godot/modules/gdscript/gdscript_function.cpp

310 lines
9.0 KiB
C++

/*************************************************************************/
/* gdscript_function.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gdscript_function.h"
#include "gdscript.h"
const int *GDScriptFunction::get_code() const {
return _code_ptr;
}
int GDScriptFunction::get_code_size() const {
return _code_size;
}
Variant GDScriptFunction::get_constant(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, constants.size(), "<errconst>");
return constants[p_idx];
}
StringName GDScriptFunction::get_global_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, global_names.size(), "<errgname>");
return global_names[p_idx];
}
int GDScriptFunction::get_default_argument_count() const {
return _default_arg_count;
}
int GDScriptFunction::get_default_argument_addr(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), -1);
return default_arguments[p_idx];
}
GDScriptDataType GDScriptFunction::get_return_type() const {
return return_type;
}
GDScriptDataType GDScriptFunction::get_argument_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, argument_types.size(), GDScriptDataType());
return argument_types[p_idx];
}
StringName GDScriptFunction::get_name() const {
return name;
}
int GDScriptFunction::get_max_stack_size() const {
return _stack_size;
}
struct _GDFKC {
int order = 0;
List<int> pos;
};
struct _GDFKCS {
int order = 0;
StringName id;
int pos = 0;
bool operator<(const _GDFKCS &p_r) const {
return order < p_r.order;
}
};
void GDScriptFunction::debug_get_stack_member_state(int p_line, List<Pair<StringName, int>> *r_stackvars) const {
int oc = 0;
HashMap<StringName, _GDFKC> sdmap;
for (const StackDebug &sd : stack_debug) {
if (sd.line >= p_line) {
break;
}
if (sd.added) {
if (!sdmap.has(sd.identifier)) {
_GDFKC d;
d.order = oc++;
d.pos.push_back(sd.pos);
sdmap[sd.identifier] = d;
} else {
sdmap[sd.identifier].pos.push_back(sd.pos);
}
} else {
ERR_CONTINUE(!sdmap.has(sd.identifier));
sdmap[sd.identifier].pos.pop_back();
if (sdmap[sd.identifier].pos.is_empty()) {
sdmap.erase(sd.identifier);
}
}
}
List<_GDFKCS> stackpositions;
for (const KeyValue<StringName, _GDFKC> &E : sdmap) {
_GDFKCS spp;
spp.id = E.key;
spp.order = E.value.order;
spp.pos = E.value.pos.back()->get();
stackpositions.push_back(spp);
}
stackpositions.sort();
for (_GDFKCS &E : stackpositions) {
Pair<StringName, int> p;
p.first = E.id;
p.second = E.pos;
r_stackvars->push_back(p);
}
}
GDScriptFunction::GDScriptFunction() {
name = "<anonymous>";
#ifdef DEBUG_ENABLED
{
MutexLock lock(GDScriptLanguage::get_singleton()->lock);
GDScriptLanguage::get_singleton()->function_list.add(&function_list);
}
#endif
}
GDScriptFunction::~GDScriptFunction() {
for (int i = 0; i < lambdas.size(); i++) {
memdelete(lambdas[i]);
}
#ifdef DEBUG_ENABLED
MutexLock lock(GDScriptLanguage::get_singleton()->lock);
GDScriptLanguage::get_singleton()->function_list.remove(&function_list);
#endif
}
/////////////////////
Variant GDScriptFunctionState::_signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
Variant arg;
r_error.error = Callable::CallError::CALL_OK;
if (p_argcount == 0) {
r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
r_error.argument = 1;
return Variant();
} else if (p_argcount == 1) {
//noooneee
} else if (p_argcount == 2) {
arg = *p_args[0];
} else {
Array extra_args;
for (int i = 0; i < p_argcount - 1; i++) {
extra_args.push_back(*p_args[i]);
}
arg = extra_args;
}
Ref<GDScriptFunctionState> self = *p_args[p_argcount - 1];
if (self.is_null()) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = p_argcount - 1;
r_error.expected = Variant::OBJECT;
return Variant();
}
return resume(arg);
}
bool GDScriptFunctionState::is_valid(bool p_extended_check) const {
if (function == nullptr) {
return false;
}
if (p_extended_check) {
MutexLock lock(GDScriptLanguage::get_singleton()->lock);
// Script gone?
if (!scripts_list.in_list()) {
return false;
}
// Class instance gone? (if not static function)
if (state.instance && !instances_list.in_list()) {
return false;
}
}
return true;
}
Variant GDScriptFunctionState::resume(const Variant &p_arg) {
ERR_FAIL_COND_V(!function, Variant());
{
MutexLock lock(GDScriptLanguage::singleton->lock);
if (!scripts_list.in_list()) {
#ifdef DEBUG_ENABLED
ERR_FAIL_V_MSG(Variant(), "Resumed function '" + state.function_name + "()' after await, but script is gone. At script: " + state.script_path + ":" + itos(state.line));
#else
return Variant();
#endif
}
if (state.instance && !instances_list.in_list()) {
#ifdef DEBUG_ENABLED
ERR_FAIL_V_MSG(Variant(), "Resumed function '" + state.function_name + "()' after await, but class instance is gone. At script: " + state.script_path + ":" + itos(state.line));
#else
return Variant();
#endif
}
// Do these now to avoid locking again after the call
scripts_list.remove_from_list();
instances_list.remove_from_list();
}
state.result = p_arg;
Callable::CallError err;
Variant ret = function->call(nullptr, nullptr, 0, err, &state);
bool completed = true;
// If the return value is a GDScriptFunctionState reference,
// then the function did await again after resuming.
if (ret.is_ref_counted()) {
GDScriptFunctionState *gdfs = Object::cast_to<GDScriptFunctionState>(ret);
if (gdfs && gdfs->function == function) {
completed = false;
gdfs->first_state = first_state.is_valid() ? first_state : Ref<GDScriptFunctionState>(this);
}
}
function = nullptr; //cleaned up;
state.result = Variant();
if (completed) {
if (first_state.is_valid()) {
first_state->emit_signal(SNAME("completed"), ret);
} else {
emit_signal(SNAME("completed"), ret);
}
#ifdef DEBUG_ENABLED
if (EngineDebugger::is_active()) {
GDScriptLanguage::get_singleton()->exit_function();
}
#endif
}
return ret;
}
void GDScriptFunctionState::_clear_stack() {
if (state.stack_size) {
Variant *stack = (Variant *)state.stack.ptr();
// The first 3 are special addresses and not copied to the state, so we skip them here.
for (int i = 3; i < state.stack_size; i++) {
stack[i].~Variant();
}
state.stack_size = 0;
}
}
void GDScriptFunctionState::_bind_methods() {
ClassDB::bind_method(D_METHOD("resume", "arg"), &GDScriptFunctionState::resume, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("is_valid", "extended_check"), &GDScriptFunctionState::is_valid, DEFVAL(false));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "_signal_callback", &GDScriptFunctionState::_signal_callback, MethodInfo("_signal_callback"));
ADD_SIGNAL(MethodInfo("completed", PropertyInfo(Variant::NIL, "result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
}
GDScriptFunctionState::GDScriptFunctionState() :
scripts_list(this),
instances_list(this) {
}
GDScriptFunctionState::~GDScriptFunctionState() {
{
MutexLock lock(GDScriptLanguage::singleton->lock);
scripts_list.remove_from_list();
instances_list.remove_from_list();
}
}