C#: Ensure we only create one CSharpScript per type

Previously, for each scripts class instance that was created from code
rather than by the engine, we were constructing, configuring and
assigning a new CSharpScript.
This has changed now and we make sure there's only one CSharpScript
associated to each type.
This commit is contained in:
Ignacio Roldán Etcheverry 2022-02-27 21:57:36 +01:00
parent 92503ae8db
commit 67db89988d
9 changed files with 140 additions and 135 deletions

View file

@ -104,7 +104,7 @@ Error CSharpLanguage::execute_file(const String &p_path) {
return OK;
}
extern void *godotsharp_pinvoke_funcs[179];
extern void *godotsharp_pinvoke_funcs[181];
[[maybe_unused]] volatile void **do_not_strip_godotsharp_pinvoke_funcs;
#ifdef TOOLS_ENABLED
extern void *godotsharp_editor_pinvoke_funcs[30];
@ -793,6 +793,20 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
// (while hot-reload is not yet implemented)
gdmono->initialize_load_assemblies();
{
MutexLock lock(script_instances_mutex);
for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
Ref<CSharpScript> script(elem->self());
script->exports_invalidated = true;
if (!script->get_path().is_empty()) {
script->reload(p_soft_reload);
}
}
}
#if 0
// There is no soft reloading with Mono. It's always hard reloading.
@ -1010,7 +1024,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
GDMonoClass *native = GDMonoUtils::get_class_native_base(script_class);
CSharpScript::initialize_for_managed_type(script, script_class, native);
CSharpScript::reload_registered_script(script, script_class, native);
}
StringName native_name = NATIVE_GDMONOCLASS_NAME(script->native);
@ -1563,9 +1577,13 @@ void CSharpLanguage::tie_native_managed_to_unmanaged(GCHandleIntPtr p_gchandle_i
CSharpLanguage::set_instance_binding(p_unmanaged, data);
}
void CSharpLanguage::tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, CSharpScript *p_script, bool p_ref_counted) {
void CSharpLanguage::tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, Ref<CSharpScript> *p_script, bool p_ref_counted) {
// This method should not fail
Ref<CSharpScript> script = *p_script;
// We take care of destructing this reference here, so the managed code won't need to do another P/Invoke call
p_script->~Ref();
CRASH_COND(!p_unmanaged);
// All mono objects created from the managed world (e.g.: 'new Player()')
@ -1578,12 +1596,8 @@ void CSharpLanguage::tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_int
MonoGCHandleData gchandle = MonoGCHandleData(p_gchandle_intptr,
p_ref_counted ? gdmono::GCHandleType::WEAK_HANDLE : gdmono::GCHandleType::STRONG_HANDLE);
Ref<CSharpScript> script = p_script;
CRASH_COND(script.is_null());
CSharpScript::initialize_for_managed_type(script);
CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(p_unmanaged, script.ptr(), gchandle);
p_unmanaged->set_script_and_instance(script, csharp_instance);
@ -2345,12 +2359,17 @@ void CSharpScript::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &CSharpScript::_new, MethodInfo("new"));
}
void CSharpScript::initialize_for_managed_type(Ref<CSharpScript> p_script) {
void CSharpScript::reload_registered_script(Ref<CSharpScript> p_script) {
// IMPORTANT:
// This method must be called only after the CSharpScript and its associated type
// have been added to the script bridge map in the ScriptManagerBridge C# class.
// Other than that, it's the same as `CSharpScript::reload`.
// This method should not fail, only assertions allowed
// This method should not fail, only assertions allowed.
// Unlike `reload`, we print an error rather than silently returning,
// as we can assert this won't be called a second time until invalidated.
ERR_FAIL_COND(!p_script->reload_invalidated);
p_script->valid = true;
p_script->reload_invalidated = false;
@ -2607,9 +2626,6 @@ Error CSharpScript::reload(bool p_keep_state) {
String script_path = get_path();
// In case it was already added by a previous reload
GDMonoCache::managed_callbacks.ScriptManagerBridge_RemoveScriptBridge(this);
valid = GDMonoCache::managed_callbacks.ScriptManagerBridge_AddScriptBridge(this, &script_path);
if (valid) {
@ -2817,9 +2833,13 @@ Ref<Resource> ResourceFormatLoaderCSharpScript::load(const String &p_path, const
// TODO ignore anything inside bin/ and obj/ in tools builds?
CSharpScript *script = memnew(CSharpScript);
Ref<CSharpScript> script;
Ref<CSharpScript> scriptres(script);
if (GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.ScriptManagerBridge_GetOrCreateScriptBridgeForPath(&p_path, &script);
} else {
script = Ref<CSharpScript>(memnew(CSharpScript));
}
#if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
Error err = script->load_source_code(p_path);
@ -2834,7 +2854,7 @@ Ref<Resource> ResourceFormatLoaderCSharpScript::load(const String &p_path, const
*r_error = OK;
}
return scriptres;
return script;
}
void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {