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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
149 lines
5.7 KiB
C++
149 lines
5.7 KiB
C++
/*************************************************************************/
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/* managed_callable.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "managed_callable.h"
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#include "csharp_script.h"
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#include "mono_gd/gd_mono_marshal.h"
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#include "mono_gd/gd_mono_utils.h"
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#ifdef GD_MONO_HOT_RELOAD
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SelfList<ManagedCallable>::List ManagedCallable::instances;
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Map<ManagedCallable *, Array> ManagedCallable::instances_pending_reload;
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Mutex ManagedCallable::instances_mutex;
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#endif
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bool ManagedCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
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const ManagedCallable *a = static_cast<const ManagedCallable *>(p_a);
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const ManagedCallable *b = static_cast<const ManagedCallable *>(p_b);
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MonoDelegate *delegate_a = (MonoDelegate *)a->delegate_handle.get_target();
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MonoDelegate *delegate_b = (MonoDelegate *)b->delegate_handle.get_target();
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if (!delegate_a || !delegate_b) {
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if (!delegate_a && !delegate_b) {
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return true;
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}
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return false;
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}
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// Call Delegate's 'Equals'
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return GDMonoUtils::mono_delegate_equal(delegate_a, delegate_b);
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}
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bool ManagedCallable::compare_less(const CallableCustom *p_a, const CallableCustom *p_b) {
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if (compare_equal(p_a, p_b)) {
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return false;
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}
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return p_a < p_b;
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}
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uint32_t ManagedCallable::hash() const {
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// hmm
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uint32_t hash = delegate_invoke->get_name().hash();
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return hash_djb2_one_64(delegate_handle.handle, hash);
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}
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String ManagedCallable::get_as_text() const {
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return "Delegate::Invoke";
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}
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CallableCustom::CompareEqualFunc ManagedCallable::get_compare_equal_func() const {
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return compare_equal_func_ptr;
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}
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CallableCustom::CompareLessFunc ManagedCallable::get_compare_less_func() const {
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return compare_less_func_ptr;
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}
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ObjectID ManagedCallable::get_object() const {
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// TODO: If the delegate target extends Godot.Object, use that instead!
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return CSharpLanguage::get_singleton()->get_managed_callable_middleman()->get_instance_id();
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}
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void ManagedCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
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r_call_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD; // Can't find anything better
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r_return_value = Variant();
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#ifdef GD_MONO_HOT_RELOAD
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// Lost during hot-reload
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ERR_FAIL_NULL(delegate_invoke);
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ERR_FAIL_COND(delegate_handle.is_released());
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#endif
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ERR_FAIL_COND(delegate_invoke->get_parameters_count() < p_argcount);
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MonoObject *delegate = delegate_handle.get_target();
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MonoException *exc = nullptr;
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MonoObject *ret = delegate_invoke->invoke(delegate, p_arguments, &exc);
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if (exc) {
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GDMonoUtils::set_pending_exception(exc);
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} else {
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r_return_value = GDMonoMarshal::mono_object_to_variant(ret);
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r_call_error.error = Callable::CallError::CALL_OK;
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}
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}
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void ManagedCallable::set_delegate(MonoDelegate *p_delegate) {
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delegate_handle = MonoGCHandleData::new_strong_handle((MonoObject *)p_delegate);
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MonoMethod *delegate_invoke_raw = mono_get_delegate_invoke(mono_object_get_class((MonoObject *)p_delegate));
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const StringName &delegate_invoke_name = CSharpLanguage::get_singleton()->get_string_names().delegate_invoke_method_name;
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delegate_invoke = memnew(GDMonoMethod(delegate_invoke_name, delegate_invoke_raw)); // TODO: Use pooling for this GDMonoMethod instances
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}
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ManagedCallable::ManagedCallable(MonoDelegate *p_delegate) {
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#ifdef DEBUG_ENABLED
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CRASH_COND(p_delegate == nullptr);
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#endif
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set_delegate(p_delegate);
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#ifdef GD_MONO_HOT_RELOAD
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{
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MutexLock lock(instances_mutex);
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instances.add(&self_instance);
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}
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#endif
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}
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ManagedCallable::~ManagedCallable() {
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#ifdef GD_MONO_HOT_RELOAD
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{
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MutexLock lock(instances_mutex);
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instances.remove(&self_instance);
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instances_pending_reload.erase(this);
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}
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#endif
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delegate_handle.release();
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}
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