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-rw-r--r--modules/mono/csharp_script.cpp1345
1 files changed, 895 insertions, 450 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index d2a861dbe8..47be3a9959 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,17 +32,17 @@
#include <mono/metadata/threads.h>
-#include "os/file_access.h"
-#include "os/os.h"
-#include "os/thread.h"
-#include "project_settings.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/godotsharp_editor.h"
-#include "utils/string_utils.h"
#endif
#include "godotsharp_dirs.h"
@@ -50,6 +50,8 @@
#include "mono_gd/gd_mono_marshal.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)
@@ -107,7 +109,7 @@ void CSharpLanguage::init() {
gdmono = memnew(GDMono);
gdmono->initialize();
-#ifdef MONO_GLUE_DISABLED
+#ifndef MONO_GLUE_ENABLED
WARN_PRINT("This binary is built with `mono_glue=no` and cannot be used for scripting");
#endif
@@ -137,14 +139,24 @@ void CSharpLanguage::finish() {
}
#endif
- // Release gchandle bindings before finalizing mono runtime
- gchandle_bindings.clear();
+ // 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();
+
finalizing = false;
}
@@ -370,70 +382,82 @@ 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)) {
- Variant::Type var_types[] = {
- Variant::BOOL,
- Variant::INT,
- Variant::REAL,
- Variant::STRING,
- 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 (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 p_var_type_name;
+ }
- if (p_var_type_name == "String")
- return "string"; // I prefer this one >:[
+ if (p_var_type_name == Variant::get_type_name(Variant::OBJECT))
+ return "Godot.Object";
- // TODO these will be rewritten later into custom containers
+ 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 == "Array")
- return "object[]";
+ if (p_var_type_name == Variant::get_type_name(Variant::STRING))
+ return "string"; // I prefer this one >:[
- if (p_var_type_name == "Dictionary")
- return "Dictionary<object, object>";
+ if (p_var_type_name == Variant::get_type_name(Variant::DICTIONARY))
+ return "Collections.Dictionary";
- if (p_var_type_name == "PoolByteArray")
- return "byte[]";
- if (p_var_type_name == "PoolIntArray")
- return "int[]";
- if (p_var_type_name == "PoolRealArray")
- return "float[]";
- if (p_var_type_name == "PoolStringArray")
- return "string[]";
- if (p_var_type_name == "PoolVector2Array")
- return "Vector2[]";
- if (p_var_type_name == "PoolVector3Array")
- return "Vector3[]";
- if (p_var_type_name == "PoolColorArray")
- return "Color[]";
+ if (p_var_type_name == Variant::get_type_name(Variant::ARRAY))
+ return "Collections.Array";
- return "object";
+ 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 p_var_type_name;
+ return "object";
}
-String CSharpLanguage::make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const {
-#ifdef TOOLS_ENABLED
+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
@@ -449,10 +473,12 @@ String CSharpLanguage::make_function(const String &p_class, const String &p_name
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
}
+#endif
String CSharpLanguage::_get_indentation() const {
#ifdef TOOLS_ENABLED
@@ -504,8 +530,7 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
MonoException *exc = NULL;
- GDMonoUtils::StackTrace_GetFrames st_get_frames = CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames);
- MonoArray *frames = st_get_frames(p_stack_trace, (MonoObject **)&exc);
+ MonoArray *frames = invoke_method_thunk(CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames), p_stack_trace, (MonoObject **)&exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
@@ -529,7 +554,7 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
MonoString *file_name;
int file_line_num;
MonoString *method_decl;
- get_sf_info(frame, &file_name, &file_line_num, &method_decl, (MonoObject **)&exc);
+ invoke_method_thunk(get_sf_info, frame, &file_name, &file_line_num, &method_decl, (MonoObject **)&exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
@@ -551,22 +576,20 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
void CSharpLanguage::frame() {
- const Ref<MonoGCHandle> &task_scheduler_handle = GDMonoUtils::mono_cache.task_scheduler_handle;
-
- if (task_scheduler_handle.is_valid()) {
- MonoObject *task_scheduler = task_scheduler_handle->get_target();
+ if (gdmono && gdmono->is_runtime_initialized() && gdmono->get_core_api_assembly() != NULL) {
+ const Ref<MonoGCHandle> &task_scheduler_handle = GDMonoUtils::mono_cache.task_scheduler_handle;
- if (task_scheduler) {
- GDMonoUtils::GodotTaskScheduler_Activate thunk = CACHED_METHOD_THUNK(GodotTaskScheduler, Activate);
+ if (task_scheduler_handle.is_valid()) {
+ MonoObject *task_scheduler = task_scheduler_handle->get_target();
- ERR_FAIL_NULL(thunk);
+ if (task_scheduler) {
+ MonoException *exc = NULL;
+ invoke_method_thunk(CACHED_METHOD_THUNK(GodotTaskScheduler, Activate), task_scheduler, (MonoObject **)&exc);
- MonoException *exc = NULL;
- thunk(task_scheduler, (MonoObject **)&exc);
-
- if (exc) {
- GDMonoUtils::debug_unhandled_exception(exc);
- _UNREACHABLE_();
+ if (exc) {
+ GDMonoUtils::debug_unhandled_exception(exc);
+ GD_UNREACHABLE();
+ }
}
}
}
@@ -594,33 +617,9 @@ struct CSharpScriptDepSort {
void CSharpLanguage::reload_all_scripts() {
-#ifdef DEBUG_ENABLED
-
-#ifndef NO_THREADS
- lock->lock();
-#endif
-
- List<Ref<CSharpScript> > scripts;
-
- SelfList<CSharpScript> *elem = script_list.first();
- while (elem) {
- if (elem->self()->get_path().is_resource_file()) {
- scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident
- }
- elem = elem->next();
- }
-
-#ifndef NO_THREADS
- lock->unlock();
-#endif
-
- //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()) {
- E->get()->load_source_code(E->get()->get_path());
- E->get()->reload(true);
+#ifdef GD_MONO_HOT_RELOAD
+ if (is_assembly_reloading_needed()) {
