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C#: Improve tool script support and fix reloading issues
This commit is contained in:
parent
bf94eed60c
commit
b9b7dcdf00
12 changed files with 550 additions and 351 deletions
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@ -50,6 +50,7 @@
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#include "mono_gd/gd_mono_marshal.h"
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#include "signal_awaiter_utils.h"
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#include "utils/macros.h"
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#include "utils/mutex_utils.h"
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#include "utils/string_utils.h"
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#include "utils/thread_local.h"
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@ -378,60 +379,72 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
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return "object";
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if (!ClassDB::class_exists(p_var_type_name)) {
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Variant::Type var_types[] = {
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Variant::BOOL,
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Variant::INT,
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Variant::REAL,
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Variant::STRING,
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Variant::VECTOR2,
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Variant::RECT2,
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Variant::VECTOR3,
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Variant::TRANSFORM2D,
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Variant::PLANE,
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Variant::QUAT,
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Variant::AABB,
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Variant::BASIS,
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Variant::TRANSFORM,
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Variant::COLOR,
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Variant::NODE_PATH,
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Variant::_RID
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};
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for (int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
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if (p_var_type_name == Variant::get_type_name(var_types[i]))
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return p_var_type_name;
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}
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if (p_var_type_name == "String")
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return "string"; // I prefer this one >:[
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// TODO these will be rewritten later into custom containers
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if (p_var_type_name == "Array")
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return "object[]";
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if (p_var_type_name == "Dictionary")
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return "Dictionary<object, object>";
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if (p_var_type_name == "PoolByteArray")
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return "byte[]";
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if (p_var_type_name == "PoolIntArray")
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return "int[]";
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if (p_var_type_name == "PoolRealArray")
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return "float[]";
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if (p_var_type_name == "PoolStringArray")
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return "string[]";
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if (p_var_type_name == "PoolVector2Array")
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return "Vector2[]";
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if (p_var_type_name == "PoolVector3Array")
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return "Vector3[]";
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if (p_var_type_name == "PoolColorArray")
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return "Color[]";
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return "object";
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return p_var_type_name;
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}
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return p_var_type_name;
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if (p_var_type_name == Variant::get_type_name(Variant::OBJECT))
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return "Godot.Object";
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if (p_var_type_name == Variant::get_type_name(Variant::REAL)) {
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#ifdef REAL_T_IS_DOUBLE
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return "double";
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#else
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return "float";
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#endif
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}
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if (p_var_type_name == Variant::get_type_name(Variant::STRING))
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return "string"; // I prefer this one >:[
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if (p_var_type_name == Variant::get_type_name(Variant::DICTIONARY))
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return "Collections.Dictionary";
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if (p_var_type_name == Variant::get_type_name(Variant::ARRAY))
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return "Collections.Array";
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_BYTE_ARRAY))
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return "byte[]";
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_INT_ARRAY))
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return "int[]";
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_REAL_ARRAY)) {
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#ifdef REAL_T_IS_DOUBLE
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return "double[]";
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#else
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return "float[]";
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#endif
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}
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_STRING_ARRAY))
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return "string[]";
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR2_ARRAY))
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return "Vector2[]";
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR3_ARRAY))
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return "Vector3[]";
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if (p_var_type_name == Variant::get_type_name(Variant::POOL_COLOR_ARRAY))
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return "Color[]";
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Variant::Type var_types[] = {
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Variant::BOOL,
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Variant::INT,
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Variant::VECTOR2,
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Variant::RECT2,
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Variant::VECTOR3,
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Variant::TRANSFORM2D,
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Variant::PLANE,
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Variant::QUAT,
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Variant::AABB,
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Variant::BASIS,
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Variant::TRANSFORM,
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Variant::COLOR,
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Variant::NODE_PATH,
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Variant::_RID
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};
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for (int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
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if (p_var_type_name == Variant::get_type_name(var_types[i]))
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return p_var_type_name;
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}
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return "object";
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}
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String CSharpLanguage::make_function(const String &, const String &p_name, const PoolStringArray &p_args) const {
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@ -507,8 +520,7 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
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MonoException *exc = NULL;
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GDMonoUtils::StackTrace_GetFrames st_get_frames = CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames);
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MonoArray *frames = st_get_frames(p_stack_trace, (MonoObject **)&exc);
