2017-10-02 23:24:00 +02:00
										 
									 
								 
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								/*************************************************************************/
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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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								/*  gd_mono_internals.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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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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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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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2017-10-02 23:24:00 +02:00
										 
									 
								 
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								#include "gd_mono_internals.h"
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								#include "../csharp_script.h"
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								#include "../mono_gc_handle.h"
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											2018-06-26 21:03:42 +02:00
										 
									 
								 
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								#include "../utils/macros.h"
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											2019-02-04 20:39:02 +01:00
										 
									 
								 
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								#include "gd_mono_class.h"
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								#include "gd_mono_marshal.h"
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								#include "gd_mono_utils.h"
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											2020-02-27 03:30:20 +01:00
										 
									 
								 
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								#include "core/debugger/engine_debugger.h"
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								#include "core/debugger/script_debugger.h"
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								#include <mono/metadata/exception.h>
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								namespace GDMonoInternals {
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								void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
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									// This method should not fail
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									CRASH_COND(!unmanaged);
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											2019-08-09 03:39:45 +02:00
										 
									 
								 
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									// All mono objects created from the managed world (e.g.: 'new Player()')
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									// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
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									Reference *ref = Object::cast_to<Reference>(unmanaged);
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									GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
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									CRASH_COND(!klass);
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									GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
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											2020-04-02 01:20:12 +02:00
										 
									 
								 
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									CRASH_COND(native == nullptr);
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									if (native == klass) {
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										// If it's just a wrapper Godot class and not a custom inheriting class, then attach a
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										// script binding instead. One of the advantages of this is that if a script is attached
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										// later and it's not a C# script, then the managed object won't have to be disposed.
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										// Another reason for doing this is that this instance could outlive CSharpLanguage, which would
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										// be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
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										CSharpScriptBinding script_binding;
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										script_binding.inited = true;
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										script_binding.type_name = NATIVE_GDMONOCLASS_NAME(klass);
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										script_binding.wrapper_class = klass;
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										script_binding.gchandle = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
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										script_binding.owner = unmanaged;
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										if (ref) {
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											// Unsafe refcount increment. The managed instance also counts as a reference.
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											// This way if the unmanaged world has no references to our owner
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											// but the managed instance is alive, the refcount will be 1 instead of 0.
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											// See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
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											// May not me referenced yet, so we must use init_ref() instead of reference()
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											2020-01-13 21:00:07 +01:00
										 
									 
								 
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											if (ref->init_ref()) {
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												CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
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											}
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										}
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										// The object was just created, no script instance binding should have been attached
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										CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
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										void *data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
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										// Should be thread safe because the object was just created and nothing else should be referencing it
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										unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
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										return;
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									}
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											2019-12-11 17:08:40 +01:00
										 
									 
								 
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									MonoGCHandleData gchandle = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
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											2019-02-04 20:39:02 +01:00
										 
									 
								 
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									Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
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									CRASH_COND(script.is_null());
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											2020-03-14 19:20:17 +01:00
										 
									 
								 
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									CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
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											2020-03-14 19:20:17 +01:00
										 
									 
								 
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									unmanaged->set_script_and_instance(script, csharp_instance);
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								}
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											2018-06-26 21:03:42 +02:00
										 
									 
								 
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								void unhandled_exception(MonoException *p_exc) {
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											2020-06-25 23:28:51 +02:00
										 
									 
								 
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									mono_print_unhandled_exception((MonoObject *)p_exc);
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											2021-02-18 16:18:33 +01:00
										 
									 
								 
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									gd_unhandled_exception_event(p_exc);
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											2019-07-24 23:13:24 +02:00
										 
									 
								 
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									if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) {
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										// Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
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											2021-02-18 16:18:33 +01:00
										 
									 
								 
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										mono_unhandled_exception((MonoObject *)p_exc);
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											2020-04-02 01:20:12 +02:00
										 
									 
								 
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										GDMono::unhandled_exception_hook((MonoObject *)p_exc, nullptr);
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											2019-07-24 23:13:24 +02:00
										 
									 
								 
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										GD_UNREACHABLE();
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									} else {
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								#ifdef DEBUG_ENABLED
							 | 
						
					
						
							
								
									
										
										
										
											2020-07-05 19:19:36 +02:00
										 
									 
								 
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										GDMonoUtils::debug_send_unhandled_exception_error(p_exc);
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										if (EngineDebugger::is_active()) {
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											2020-02-27 03:30:20 +01:00
										 
									 
								 
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											EngineDebugger::get_singleton()->poll_events(false);
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											2020-07-05 19:19:36 +02:00
										 
									 
								 
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										}
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											2019-07-24 23:13:24 +02:00
										 
									 
								 
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								#endif
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									}
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											2018-06-26 21:03:42 +02:00
										 
									 
								 
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								}
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											2021-02-18 16:18:33 +01:00
										 
									 
								 
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								void gd_unhandled_exception_event(MonoException *p_exc) {
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									MonoImage *mono_image = GDMono::get_singleton()->get_core_api_assembly()->get_image();
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									MonoClass *gd_klass = mono_class_from_name(mono_image, "Godot", "GD");
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									MonoMethod *unhandled_exception_method = mono_class_get_method_from_name(gd_klass, "OnUnhandledException", -1);
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									void *args[1];
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									args[0] = p_exc;
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									mono_runtime_invoke(unhandled_exception_method, nullptr, (void **)args, nullptr);
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								}
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											2017-12-06 21:36:34 +01:00
										 
									 
								 
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								} // namespace GDMonoInternals
							 |