+ reload_assemblies(false);
}
#endif
}
@@ -629,17 +628,24 @@ void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft
(void)p_script; // UNUSED
+ CRASH_COND(!Engine::get_singleton()->is_editor_hint());
+
#ifdef TOOLS_ENABLED
MonoReloadNode::get_singleton()->restart_reload_timer();
- reload_assemblies_if_needed(p_soft_reload);
+#endif
+
+#ifdef GD_MONO_HOT_RELOAD
+ if (is_assembly_reloading_needed()) {
+ reload_assemblies(p_soft_reload);
+ }
#endif
}
-#ifdef TOOLS_ENABLED
-void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
+#ifdef GD_MONO_HOT_RELOAD
+bool CSharpLanguage::is_assembly_reloading_needed() {
if (!gdmono->is_runtime_initialized())
- return;
+ return false;
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
@@ -657,171 +663,264 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
// 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(name);
if (!FileAccess::exists(proj_asm_path))
- return; // No assembly to load
+ return false; // No assembly to load
}
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
- return; // Already up to date
+ return false; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
- return; // No assembly to load
+ return false; // No assembly to load
}
+#ifdef TOOLS_ENABLED
if (!gdmono->get_core_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE))
- return; // The core API assembly to load is invalidated
+ return false; // The core API assembly to load is invalidated
if (!gdmono->get_editor_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR))
- return; // The editor API assembly to load is invalidated
-
-#ifndef NO_THREADS
- lock->lock();
+ return false; // The editor API assembly to load is invalidated
#endif
+ 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;
- SelfList<CSharpScript> *elem = script_list.first();
- while (elem) {
- if (elem->self()->get_path().is_resource_file()) {
+ {
+ SCOPED_MUTEX_LOCK(script_instances_mutex);
- scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to CSharpScript to avoid being erased by accident
+ for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
+ if (elem->self()->get_path().is_resource_file()) {
+ // Cast to CSharpScript to avoid being erased by accident
+ scripts.push_back(Ref<CSharpScript>(elem->self()));
+ }
}
- elem = elem->next();
}
-#ifndef NO_THREADS
- lock->unlock();
-#endif
+ List<Ref<CSharpScript> > to_reload;
- //when someone asks you why dynamically typed languages are easier to write....
+ // As scripts are going to be reloaded, must proceed without locking here
- Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > > to_reload;
+ scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
- //as scripts are going to be reloaded, must proceed without locking here
+ for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
- scripts.sort_custom<CSharpScriptDepSort>(); //update in inheritance dependency order
+ Ref<CSharpScript> &script = E->get();
- for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
+ to_reload.push_back(script);
- to_reload.insert(E->get(), Map<ObjectID, List<Pair<StringName, Variant> > >());
+ // 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.
- if (!p_soft_reload) {
+ for (Set<Object *>::Element *F = script->instances.front(); F; F = F->next()) {
+ script->pending_reload_instances.insert(F->get()->get_instance_id());
+ }
- //save state and remove script from instances
- Map<ObjectID, List<Pair<StringName, Variant> > > &map = to_reload[E->get()];
+#ifdef TOOLS_ENABLED
+ for (Set<PlaceHolderScriptInstance *>::Element *F = script->placeholders.front(); F; F = F->next()) {
+ script->pending_reload_instances.insert(F->get()->get_owner()->get_instance_id());
+ }
+#endif
- while (E->get()->instances.front()) {
- Object *obj = E->get()->instances.front()->get();
- //save instance info
- List<Pair<StringName, Variant> > state;
- if (obj->get_script_instance()) {
+ // FIXME: What about references? Need to keep them alive if only managed code references them.
- obj->get_script_instance()->get_property_state(state);
+ // Save state and remove script from instances
+ Map<ObjectID, CSharpScript::StateBackup> &owners_map = script->pending_reload_state;
- Ref<MonoGCHandle> gchandle = CAST_CSHARP_INSTANCE(obj->get_script_instance())->gchandle;
- if (gchandle.is_valid())
- gchandle->release();
+ while (script->instances.front()) {
+ Object *obj = script->instances.front()->get();
+ // Save instance info
+ CSharpScript::StateBackup state;
- map[obj->get_instance_id()] = state;
- obj->set_script(RefPtr());
- }
- }
+ ERR_CONTINUE(!obj->get_script_instance());
- //same thing for placeholders
- while (E->get()->placeholders.size()) {
-
- Object *obj = E->get()->placeholders.front()->get()->get_owner();
- //save instance info
- List<Pair<StringName, Variant> > state;
- if (obj->get_script_instance()) {
- obj->get_script_instance()->get_property_state(state);
- map[obj->get_instance_id()] = state;
- obj->set_script(RefPtr());
- } else {
- // no instance found. Let's remove it so we don't loop forever
- E->get()->placeholders.erase(E->get()->placeholders.front()->get());
- }
- }
+ // TODO: Proper state backup (Not only variants, serialize managed state of scripts)
+ obj->get_script_instance()->get_property_state(state.properties);
- for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get()->pending_reload_state.front(); F; F = F->next()) {
- map[F->key()] = F->get(); //pending to reload, use this one instead
- }
+ Ref<MonoGCHandle> gchandle = CAST_CSHARP_INSTANCE(obj->get_script_instance())->gchandle;
+ if (gchandle.is_valid())
+ gchandle->release();
- E->get()->_clear();
+ owners_map[obj->get_instance_id()] = state;
+ 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 (Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > >::Element *E = to_reload.front(); E; E = E->next()) {