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MonoArray *frames = invoke_method_thunk(CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames), p_stack_trace, (MonoObject **)&exc);
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if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
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@ -532,7 +544,7 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
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MonoString *file_name;
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int file_line_num;
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MonoString *method_decl;
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get_sf_info(frame, &file_name, &file_line_num, &method_decl, (MonoObject **)&exc);
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invoke_method_thunk(get_sf_info, frame, &file_name, &file_line_num, &method_decl, (MonoObject **)&exc);
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if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
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@ -561,10 +573,8 @@ void CSharpLanguage::frame() {
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MonoObject *task_scheduler = task_scheduler_handle->get_target();
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if (task_scheduler) {
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GDMonoUtils::GodotTaskScheduler_Activate thunk = CACHED_METHOD_THUNK(GodotTaskScheduler, Activate);
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MonoException *exc = NULL;
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thunk(task_scheduler, (MonoObject **)&exc);
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invoke_method_thunk(CACHED_METHOD_THUNK(GodotTaskScheduler, Activate), task_scheduler, (MonoObject **)&exc);
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if (exc) {
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GDMonoUtils::debug_unhandled_exception(exc);
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@ -599,23 +609,19 @@ void CSharpLanguage::reload_all_scripts() {
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#ifdef DEBUG_ENABLED
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#ifndef NO_THREADS
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lock->lock();
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#endif
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List<Ref<CSharpScript> > scripts;
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SelfList<CSharpScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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}
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elem = elem->next();
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}
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{
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SCOPED_MUTEX_LOCK(script_instances_mutex);
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#ifndef NO_THREADS
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lock->unlock();
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#endif
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SelfList<CSharpScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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}
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elem = elem->next();
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}
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}
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//as scripts are going to be reloaded, must proceed without locking here
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@ -625,6 +631,7 @@ void CSharpLanguage::reload_all_scripts() {
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E->get()->load_source_code(E->get()->get_path());
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E->get()->reload(true);
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}
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#endif
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}
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@ -634,15 +641,17 @@ void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft
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#ifdef TOOLS_ENABLED
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MonoReloadNode::get_singleton()->restart_reload_timer();
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reload_assemblies_if_needed(p_soft_reload);
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if (is_assembly_reloading_needed()) {
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reload_assemblies(p_soft_reload);
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}
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#endif
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}
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#ifdef TOOLS_ENABLED
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void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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bool CSharpLanguage::is_assembly_reloading_needed() {
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if (!gdmono->is_runtime_initialized())
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return;
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return false;
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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@ -660,164 +669,208 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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// Maybe it wasn't loaded from the default path, so check this as well
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
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if (!FileAccess::exists(proj_asm_path))
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return; // No assembly to load
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return false; // No assembly to load
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}
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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return; // Already up to date
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return false; // Already up to date
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} else {
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
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return; // No assembly to load
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return false; // No assembly to load
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}
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if (!gdmono->get_core_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE))
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return; // The core API assembly to load is invalidated
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return false; // The core API assembly to load is invalidated
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if (!gdmono->get_editor_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR))
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return; // The editor API assembly to load is invalidated
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return false; // The editor API assembly to load is invalidated
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#ifndef NO_THREADS
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lock->lock();
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#endif
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return true;
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}
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void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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if (!gdmono->is_runtime_initialized())
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return;
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// There is no soft reloading with Mono. It's always hard reloading.
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List<Ref<CSharpScript> > scripts;
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SelfList<CSharpScript> *elem = script_list.first();
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while (elem) {
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if (elem->self()->get_path().is_resource_file()) {
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{
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SCOPED_MUTEX_LOCK(script_instances_mutex);
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scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to CSharpScript to avoid being erased by accident
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for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
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if (elem->self()->get_path().is_resource_file()) {
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// Cast to CSharpScript to avoid being erased by accident
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scripts.push_back(Ref<CSharpScript>(elem->self()));
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}
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}
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elem = elem->next();
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}
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#ifndef NO_THREADS
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lock->unlock();
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#endif
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List<Ref<CSharpScript> > to_reload;
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//when someone asks you why dynamically typed languages are easier to write....
