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Added a simpler/faster way to bind script languages instance wrappers to Godot
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@ -1817,6 +1817,23 @@ uint32_t Object::get_edited_version() const {
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}
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#endif
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void *Object::get_script_instance_binding(int p_script_language_index) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_INDEX_V(p_script_language_index, MAX_SCRIPT_INSTANCE_BINDINGS, NULL);
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#endif
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//it's up to the script language to make this thread safe, if the function is called twice due to threads being out of syncro
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//just return the same pointer.
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//if you want to put a big lock in the entire function and keep allocated pointers in a map or something, feel free to do it
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//as it should not really affect performance much (won't be called too often), as in far most caes the condition below will be false afterwards
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if (!_script_instance_bindings[p_script_language_index]) {
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_script_instance_bindings[p_script_language_index] = ScriptServer::get_language(p_script_language_index)->alloc_instance_binding_data(this);
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}
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return _script_instance_bindings[p_script_language_index];
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}
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Object::Object() {
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_class_ptr = NULL;
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@ -1826,6 +1843,7 @@ Object::Object() {
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_instance_ID = ObjectDB::add_instance(this);
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_can_translate = true;
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_is_queued_for_deletion = false;
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memset(_script_instance_bindings, 0, sizeof(void *) * MAX_SCRIPT_INSTANCE_BINDINGS);
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script_instance = NULL;
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#ifdef TOOLS_ENABLED
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@ -1877,6 +1895,12 @@ Object::~Object() {
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ObjectDB::remove_instance(this);
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_instance_ID = 0;
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_predelete_ok = 2;
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for (int i = 0; i < MAX_SCRIPT_INSTANCE_BINDINGS; i++) {
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if (_script_instance_bindings[i]) {
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ScriptServer::get_language(i)->free_instance_binding_data(_script_instance_bindings[i]);
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}
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}
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}
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bool predelete_handler(Object *p_object) {
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@ -381,6 +381,10 @@ public:
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};
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private:
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enum {
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MAX_SCRIPT_INSTANCE_BINDINGS = 8
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};
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#ifdef DEBUG_ENABLED
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friend class _ObjectDebugLock;
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#endif
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@ -447,6 +451,8 @@ private:
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void _set_bind(const String &p_set, const Variant &p_value);
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Variant _get_bind(const String &p_name) const;
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void *_script_instance_bindings[MAX_SCRIPT_INSTANCE_BINDINGS];
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void property_list_changed_notify();
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protected:
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@ -683,6 +689,9 @@ public:
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bool editor_is_section_unfolded(const String &p_section);
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#endif
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//used by script languages to store binding data
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void *get_script_instance_binding(int p_script_language_index);
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void clear_internal_resource_paths();
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Object();
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@ -66,11 +66,6 @@ bool ScriptServer::is_scripting_enabled() {
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return scripting_enabled;
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}
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int ScriptServer::get_language_count() {
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return _language_count;
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}
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ScriptLanguage *ScriptServer::get_language(int p_idx) {
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ERR_FAIL_INDEX_V(p_idx, _language_count, NULL);
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@ -57,7 +57,7 @@ public:
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static void set_scripting_enabled(bool p_enabled);
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static bool is_scripting_enabled();
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static int get_language_count();
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_FORCE_INLINE_ static int get_language_count() { return _language_count; }
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static ScriptLanguage *get_language(int p_idx);
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static void register_language(ScriptLanguage *p_language);
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static void unregister_language(ScriptLanguage *p_language);
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@ -274,6 +274,9 @@ public:
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) = 0;
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) = 0;
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virtual void *alloc_instance_binding_data(Object *p_object) { return NULL; } //optional, not used by all languages
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virtual void free_instance_binding_data(void *p_data) {} //optional, not used by all languages
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virtual void frame();
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virtual ~ScriptLanguage(){};
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