- Ref<CSharpScript> scr = E->key();
- for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get().front(); F; F = F->next()) {
+ 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());
- // Save reload state for next time if not saved
- if (!scr->pending_reload_state.has(obj->get_instance_id())) {
- scr->pending_reload_state[obj->get_instance_id()] = F->get();
+
+ 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;
}
- for (Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > >::Element *E = to_reload.front(); E; E = E->next()) {
+ for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
- Ref<CSharpScript> scr = E->key();
+ Ref<CSharpScript> scr = E->get();
+#ifdef TOOLS_ENABLED
scr->exports_invalidated = true;
+#endif
scr->signals_invalidated = true;
scr->reload(p_soft_reload);
scr->update_exports();
- //restore state if saved
- for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get().front(); F; F = F->next()) {
+ {
+ for (Set<ObjectID>::Element *F = scr->pending_reload_instances.front(); F; F = F->next()) {
+ ObjectID obj_id = F->get();
+ Object *obj = ObjectDB::get_instance(obj_id);
- Object *obj = ObjectDB::get_instance(F->key());
- if (!obj)
- continue;
+ if (!obj) {
+ scr->pending_reload_state.erase(obj_id);
+ continue;
+ }
- if (!p_soft_reload) {
- //clear it just in case (may be a pending reload state)
- obj->set_script(RefPtr());
- }
- obj->set_script(scr.get_ref_ptr());
- if (!obj->get_script_instance()) {
- //failed, save reload state for next time if not saved
- if (!scr->pending_reload_state.has(obj->get_instance_id())) {
- scr->pending_reload_state[obj->get_instance_id()] = F->get();
+ 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 (scr->is_tool() || ScriptServer::is_scripting_enabled()) {
+ // Replace placeholder with a script instance
+
+ CSharpScript::StateBackup &state_backup = scr->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 = scr->instance_create(obj);
+
+ if (script_instance) {
+ scr->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
+ obj->set_script_instance(script_instance);
+ }
+
+ // TODO: Restore serialized state
+
+ for (List<Pair<StringName, Variant> >::Element *G = state_backup.properties.front(); G; G = G->next()) {
+ script_instance->set(G->get().first, G->get().second);
+ }
+
+ scr->pending_reload_state.erase(obj_id);
+ }
+
+ continue;
}
- continue;
- }
+#else
+ CRASH_COND(si != NULL);
+#endif
+ // Re-create script instance
- if (scr->valid && scr->is_tool() && obj->get_script_instance()->is_placeholder()) {
- // Script instance was a placeholder, but now the script was built successfully and is a tool script.
- // We have to replace the placeholder with an actual C# script instance.
- scr->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(obj->get_script_instance()));
- ScriptInstance *script_instance = scr->instance_create(obj);
- obj->set_script_instance(script_instance); // Not necessary as it's already done in instance_create, but just in case...
- }
+ obj->set_script(scr.get_ref_ptr()); // will create the script instance as well
+
+ // TODO: Restore serialized state
+
+ for (List<Pair<StringName, Variant> >::Element *G = scr->pending_reload_state[obj_id].properties.front(); G; G = G->next()) {
+ obj->get_script_instance()->set(G->get().first, G->get().second);
+ }
- for (List<Pair<StringName, Variant> >::Element *G = F->get().front(); G; G = G->next()) {
- obj->get_script_instance()->set(G->get().first, G->get().second);
+ scr->pending_reload_state.erase(obj_id);
}
- scr->pending_reload_state.erase(obj->get_instance_id()); //as it reloaded, remove pending state
+ scr->pending_reload_instances.clear();
}
-
- //if instance states were saved, set them!
}
+#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::project_assembly_loaded() {
+
+ 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();
+
+ 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");
@@ -892,6 +991,35 @@ void CSharpLanguage::set_language_index(int p_idx) {
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(singleton);
@@ -902,11 +1030,13 @@ CSharpLanguage::CSharpLanguage() {
gdmono = NULL;
#ifdef NO_THREADS
- lock = NULL;
- gchandle_bind_lock = NULL;
+ script_instances_mutex = NULL;
+ script_gchandle_release_mutex = NULL;
+ language_bind_mutex = NULL;
#else
- lock = Mutex::create();
- script_bind_lock = Mutex::create();
+ script_instances_mutex = Mutex::create();
+ script_gchandle_release_mutex = Mutex::create();
+ language_bind_mutex = Mutex::create();
#endif
lang_idx = -1;
@@ -916,25 +1046,32 @@ CSharpLanguage::~CSharpLanguage() {
finish();
- if (lock) {
- memdelete(lock);
- lock = NULL;
+ if (script_instances_mutex) {
+ memdelete(script_instances_mutex);
+ script_instances_mutex = NULL;
}
- if (script_bind_lock) {
- memdelete(script_bind_lock);
- script_bind_lock = 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;
}
-void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
+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())
- CRASH_COND(NULL != CAST_CSHARP_INSTANCE(p_object->get_script_instance()));
+ 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();
@@ -943,16 +1080,21 @@ void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
const ClassDB::ClassInfo *classinfo = ClassDB::classes.getptr(type_name);
while (classinfo && !classinfo->exposed)
classinfo = classinfo->inherits_ptr;
- ERR_FAIL_NULL_V(classinfo, NULL);
+ 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, NULL);
+ 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, NULL);
+ 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);
// Tie managed to unmanaged
Reference *ref = Object::cast_to<Reference>(p_object);
@@ -961,31 +1103,40 @@ void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
// 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: _GodotSharp::_dispose_object(Object *p_object)