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// As scripts are going to be reloaded, must proceed without locking here
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Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > > to_reload;
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//as scripts are going to be reloaded, must proceed without locking here
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scripts.sort_custom<CSharpScriptDepSort>(); //update in inheritance dependency order
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scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
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for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
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to_reload.insert(E->get(), Map<ObjectID, List<Pair<StringName, Variant> > >());
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Ref<CSharpScript> &script = E->get();
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if (!p_soft_reload) {
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to_reload.push_back(script);
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//save state and remove script from instances
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Map<ObjectID, List<Pair<StringName, Variant> > > &map = to_reload[E->get()];
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// Script::instances are deleted during managed object disposal, which happens on domain finalize.
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// Only placeholders are kept. Therefore we need to keep a copy before that happens.
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while (E->get()->instances.front()) {
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Object *obj = E->get()->instances.front()->get();
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//save instance info
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List<Pair<StringName, Variant> > state;
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if (obj->get_script_instance()) {
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obj->get_script_instance()->get_property_state(state);
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Ref<MonoGCHandle> gchandle = CAST_CSHARP_INSTANCE(obj->get_script_instance())->gchandle;
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if (gchandle.is_valid())
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gchandle->release();
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map[obj->get_instance_id()] = state;
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obj->set_script(RefPtr());
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}
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}
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//same thing for placeholders
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while (E->get()->placeholders.size()) {
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Object *obj = E->get()->placeholders.front()->get()->get_owner();
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//save instance info
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List<Pair<StringName, Variant> > state;
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if (obj->get_script_instance()) {
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obj->get_script_instance()->get_property_state(state);
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map[obj->get_instance_id()] = state;
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obj->set_script(RefPtr());
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} else {
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// no instance found. Let's remove it so we don't loop forever
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E->get()->placeholders.erase(E->get()->placeholders.front()->get());
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}
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}
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for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get()->pending_reload_state.front(); F; F = F->next()) {
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map[F->key()] = F->get(); //pending to reload, use this one instead
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}
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E->get()->_clear();
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for (Set<Object *>::Element *E = script->instances.front(); E; E = E->next()) {
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script->pending_reload_instances.insert(E->get()->get_instance_id());
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}
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#ifdef TOOLS_ENABLED
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for (Set<PlaceHolderScriptInstance *>::Element *E = script->placeholders.front(); E; E = E->next()) {
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script->pending_reload_instances.insert(E->get()->get_owner()->get_instance_id());
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}
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#endif
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// FIXME: What about references? Need to keep them alive if only managed code references them.
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// Save state and remove script from instances
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Map<ObjectID, CSharpScript::StateBackup> &owners_map = script->pending_reload_state;
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while (script->instances.front()) {
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Object *obj = script->instances.front()->get();
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// Save instance info
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CSharpScript::StateBackup state;
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ERR_CONTINUE(!obj->get_script_instance());
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// TODO: Proper state backup (Not only variants, serialize managed state of scripts)
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obj->get_script_instance()->get_property_state(state.properties);
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Ref<MonoGCHandle> gchandle = CAST_CSHARP_INSTANCE(obj->get_script_instance())->gchandle;
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if (gchandle.is_valid())
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gchandle->release();
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owners_map[obj->get_instance_id()] = state;
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obj->set_script(RefPtr()); // Remove script and existing script instances (placeholder are not removed before domain reload)
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}
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script->_clear();
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}
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// Do domain reload
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if (gdmono->reload_scripts_domain() != OK) {
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// Failed to reload the scripts domain
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// Make sure to add the scripts back to their owners before returning
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for (Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > >::Element *E = to_reload.front(); E; E = E->next()) {
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Ref<CSharpScript> scr = E->key();
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for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get().front(); F; F = F->next()) {
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for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
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Ref<CSharpScript> scr = E->get();
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for (const Map<ObjectID, CSharpScript::StateBackup>::Element *F = scr->pending_reload_state.front(); F; F = F->next()) {
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Object *obj = ObjectDB::get_instance(F->key());
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if (!obj)
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continue;
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ObjectID obj_id = obj->get_instance_id();
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// Use a placeholder for now to avoid losing the state when saving a scene
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obj->set_script(scr.get_ref_ptr());
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// Save reload state for next time if not saved
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if (!scr->pending_reload_state.has(obj->get_instance_id())) {
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scr->pending_reload_state[obj->get_instance_id()] = F->get();
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PlaceHolderScriptInstance *placeholder = scr->placeholder_instance_create(obj);
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obj->set_script_instance(placeholder);
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// Even though build didn't fail, this tells the placeholder to keep properties and
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// it allows using property_set_fallback for restoring the state without a valid script.
