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We're targeting .NET 5 for now to make development easier while .NET 6 is not yet released. TEMPORARY REGRESSIONS --------------------- Assembly unloading is not implemented yet. As such, many Godot resources are leaked at exit. This will be re-implemented later together with assembly hot-reloading.
74 lines
3.6 KiB
C++
74 lines
3.6 KiB
C++
/*************************************************************************/
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/* managed_callable.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef MANAGED_CALLABLE_H
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#define MANAGED_CALLABLE_H
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#include "core/os/mutex.h"
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#include "core/templates/self_list.h"
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#include "core/variant/callable.h"
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#include "mono_gc_handle.h"
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class ManagedCallable : public CallableCustom {
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friend class CSharpLanguage;
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GCHandleIntPtr delegate_handle;
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#ifdef GD_MONO_HOT_RELOAD
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SelfList<ManagedCallable> self_instance = this;
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static SelfList<ManagedCallable>::List instances;
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static RBMap<ManagedCallable *, Array> instances_pending_reload;
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static Mutex instances_mutex;
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#endif
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public:
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uint32_t hash() const override;
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String get_as_text() const override;
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CompareEqualFunc get_compare_equal_func() const override;
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CompareLessFunc get_compare_less_func() const override;
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ObjectID get_object() const override;
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
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_FORCE_INLINE_ GCHandleIntPtr get_delegate() const { return delegate_handle; }
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static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
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static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
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static constexpr CompareEqualFunc compare_equal_func_ptr = &ManagedCallable::compare_equal;
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static constexpr CompareEqualFunc compare_less_func_ptr = &ManagedCallable::compare_less;
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void release_delegate_handle();
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ManagedCallable(GCHandleIntPtr p_delegate_handle);
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~ManagedCallable();
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};
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#endif // MANAGED_CALLABLE_H
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