+ // See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
ref->reference();
}
- Ref<MonoGCHandle> gchandle = MonoGCHandle::create_strong(mono_object);
+ return true;
+}
-#ifndef NO_THREADS
- script_bind_lock->lock();
-#endif
+void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
- void *data = (void *)gchandle_bindings.insert(p_object, gchandle);
+ SCOPED_MUTEX_LOCK(language_bind_mutex);
-#ifndef NO_THREADS
- script_bind_lock->unlock();
-#endif
+ 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 data;
+ 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(!gchandle_bindings.empty());
+ CRASH_COND(!script_bindings.empty());
#endif
// Mono runtime finalized, all the gchandle bindings were already released
return;
@@ -994,23 +1145,24 @@ void CSharpLanguage::free_instance_binding_data(void *p_data) {
if (finalizing)
return; // inside CSharpLanguage::finish(), all the gchandle bindings are released there
-#ifndef NO_THREADS
- script_bind_lock->lock();
-#endif
+ {
+ SCOPED_MUTEX_LOCK(language_bind_mutex);
- Map<Object *, Ref<MonoGCHandle> >::Element *data = (Map<Object *, Ref<MonoGCHandle> >::Element *)p_data;
+ Map<Object *, CSharpScriptBinding>::Element *data = (Map<Object *, CSharpScriptBinding>::Element *)p_data;
- // Set the native instance field to IntPtr.Zero, if not yet garbage collected
- MonoObject *mono_object = data->value()->get_target();
- if (mono_object) {
- CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, NULL);
- }
+ CSharpScriptBinding &script_binding = data->value();
- gchandle_bindings.erase(data);
+ 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);
+ }
+ }
-#ifndef NO_THREADS
- script_bind_lock->unlock();
-#endif
+ script_bindings.erase(data);
+ }
}
void CSharpLanguage::refcount_incremented_instance_binding(Object *p_object) {
@@ -1022,9 +1174,10 @@ void CSharpLanguage::refcount_incremented_instance_binding(Object *p_object) {
#endif
void *data = p_object->get_script_instance_binding(get_language_index());
- if (!data)
- return;
- Ref<MonoGCHandle> &gchandle = ((Map<Object *, Ref<MonoGCHandle> >::Element *)data)->get();
+ CRASH_COND(!data);
+
+ CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
+ Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
if (ref_owner->reference_get_count() > 1 && gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
// The reference count was increased after the managed side was the only one referencing our owner.
@@ -1036,7 +1189,7 @@ void CSharpLanguage::refcount_incremented_instance_binding(Object *p_object) {
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::make_strong_handle(target);
+ uint32_t strong_gchandle = MonoGCHandle::new_strong_handle(target);
gchandle->release();
gchandle->set_handle(strong_gchandle, MonoGCHandle::STRONG_HANDLE);
}
@@ -1053,11 +1206,12 @@ bool CSharpLanguage::refcount_decremented_instance_binding(Object *p_object) {
int refcount = ref_owner->reference_get_count();
void *data = p_object->get_script_instance_binding(get_language_index());
- if (!data)
- return refcount == 0;
- Ref<MonoGCHandle> &gchandle = ((Map<Object *, Ref<MonoGCHandle> >::Element *)data)->get();
+ CRASH_COND(!data);
- if (refcount == 1 && !gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
+ CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
+ Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
+
+ if (refcount == 1 && gchandle.is_valid() && !gchandle->is_weak()) { // The managed side also holds a reference, hence 1 instead of 0
// If owner owner is no longer referenced by the unmanaged side,
// the managed instance takes responsibility of deleting the owner when GCed.
@@ -1066,7 +1220,7 @@ bool CSharpLanguage::refcount_decremented_instance_binding(Object *p_object) {
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::make_weak_handle(target);
+ uint32_t weak_gchandle = MonoGCHandle::new_weak_handle(target);
gchandle->release();
gchandle->set_handle(weak_gchandle, MonoGCHandle::WEAK_HANDLE);
@@ -1096,12 +1250,15 @@ CSharpInstance *CSharpInstance::create_for_managed_type(Object *p_owner, CSharpS
}
MonoObject *CSharpInstance::get_mono_object() const {
-#ifdef DEBUG_ENABLED
- CRASH_COND(gchandle.is_null());
-#endif
+
+ 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);
@@ -1122,7 +1279,7 @@ bool CSharpInstance::set(const StringName &p_name, const Variant &p_value) {
GDMonoProperty *property = script->script_class->get_property(p_name);
if (property) {
- property->set_value(mono_object, GDMonoMarshal::variant_to_mono_object(p_value));
+ property->set_value(mono_object, GDMonoMarshal::variant_to_mono_object(p_value, property->get_type()));
return true;
}
@@ -1142,7 +1299,7 @@ bool CSharpInstance::set(const StringName &p_name, const Variant &p_value) {
MonoObject *ret = method->invoke(mono_object, args);
- if (ret && GDMonoMarshal::unbox<MonoBoolean>(ret) == true)
+ if (ret && GDMonoMarshal::unbox<MonoBoolean>(ret))
return true;
break;
@@ -1326,10 +1483,12 @@ void CSharpInstance::call_multilevel_reversed(const StringName &p_method, const
call_multilevel(p_method, p_args, p_argcount);
}
-void CSharpInstance::_reference_owner_unsafe() {
+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.
@@ -1338,36 +1497,128 @@ void CSharpInstance::_reference_owner_unsafe() {
// See: _unreference_owner_unsafe()
// May not me referenced yet, so we must use init_ref() instead of reference()
- Object::cast_to<Reference>(owner)->init_ref();
+ bool success = Object::cast_to<Reference>(owner)->init_ref();
+ unsafe_referenced = success;
+ return success;
}
-void CSharpInstance::_unreference_owner_unsafe() {
+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()
- if (Object::cast_to<Reference>(owner)->unreference()) {
- memdelete(owner);
+ // Destroying the owner here means self destructing, so we defer the owner destruction to the caller.