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placeholder->set_build_failed(true);
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// Restore Variant properties state, it will be kept by the placeholder until the next script reloading
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for (List<Pair<StringName, Variant> >::Element *G = scr->pending_reload_state[obj_id].properties.front(); G; G = G->next()) {
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placeholder->property_set_fallback(G->get().first, G->get().second, NULL);
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}
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scr->pending_reload_state.erase(obj_id);
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}
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}
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return;
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}
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for (Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > >::Element *E = to_reload.front(); E; E = E->next()) {
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for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
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Ref<CSharpScript> scr = E->key();
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Ref<CSharpScript> scr = E->get();
|
||||
scr->exports_invalidated = true;
|
||||
scr->signals_invalidated = true;
|
||||
scr->reload(p_soft_reload);
|
||||
scr->update_exports();
|
||||
|
||||
//restore state if saved
|
||||
for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get().front(); F; F = F->next()) {
|
||||
{
|
||||
#ifdef DEBUG_ENABLED
|
||||
for (Set<ObjectID>::Element *F = scr->pending_reload_instances.front(); F; F = F->next()) {
|
||||
ObjectID obj_id = F->get();
|
||||
Object *obj = ObjectDB::get_instance(obj_id);
|
||||
|
||||
Object *obj = ObjectDB::get_instance(F->key());
|
||||
if (!obj)
|
||||
continue;
|
||||
|
||||
if (!p_soft_reload) {
|
||||
//clear it just in case (may be a pending reload state)
|
||||
obj->set_script(RefPtr());
|
||||
}
|
||||
obj->set_script(scr.get_ref_ptr());
|
||||
if (!obj->get_script_instance()) {
|
||||
//failed, save reload state for next time if not saved
|
||||
if (!scr->pending_reload_state.has(obj->get_instance_id())) {
|
||||
scr->pending_reload_state[obj->get_instance_id()] = F->get();
|
||||
if (!obj) {
|
||||
scr->pending_reload_state.erase(obj_id);
|
||||
continue;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (scr->valid && scr->is_tool() && obj->get_script_instance()->is_placeholder()) {
|
||||
// Script instance was a placeholder, but now the script was built successfully and is a tool script.
|
||||
// We have to replace the placeholder with an actual C# script instance.
|
||||
scr->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(obj->get_script_instance()));
|
||||
ScriptInstance *script_instance = scr->instance_create(obj);
|
||||
obj->set_script_instance(script_instance); // Not necessary as it's already done in instance_create, but just in case...
|
||||
}
|
||||
ScriptInstance *si = obj->get_script_instance();
|
||||
|
||||
for (List<Pair<StringName, Variant> >::Element *G = F->get().front(); G; G = G->next()) {
|
||||
obj->get_script_instance()->set(G->get().first, G->get().second);
|
||||
}
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (si) {
|
||||
// If the script instance is not null, then it must be a placeholder.
