2778,7 @@ Error CSharpScript::load_source_code(const String &p_path) {
}
void CSharpScript::_clear() {
- tool = false;
+ type_info = TypeInfo();
valid = false;
reload_invalidated = true;
}
@@ -2881,17 +2826,25 @@ Ref<Resource> ResourceFormatLoaderCSharpScript::load(const String &p_path, const
// TODO ignore anything inside bin/ and obj/ in tools builds?
+ String real_path = p_path;
+ if (p_path.begins_with("csharp://")) {
+ // This is a virtual path used by generic types, extract the real path.
+ real_path = "res://" + p_path.trim_prefix("csharp://");
+ real_path = real_path.substr(0, real_path.rfind(":"));
+ }
+
Ref<CSharpScript> scr;
if (GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.ScriptManagerBridge_GetOrCreateScriptBridgeForPath(&p_path, &scr);
+ ERR_FAIL_NULL_V_MSG(scr, Ref<Resource>(), "Could not create C# script '" + real_path + "'.");
} else {
scr = Ref<CSharpScript>(memnew(CSharpScript));
}
#if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
- Error err = scr->load_source_code(p_path);
- ERR_FAIL_COND_V_MSG(err != OK, Ref<Resource>(), "Cannot load C# script file '" + p_path + "'.");
+ Error err = scr->load_source_code(real_path);
+ ERR_FAIL_COND_V_MSG(err != OK, Ref<Resource>(), "Cannot load C# script file '" + real_path + "'.");
#endif
// Only one instance of a C# script is allowed to exist.