+ 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);
+ if (ctor == NULL) {
+ ERR_PRINTS("Cannot create script instance because the class does not define a default constructor: " + script->get_path());
+
+ ERR_EXPLAIN("Constructor not found");
+ ERR_FAIL_V(NULL);
+ }
+
+ 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(SCRIPTS_DOMAIN, script->script_class->get_mono_ptr());
+
+ if (!mono_object) {
+ // Important to clear this before destroying the script instance here
+ script = Ref<CSharpScript>();
owner = NULL;
+
+ 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);
+
+ ERR_EXPLAIN("Failed to allocate memory for the object");
+ ERR_FAIL_V(NULL);
}
-}
-void CSharpInstance::mono_object_disposed() {
+ // Tie managed to unmanaged
+ gchandle = MonoGCHandle::create_strong(mono_object);
if (base_ref)
- _unreference_owner_unsafe();
+ _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);
@@ -1378,7 +1629,7 @@ void CSharpInstance::refcount_incremented() {
// 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::make_strong_handle(gchandle->get_target());
+ uint32_t strong_gchandle = MonoGCHandle::new_strong_handle(gchandle->get_target());
gchandle->release();
gchandle->set_handle(strong_gchandle, MonoGCHandle::STRONG_HANDLE);
}
@@ -1388,6 +1639,7 @@ bool CSharpInstance::refcount_decremented() {
#ifdef DEBUG_ENABLED
CRASH_COND(!base_ref);
+ CRASH_COND(owner == NULL);
#endif
Reference *ref_owner = Object::cast_to<Reference>(owner);
@@ -1399,7 +1651,7 @@ bool CSharpInstance::refcount_decremented() {
// 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::make_weak_handle(gchandle->get_target());
+ uint32_t weak_gchandle = MonoGCHandle::new_weak_handle(gchandle->get_target());
gchandle->release();
gchandle->set_handle(weak_gchandle, MonoGCHandle::WEAK_HANDLE);
@@ -1411,22 +1663,24 @@ bool CSharpInstance::refcount_decremented() {
return ref_dying;
}
-MultiplayerAPI::RPCMode CSharpInstance::_member_get_rpc_mode(GDMonoClassMember *p_member) const {
+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(SyncAttribute)))
- return MultiplayerAPI::RPC_MODE_SYNC;
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_SLAVE;
+ 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(SlaveSyncAttribute)))
- return MultiplayerAPI::RPC_MODE_SLAVESYNC;
+ if (p_member->has_attribute(CACHED_CLASS(PuppetSyncAttribute)))
+ return MultiplayerAPI::RPC_MODE_PUPPETSYNC;
return MultiplayerAPI::RPC_MODE_DISABLED;
}
@@ -1470,25 +1724,64 @@ MultiplayerAPI::RPCMode CSharpInstance::get_rset_mode(const StringName &p_variab
void CSharpInstance::notification(int p_notification) {
- MonoObject *mono_object = get_mono_object();
-
if (p_notification == Object::NOTIFICATION_PREDELETE) {
- if (mono_object != NULL) { // otherwise it was collected, and the finalizer already called NOTIFICATION_PREDELETE
- call_notification_no_check(mono_object, p_notification);
- // Set the native instance field to IntPtr.Zero
- CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, NULL);
+ // 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_no_check(mono_object, p_notification);
+ _call_notification(p_notification);
}
-void CSharpInstance::call_notification_no_check(MonoObject *p_mono_object, int p_notification) {
- Variant value = p_notification;
- const Variant *args[1] = { &value };
+void CSharpInstance::_call_notification(int p_notification) {
+
+ 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);
- _call_multilevel(p_mono_object, CACHED_STRING_NAME(_notification), args, 1);
+ if (method) {
+ method->invoke_raw(mono_object, args);
+ return;
+ }
+
+ top = top->get_parent_class();
+ }
}
Ref<Script> CSharpInstance::get_script() const {
@@ -1501,30 +1794,60 @@ ScriptLanguage *CSharpInstance::get_language() {
return CSharpLanguage::get_singleton();
}
-CSharpInstance::CSharpInstance() {
-
- owner = NULL;
- base_ref = false;
- ref_dying = false;
+CSharpInstance::CSharpInstance() :
+ owner(NULL),
+ base_ref(false),
+ ref_dying(false),
+ unsafe_referenced(false),
+ predelete_notified(false),
+ destructing_script_instance(false) {
}
CSharpInstance::~CSharpInstance() {
+ destructing_script_instance = true;
+
if (gchandle.is_valid()) {
- gchandle->release(); // Make sure it's released
+ 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 (base_ref && !ref_dying) { // it may be called from the owner's destructor
-#ifdef DEBUG_ENABLED
- CRASH_COND(!owner); // dunno, just in case
-#endif
- _unreference_owner_unsafe();
+ // 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();
+ 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) {
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->lock();
-#endif
+ 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
@@ -1534,10 +1857,6 @@ CSharpInstance::~CSharpInstance() {
#else
script->instances.erase(owner);
#endif
-
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->unlock();
-#endif
}
}
@@ -1568,12 +1887,10 @@ void CSharpScript::_update_exports_values(Map<StringName, Variant> &values, List
bool CSharpScript::_update_exports() {
#ifdef TOOLS_ENABLED
- if (!valid) {
- for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
- E->get()->set_build_failed(true);
- }
+ placeholder_fallback_enabled = true; // until proven otherwise
+
+ if (!valid)
return false;
- }
bool changed = false;
@@ -1586,26 +1903,35 @@ bool CSharpScript::_update_exports() {