|
||||
// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
|
||||
CRASH_COND(!si->is_placeholder());
|
||||
|
||||
scr->pending_reload_state.erase(obj->get_instance_id()); //as it reloaded, remove pending state
|
||||
if (scr->is_tool() || ScriptServer::is_scripting_enabled()) {
|
||||
// Replace placeholder with a script instance
|
||||
|
||||
CSharpScript::StateBackup &state_backup = scr->pending_reload_state[obj_id];
|
||||
|
||||
// Backup placeholder script instance state before replacing it with a script instance
|
||||
obj->get_script_instance()->get_property_state(state_backup.properties);
|
||||
|
||||
ScriptInstance *script_instance = scr->instance_create(obj);
|
||||
|
||||
if (script_instance) {
|
||||
scr->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
|
||||
obj->set_script_instance(script_instance);
|
||||
}
|
||||
|
||||
// TODO: Restore serialized state
|
||||
|
||||
for (List<Pair<StringName, Variant> >::Element *G = state_backup.properties.front(); G; G = G->next()) {
|
||||
script_instance->set(G->get().first, G->get().second);
|
||||
}
|
||||
|
||||
scr->pending_reload_state.erase(obj_id);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
#else
|
||||
CRASH_COND(si != NULL);
|
||||
#endif
|
||||
// Re-create script instance
|
||||
|
||||
obj->set_script(scr.get_ref_ptr()); // will create the script instance as well
|
||||
|
||||
// TODO: Restore serialized state
|
||||
|
||||
for (List<Pair<StringName, Variant> >::Element *G = scr->pending_reload_state[obj_id].properties.front(); G; G = G->next()) {
|
||||
obj->get_script_instance()->set(G->get().first, G->get().second);
|
||||
}
|
||||
|
||||
scr->pending_reload_state.erase(obj_id);
|
||||
}
|
||||
#endif
|
||||
|
||||
scr->pending_reload_instances.clear();
|
||||
}
|
||||
|
||||
//if instance states were saved, set them!
|
||||
}
|
||||
|
||||
// FIXME: Hack to refresh editor in order to display new properties and signals. See if there is a better alternative.
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
EditorNode::get_singleton()->get_inspector()->update_tree();
|
||||
NodeDock::singleton->update_lists();
|
||||
|
@ -941,26 +994,17 @@ void CSharpLanguage::set_language_index(int p_idx) {
|
|||
void CSharpLanguage::release_script_gchandle(Ref<MonoGCHandle> &p_gchandle) {
|
||||
|
||||
if (!p_gchandle->is_released()) { // Do not locking unnecessarily
|
||||
#ifndef NO_THREADS
|
||||
get_singleton()->script_gchandle_release_lock->lock();
|
||||
#endif
|
||||
|
||||
SCOPED_MUTEX_LOCK(get_singleton()->script_gchandle_release_mutex);
|
||||
p_gchandle->release();
|
||||
|
||||
#ifndef NO_THREADS
|
||||
get_singleton()->script_gchandle_release_lock->unlock();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void CSharpLanguage::release_script_gchandle(MonoObject *p_pinned_expected_obj, Ref<MonoGCHandle> &p_gchandle) {
|
||||
void CSharpLanguage::release_script_gchandle(MonoObject *p_expected_obj, Ref<MonoGCHandle> &p_gchandle) {
|
||||
|
||||
uint32_t pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(p_pinned_expected_obj); // we might lock after this, so pin it
|
||||
uint32_t pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(p_expected_obj); // We might lock after this, so pin it
|
||||
|
||||
if (!p_gchandle->is_released()) { // Do not locking unnecessarily
|
||||
#ifndef NO_THREADS
|
||||
get_singleton()->script_gchandle_release_lock->lock();
|
||||
#endif
|
||||
SCOPED_MUTEX_LOCK(get_singleton()->script_gchandle_release_mutex);
|
||||
|
||||
MonoObject *target = p_gchandle->get_target();
|
||||
|
||||
|
@ -968,13 +1012,9 @@ void CSharpLanguage::release_script_gchandle(MonoObject *p_pinned_expected_obj,
|
|||
// already released and could have been replaced) or if we can't get its target MonoObject*
|
||||
// (which doesn't necessarily mean it was released, and we want it released in order to
|
||||
// avoid locking other threads unnecessarily).
