godot/modules/mono/managed_callable.h
Ignacio Etcheverry 0b814ea78d Mono/C#: Optimize the way we store GC handles for scripts
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17 21:51:05 +01:00

78 lines
3.7 KiB
C++

/*************************************************************************/
/* managed_callable.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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.*/
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/*************************************************************************/
#ifndef MANAGED_CALLABLE_H
#define MANAGED_CALLABLE_H
#include <mono/metadata/object.h>
#include "core/callable.h"
#include "core/os/mutex.h"
#include "core/self_list.h"
#include "mono_gc_handle.h"
#include "mono_gd/gd_mono_method.h"
class ManagedCallable : public CallableCustom {
friend class CSharpLanguage;
MonoGCHandleData delegate_handle;
GDMonoMethod *delegate_invoke;
#ifdef GD_MONO_HOT_RELOAD
SelfList<ManagedCallable> self_instance = this;
static SelfList<ManagedCallable>::List instances;
static Map<ManagedCallable *, Array> instances_pending_reload;
static Mutex instances_mutex;
#endif
public:
uint32_t hash() const override;
String get_as_text() const override;
CompareEqualFunc get_compare_equal_func() const override;
CompareLessFunc get_compare_less_func() const override;
ObjectID get_object() const override;
void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
_FORCE_INLINE_ MonoDelegate *get_delegate() { return (MonoDelegate *)delegate_handle.get_target(); }
void set_delegate(MonoDelegate *p_delegate);
static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
static constexpr CompareEqualFunc compare_equal_func_ptr = &ManagedCallable::compare_equal;
static constexpr CompareEqualFunc compare_less_func_ptr = &ManagedCallable::compare_less;
ManagedCallable(MonoDelegate *p_delegate);
~ManagedCallable();
};
#endif // MANAGED_CALLABLE_H