exported_members_cache.clear();
exported_members_defval_cache.clear();
- // We are creating a temporary new instance of the class here to get the default value
- // TODO Workaround. Should be replaced with IL opcodes analysis
+ // Here we create a temporary managed instance of the class to get the initial values
MonoObject *tmp_object = mono_object_new(SCRIPTS_DOMAIN, script_class->get_mono_ptr());
- if (tmp_object) {
- CACHED_FIELD(GodotObject, ptr)->set_value_raw(tmp_object, tmp_object); // FIXME WTF is this workaround
+ if (!tmp_object) {
+ ERR_PRINT("Failed to allocate temporary MonoObject");
+ return false;
+ }
- GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
- MonoException *exc = NULL;
- ctor->invoke(tmp_object, NULL, &exc);
+ uint32_t tmp_pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(tmp_object); // pin it (not sure if needed)
- if (exc) {
- ERR_PRINT("Exception thrown from constructor of temporary MonoObject:");
- GDMonoUtils::debug_print_unhandled_exception(exc);
- tmp_object = NULL;
- ERR_FAIL_V(false);
- }
- } else {
- ERR_PRINT("Failed to create temporary MonoObject");
+ GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), 0);
+
+ if (ctor == NULL) {
+ ERR_PRINTS("Cannot construct temporary MonoObject because the class does not define a default constructor: " + get_path());
+
+ ERR_EXPLAIN("Constructor not found");
+ ERR_FAIL_V(NULL);
+ }
+
+ MonoException *ctor_exc = NULL;
+ ctor->invoke(tmp_object, NULL, &ctor_exc);
+
+ if (ctor_exc) {
+ 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;
}
@@ -1666,8 +1992,23 @@ bool CSharpScript::_update_exports() {
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;
}
+ placeholder_fallback_enabled = false;
+
if (placeholders.size()) {
// Update placeholders if any
Map<StringName, Variant> values;
@@ -1675,7 +2016,6 @@ bool CSharpScript::_update_exports() {
_update_exports_values(values, propnames);
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
- E->get()->set_build_failed(false);
E->get()->update(propnames, values);
}
}
@@ -1750,7 +2090,11 @@ bool CSharpScript::_get_signal(GDMonoClass *p_class, GDMonoClass *p_delegate, Ve
}
#ifdef TOOLS_ENABLED
-bool CSharpScript::_get_member_export(GDMonoClass *p_class, GDMonoClassMember *p_member, PropertyInfo &r_prop_info, bool &r_exported) {
+/**
+ * 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(GDMonoClass *p_class, IMonoClassMember *p_member, PropertyInfo &r_prop_info, bool &r_exported) {
StringName name = p_member->get_name();
@@ -1765,9 +2109,9 @@ bool CSharpScript::_get_member_export(GDMonoClass *p_class, GDMonoClassMember *p
ManagedType type;
- if (p_member->get_member_type() == GDMonoClassMember::MEMBER_TYPE_FIELD) {
+ 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() == GDMonoClassMember::MEMBER_TYPE_PROPERTY) {
+ } else if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_PROPERTY) {
type = static_cast<GDMonoProperty *>(p_member)->get_type();
} else {
CRASH_NOW();
@@ -1775,49 +2119,100 @@ bool CSharpScript::_get_member_export(GDMonoClass *p_class, GDMonoClassMember *p
Variant::Type variant_type = GDMonoMarshal::managed_to_variant_type(type);
- if (p_member->has_attribute(CACHED_CLASS(ExportAttribute))) {
- if (p_member->get_member_type() == GDMonoClassMember::MEMBER_TYPE_PROPERTY) {
- GDMonoProperty *property = static_cast<GDMonoProperty *>(p_member);
- if (!property->has_getter() || !property->has_setter()) {
- ERR_PRINTS("Cannot export property because it does not provide a getter or a setter: " + p_class->get_full_name() + "." + name.operator String());
- return false;
- }
+ if (!p_member->has_attribute(CACHED_CLASS(ExportAttribute))) {
+ r_prop_info = PropertyInfo(variant_type, name.operator String(), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE);
+ r_exported = false;
+ return true;
+ }
+
+ if (p_member->get_member_type() == IMonoClassMember::MEMBER_TYPE_PROPERTY) {
+ GDMonoProperty *property = static_cast<GDMonoProperty *>(p_member);
+ if (!property->has_getter() || !property->has_setter()) {
+ ERR_PRINTS("Cannot export property because it does not provide a getter or a setter: " + p_class->get_full_name() + "." + name.operator String());
+ return false;
}
+ }
- MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
+ MonoObject *attr = p_member->get_attribute(CACHED_CLASS(ExportAttribute));
- PropertyHint hint = PROPERTY_HINT_NONE;
- String hint_string;
+ PropertyHint hint = PROPERTY_HINT_NONE;
+ String hint_string;
- if (variant_type == Variant::NIL) {
- ERR_PRINTS("Unknown type of exported member: " + p_class->get_full_name() + "." + name.operator String());
- return false;
- } else if (variant_type == Variant::INT && type.type_encoding == MONO_TYPE_VALUETYPE && mono_class_is_enum(type.type_class->get_mono_ptr())) {
- variant_type = Variant::INT;
- hint = PROPERTY_HINT_ENUM;
+ if (variant_type == Variant::NIL) {
+ ERR_PRINTS("Unknown type of exported member: " + p_class->get_full_name() + "." + name.operator String());
+ return false;
+ } else if (variant_type == Variant::INT && type.type_encoding == MONO_TYPE_VALUETYPE && mono_class_is_enum(type.type_class->get_mono_ptr())) {
+ variant_type = Variant::INT;
+ hint = PROPERTY_HINT_ENUM;
+
+ Vector<MonoClassField *> fields = type.type_class->get_enum_fields();
+
+ MonoType *enum_basetype = mono_class_enum_basetype(type.type_class->get_mono_ptr());