|
||||
if (target == p_pinned_expected_obj || target == NULL) {
|
||||
if (target == p_expected_obj || target == NULL) {
|
||||
p_gchandle->release();
|
||||
}
|
||||
|
||||
#ifndef NO_THREADS
|
||||
get_singleton()->script_gchandle_release_lock->unlock();
|
||||
#endif
|
||||
}
|
||||
|
||||
MonoGCHandle::free_handle(pinned_gchandle);
|
||||
|
@ -990,13 +1030,13 @@ CSharpLanguage::CSharpLanguage() {
|
|||
gdmono = NULL;
|
||||
|
||||
#ifdef NO_THREADS
|
||||
lock = NULL;
|
||||
gchandle_bind_lock = NULL;
|
||||
script_gchandle_release_lock = NULL;
|
||||
script_instances_mutex = NULL;
|
||||
script_gchandle_release_mutex = NULL;
|
||||
language_bind_mutex = NULL;
|
||||
#else
|
||||
lock = Mutex::create();
|
||||
script_bind_lock = Mutex::create();
|
||||
script_gchandle_release_lock = Mutex::create();
|
||||
script_instances_mutex = Mutex::create();
|
||||
script_gchandle_release_mutex = Mutex::create();
|
||||
language_bind_mutex = Mutex::create();
|
||||
#endif
|
||||
|
||||
lang_idx = -1;
|
||||
|
@ -1006,19 +1046,19 @@ CSharpLanguage::~CSharpLanguage() {
|
|||
|
||||
finish();
|
||||
|
||||
if (lock) {
|
||||
memdelete(lock);
|
||||
lock = NULL;
|
||||
if (script_instances_mutex) {
|
||||
memdelete(script_instances_mutex);
|
||||
script_instances_mutex = NULL;
|
||||
}
|
||||
|
||||
if (script_bind_lock) {
|
||||
memdelete(script_bind_lock);
|
||||
script_bind_lock = NULL;
|
||||
if (language_bind_mutex) {
|
||||
memdelete(language_bind_mutex);
|
||||
language_bind_mutex = NULL;
|
||||
}
|
||||
|
||||
if (script_gchandle_release_lock) {
|
||||
memdelete(script_gchandle_release_lock);
|
||||
script_gchandle_release_lock = NULL;
|
||||
if (script_gchandle_release_mutex) {
|
||||
memdelete(script_gchandle_release_mutex);
|
||||
script_gchandle_release_mutex = NULL;
|
||||
}
|
||||
|
||||
singleton = NULL;
|
||||
|
@ -1055,15 +1095,12 @@ void *CSharpLanguage::alloc_instance_binding_data(Object *p_object) {
|
|||
script_binding.wrapper_class = type_class; // cache
|
||||
script_binding.gchandle = MonoGCHandle::create_strong(mono_object);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
script_bind_lock->lock();
|
||||
#endif
|
||||
void *data;
|
||||
|
||||
void *data = (void *)script_bindings.insert(p_object, script_binding);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
script_bind_lock->unlock();
|
||||
#endif
|
||||
{
|
||||
SCOPED_MUTEX_LOCK(language_bind_mutex);
|
||||
data = (void *)script_bindings.insert(p_object, script_binding);
|
||||
}
|
||||
|
||||
// Tie managed to unmanaged
|
||||
Reference *ref = Object::cast_to<Reference>(p_object);
|
||||
|
@ -1093,23 +1130,19 @@ void CSharpLanguage::free_instance_binding_data(void *p_data) {
|
|||
if (finalizing)
|
||||
return; // inside CSharpLanguage::finish(), all the gchandle bindings are released there
|
||||
|
||||
#ifndef NO_THREADS
|
||||
script_bind_lock->lock();
|
||||
#endif
|
||||
{
|
||||
SCOPED_MUTEX_LOCK(language_bind_mutex);
|
||||
|
||||
Map<Object *, CSharpScriptBinding>::Element *data = (Map<Object *, CSharpScriptBinding>::Element *)p_data;
|
||||
Map<Object *, CSharpScriptBinding>::Element *data = (Map<Object *, CSharpScriptBinding>::Element *)p_data;
