diff options
Diffstat (limited to 'modules/mono/csharp_script.cpp')
-rw-r--r-- | modules/mono/csharp_script.cpp | 1345 |
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; } |