- Vector<MonoClassField *> fields = type.type_class->get_enum_fields();
+ String name_only_hint_string;
- for (int i = 0; i < fields.size(); i++) {
- if (i > 0)
- hint_string += ",";
- hint_string += mono_field_get_name(fields[i]);
+ // 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) {
+ hint_string += ",";
+ name_only_hint_string += ",";
}
- } else if (variant_type == Variant::OBJECT && CACHED_CLASS(GodotReference)->is_assignable_from(type.type_class)) {
- hint = PROPERTY_HINT_RESOURCE_TYPE;
- hint_string = NATIVE_GDMONOCLASS_NAME(type.type_class);
- } else {
- hint = PropertyHint(CACHED_FIELD(ExportAttribute, hint)->get_int_value(attr));
- hint_string = CACHED_FIELD(ExportAttribute, hintString)->get_string_value(attr);
+
+ String enum_field_name = mono_field_get_name(field);
+ 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);
+
+ if (val_obj == NULL) {
+ ERR_PRINTS("Failed to get '" + enum_field_name + "' constant enum value of exported member: " +
+ p_class->get_full_name() + "." + name.operator String());
+ return false;
+ }
+
+ bool r_error;
+ uint64_t val = GDMonoUtils::unbox_enum_value(val_obj, enum_basetype, r_error);
+ if (r_error) {
+ ERR_PRINTS("Failed to unbox '" + enum_field_name + "' constant enum value of exported member: " +
+ p_class->get_full_name() + "." + name.operator String());
+ return false;
+ }
+
+ if (val != (unsigned int)i) {
+ uses_default_values = false;
+ }
+
+ hint_string += ":";
+ hint_string += String::num_uint64(val);
}
- r_prop_info = PropertyInfo(variant_type, name.operator String(), hint, hint_string, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE);
- r_exported = true;
+ 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.
+ hint_string = name_only_hint_string;
+ }
+ } else if (variant_type == Variant::OBJECT && CACHED_CLASS(GodotReference)->is_assignable_from(type.type_class)) {
+ hint = PROPERTY_HINT_RESOURCE_TYPE;
+ hint_string = NATIVE_GDMONOCLASS_NAME(type.type_class);
} else {
- r_prop_info = PropertyInfo(variant_type, name.operator String(), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE);
- r_exported = false;
+ 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, name.operator String(), hint, hint_string, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE);
+ r_exported = true;
+
return true;
}
#endif
@@ -1904,17 +2299,18 @@ void CSharpScript::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &CSharpScript::_new, MethodInfo(Variant::OBJECT, "new"));
}
-Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class) {
+Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native) {
// This method should not fail
CRASH_COND(!p_class);
+ // TODO: Cache the 'CSharpScript' associated with this 'p_class' instead of allocating a new one every time
Ref<CSharpScript> script = memnew(CSharpScript);
script->name = p_class->get_name();
script->script_class = p_class;
- script->native = GDMonoUtils::get_class_native_base(script->script_class);
+ script->native = p_native;
CRASH_COND(script->native == NULL);
@@ -1973,10 +2369,27 @@ bool CSharpScript::can_instance() const {
#endif
#ifdef TOOLS_ENABLED
- return valid && (tool || ScriptServer::is_scripting_enabled());
+ bool extra_cond = tool || ScriptServer::is_scripting_enabled();
#else
- return valid;
+ 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_EXPLAIN("Cannot instance script because the project assembly is not loaded. Script: " + get_path());
+ ERR_FAIL_V(NULL);
+ } else {
+ // The project assembly is loaded, but the class could not found
+ ERR_EXPLAIN("Cannot instance script because the class '" + name + "' could not be found. Script: " + get_path());
+ ERR_FAIL_V(NULL);
+ }
+ }
+
+ return valid && extra_cond;
}
StringName CSharpScript::get_instance_base_type() const {
@@ -1991,46 +2404,85 @@ CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_arg
/* 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) {
+ if (p_argcount == 0) {
+ ERR_PRINTS("Cannot create script instance because the class does not define a default constructor: " + get_path());
+ }
+
+ ERR_EXPLAIN("Constructor not found");
+ ERR_FAIL_V(NULL);
+ }
+
+ 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);
- if (instance->base_ref)
- instance->_reference_owner_unsafe();
-
/* STEP 2, INITIALIZE AND CONSTRUCT */
MonoObject *mono_object = mono_object_new(SCRIPTS_DOMAIN, script_class->get_mono_ptr());
if (!mono_object) {
+ // Important to clear this before destroying the script instance here
instance->script = Ref<CSharpScript>();
- instance->owner->set_script_instance(NULL);
+ 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_EXPLAIN("Failed to allocate memory for the object");
ERR_FAIL_V(NULL);
}
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->lock();
-#endif
+ // Tie managed to unmanaged
+ instance->gchandle = MonoGCHandle::create_strong(mono_object);
- instances.insert(instance->owner);
+ if (instance->base_ref)
+ instance->_reference_owner_unsafe(); // Here, after assigning the gchandle (for the refcount_incremented callback)
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->unlock();
-#endif
+ {
+ 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
- GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), p_argcount);
ctor->invoke(mono_object, p_args);
- // Tie managed to unmanaged