|
||||
|
||||
// Set the native instance field to IntPtr.Zero, if not yet garbage collected
|
||||
MonoObject *mono_object = data->value().gchandle->get_target();
|
||||
if (mono_object) {
|
||||
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, NULL);
|
||||
// Set the native instance field to IntPtr.Zero, if not yet garbage collected
|
||||
MonoObject *mono_object = data->value().gchandle->get_target();
|
||||
if (mono_object) {
|
||||
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, NULL);
|
||||
}
|
||||
|
||||
script_bindings.erase(data);
|
||||
}
|
||||
|
||||
script_bindings.erase(data);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
script_bind_lock->unlock();
|
||||
#endif
|
||||
}
|
||||
|
||||
void CSharpLanguage::refcount_incremented_instance_binding(Object *p_object) {
|
||||
|
@ -1524,7 +1557,7 @@ void CSharpInstance::mono_object_disposed_baseref(MonoObject *p_obj, bool p_is_f
|
|||
} else {
|
||||
r_owner_deleted = false;
|
||||
CSharpLanguage::get_singleton()->release_script_gchandle(p_obj, gchandle);
|
||||
if (p_is_finalizer) {
|
||||
if (p_is_finalizer && !GDMono::get_singleton()->is_finalizing_scripts_domain()) {
|
||||
// If the native instance is still alive, then it was
|
||||
// referenced from another thread before the finalizer could
|
||||
// unreference it and delete it, so we want to keep it.
|
||||
|
@ -1651,6 +1684,8 @@ void CSharpInstance::notification(int p_notification) {
|
|||
// It's safe to call Dispose() multiple times and NOTIFICATION_PREDELETE is guaranteed
|
||||
// to be sent at least once, which happens right before the call to the destructor.
|
||||
|
||||
predelete_notified = true;
|
||||
|
||||
if (base_ref) {
|
||||
// It's not safe to proceed if the owner derives Reference and the refcount reached 0.
|
||||
// At this point, Dispose() was already called (manually or from the finalizer) so
|
||||
|
@ -1666,10 +1701,8 @@ void CSharpInstance::notification(int p_notification) {
|
|||
MonoObject *mono_object = get_mono_object();
|
||||
ERR_FAIL_NULL(mono_object);
|
||||
|
||||
GDMonoUtils::GodotObject_Dispose thunk = CACHED_METHOD_THUNK(GodotObject, Dispose);
|
||||
|
||||
MonoException *exc = NULL;
|
||||
thunk(mono_object, (MonoObject **)&exc);
|
||||
GDMonoUtils::dispose(mono_object, &exc);
|
||||
|
||||
if (exc) {
|
||||
GDMonoUtils::set_pending_exception(exc);
|
||||
|
@ -1720,12 +1753,32 @@ CSharpInstance::CSharpInstance() :
|
|||
owner(NULL),
|
||||
base_ref(false),
|
||||
ref_dying(false),
|
||||
unsafe_referenced(false) {
|
||||
unsafe_referenced(false),
|
||||
predelete_notified(false) {
|
||||
}
|
||||
|
||||
CSharpInstance::~CSharpInstance() {
|
||||
|
||||
if (gchandle.is_valid()) {
|
||||
if (!predelete_notified && !ref_dying) {
|
||||
// This destructor is not called from the owners destructor.
|
||||
// This could be being called from the owner's set_script_instance method,
|
||||
// meaning this script is being replaced with another one. If this is the case,
|
||||
// we must call Dispose here, because Dispose calls owner->set_script_instance(NULL)
|
||||
// and that would mess up with the new script instance if called later.