- instance->gchandle = MonoGCHandle::create_strong(mono_object);
-
/* STEP 3, PARTY */
//@TODO make thread safe
@@ -2078,20 +2530,6 @@ ScriptInstance *CSharpScript::instance_create(Object *p_this) {
CRASH_COND(!valid);
#endif
- if (!script_class) {
- if (GDMono::get_singleton()->get_project_assembly() == NULL) {
- // The project assembly is not loaded
- ERR_EXPLAIN("Cannot instance script because the project assembly is not loaded. Script: " + get_path());
- ERR_FAIL_V(NULL);
- } else {
- // The project assembly is loaded, but the class could not found
- ERR_EXPLAIN("Cannot instance script because the class '" + name + "' could not be found. Script: " + get_path());
- ERR_FAIL_V(NULL);
- }
- }
-
- ERR_FAIL_COND_V(!valid, NULL);
-
if (native) {
String native_name = native->get_name();
if (!ClassDB::is_parent_class(p_this->get_class_name(), native_name)) {
@@ -2121,17 +2559,8 @@ PlaceHolderScriptInstance *CSharpScript::placeholder_instance_create(Object *p_t
bool CSharpScript::instance_has(const Object *p_this) const {
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->lock();
-#endif
-
- bool ret = instances.has((Object *)p_this);
-
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->unlock();
-#endif
-
- return ret;
+ SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
+ return instances.has((Object *)p_this);
}
bool CSharpScript::has_source_code() const {
@@ -2154,6 +2583,18 @@ void CSharpScript::set_source_code(const String &p_code) {
#endif
}
+void CSharpScript::get_script_method_list(List<MethodInfo> *p_list) const {
+
+ if (!script_class)
+ return;
+
+ // 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)
@@ -2162,24 +2603,55 @@ bool CSharpScript::has_method(const StringName &p_method) const {
return script_class->has_fetched_method_unknown_params(p_method);
}
-Error CSharpScript::reload(bool p_keep_state) {
+MethodInfo CSharpScript::get_method_info(const StringName &p_method) const {
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->lock();
-#endif
+ if (!script_class)
+ return MethodInfo();
- bool has_instances = instances.size();
+ GDMonoClass *top = script_class;
-#ifndef NO_THREADS
- CSharpLanguage::singleton->lock->unlock();
-#endif
+ 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);
GDMonoAssembly *project_assembly = GDMono::get_singleton()->get_project_assembly();
if (project_assembly) {
- script_class = project_assembly->get_object_derived_class(name);
+ 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;
@@ -2307,29 +2779,14 @@ int CSharpScript::get_member_line(const StringName &p_member) const {
Error CSharpScript::load_source_code(const String &p_path) {
- PoolVector<uint8_t> sourcef;
- Error err;
- FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err);
- ERR_FAIL_COND_V(err != OK, err);
-
- int len = f->get_len();
- sourcef.resize(len + 1);
- PoolVector<uint8_t>::Write w = sourcef.write();
- int r = f->get_buffer(w.ptr(), len);
- f->close();
- memdelete(f);
- ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN);
- w[len] = 0;
-
- String s;
- if (s.parse_utf8((const char *)w.ptr())) {
-
- ERR_EXPLAIN("Script '" + p_path + "' contains invalid unicode (utf-8), so it was not loaded. Please ensure that scripts are saved in valid utf-8 unicode.");
- ERR_FAIL_V(ERR_INVALID_DATA);
+ Error ferr = read_all_file_utf8(p_path, source);
+ if (ferr != OK) {
+ if (ferr == ERR_INVALID_DATA) {
+ ERR_EXPLAIN("Script '" + p_path + "' contains invalid unicode (utf-8), so it was not loaded. Please ensure that scripts are saved in valid utf-8 unicode.");
+ }
+ ERR_FAIL_V(ferr);
}
- source = s;
-
#ifdef TOOLS_ENABLED
source_changed_cache = true;
#endif
@@ -2349,6 +2806,7 @@ CSharpScript::CSharpScript() :
#ifdef TOOLS_ENABLED
source_changed_cache = false;
+ placeholder_fallback_enabled = false;
exports_invalidated = true;
#endif
@@ -2357,35 +2815,19 @@ CSharpScript::CSharpScript() :
_resource_path_changed();
#ifdef DEBUG_ENABLED
-
-#ifndef NO_THREADS
- CSharpLanguage::get_singleton()->lock->lock();
-#endif
-
- CSharpLanguage::get_singleton()->script_list.add(&script_list);
-
-#ifndef NO_THREADS
- CSharpLanguage::get_singleton()->lock->unlock();
+ {
+ SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
+ CSharpLanguage::get_singleton()->script_list.add(&this->script_list);
+ }
#endif
-
-#endif // DEBUG_ENABLED
}
CSharpScript::~CSharpScript() {
#ifdef DEBUG_ENABLED
-
-#ifndef NO_THREADS
- CSharpLanguage::get_singleton()->lock->lock();
+ SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
+ CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
#endif
-
- CSharpLanguage::get_singleton()->script_list.remove(&script_list);
-
-#ifndef NO_THREADS
- CSharpLanguage::get_singleton()->lock->unlock();
-#endif
-
-#endif // DEBUG_ENABLED
}
/*************** RESOURCE ***************/
@@ -2479,7 +2921,8 @@ Error ResourceFormatSaverCSharpScript::save(const String &p_path, const RES &p_r
"Compile",
ProjectSettings::get_singleton()->globalize_path(p_path));
} else {
- ERR_PRINTS("Cannot add " + p_path + " to the C# project because it could not be created.");
+ ERR_PRINTS("Failed to create C# project");
+ ERR_PRINTS("Cannot add " + p_path + " to the C# project");
}
}
#endif
@@ -2498,9 +2941,11 @@ Error ResourceFormatSaverCSharpScript::save(const String &p_path, const RES &p_r
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;
}