|
||||
|
||||
MonoObject *mono_object = gchandle->get_target();
|
||||
|
||||
if (mono_object) {
|
||||
MonoException *exc = NULL;
|
||||
GDMonoUtils::dispose(mono_object, &exc);
|
||||
|
||||
if (exc) {
|
||||
GDMonoUtils::set_pending_exception(exc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gchandle->release(); // Make sure it's released
|
||||
}
|
||||
|
||||
|
@ -1734,9 +1787,7 @@ CSharpInstance::~CSharpInstance() {
|
|||
}
|
||||
|
||||
if (script.is_valid() && owner) {
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->lock();
|
||||
#endif
|
||||
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
// CSharpInstance must not be created unless it's going to be added to the list for sure
|
||||
|
@ -1746,10 +1797,6 @@ CSharpInstance::~CSharpInstance() {
|
|||
#else
|
||||
script->instances.erase(owner);
|
||||
#endif
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->unlock();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1882,10 +1929,8 @@ bool CSharpScript::_update_exports() {
|
|||
|
||||
// Dispose the temporary managed instance
|
||||
|
||||
GDMonoUtils::GodotObject_Dispose thunk = CACHED_METHOD_THUNK(GodotObject, Dispose);
|
||||
|
||||
MonoException *exc = NULL;
|
||||
thunk(tmp_object, (MonoObject **)&exc);
|
||||
GDMonoUtils::dispose(tmp_object, &exc);
|
||||
|
||||
if (exc) {
|
||||
ERR_PRINT("Exception thrown from method Dispose() of temporary MonoObject:");
|
||||
|
@ -2312,17 +2357,13 @@ CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_arg
|
|||
ERR_FAIL_V(NULL);
|
||||
}
|
||||
|
||||
uint32_t pinned_gchandle = MonoGCHandle::new_strong_handle_pinned(mono_object); // we might lock after this, so pin it
|
||||
// Tie managed to unmanaged
|
||||
instance->gchandle = MonoGCHandle::create_strong(mono_object);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->lock();
|
||||
#endif
|
||||
|
||||
instances.insert(instance->owner);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->unlock();
|
||||
#endif
|
||||
{
|
||||
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
|
||||
instances.insert(instance->owner);
|
||||
}
|
||||
|
||||
CACHED_FIELD(GodotObject, ptr)->set_value_raw(mono_object, instance->owner);
|
||||
|
||||
|
@ -2330,13 +2371,8 @@ CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_arg
|
|||
GDMonoMethod *ctor = script_class->get_method(CACHED_STRING_NAME(dotctor), p_argcount);
|
||||
ctor->invoke(mono_object, p_args);
|
||||
|
||||
// Tie managed to unmanaged
|
||||
instance->gchandle = MonoGCHandle::create_strong(mono_object);
|
||||
|
||||
/* STEP 3, PARTY */
|
||||
|
||||
MonoGCHandle::free_handle(pinned_gchandle);
|
||||
|
||||
//@TODO make thread safe
|
||||
return instance;
|
||||
}
|
||||
|
@ -2411,17 +2447,8 @@ PlaceHolderScriptInstance *CSharpScript::placeholder_instance_create(Object *p_t
|
|||
|
||||
bool CSharpScript::instance_has(const Object *p_this) const {
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->lock();
|
||||
#endif
|
||||
|
||||
bool ret = instances.has((Object *)p_this);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->unlock();
|
||||
#endif
|
||||
|
||||
return ret;
|
||||
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
|
||||
return instances.has((Object *)p_this);
|
||||
}
|
||||
|
||||
bool CSharpScript::has_source_code() const {
|
||||
|
@ -2454,15 +2481,11 @@ bool CSharpScript::has_method(const StringName &p_method) const {
|
|||
|
||||
Error CSharpScript::reload(bool p_keep_state) {
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->lock();
|
||||
#endif
|
||||
|
||||
bool has_instances = instances.size();
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::singleton->lock->unlock();
|
||||
#endif
|
||||
bool has_instances;
|
||||
{
|
||||
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
|
||||
has_instances = instances.size();
|
||||
}
|
||||
|
||||
ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE);
|
||||
|
||||
|
@ -2648,35 +2671,19 @@ CSharpScript::CSharpScript() :
|
|||
_resource_path_changed();
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::get_singleton()->lock->lock();
|
||||
{
|
||||
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
|
||||
CSharpLanguage::get_singleton()->script_list.add(&this->script_list);
|
||||
}
|
||||
#endif
|
||||
|
||||
CSharpLanguage::get_singleton()->script_list.add(&script_list);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::get_singleton()->lock->unlock();
|
||||
#endif
|
||||
|
||||
#endif // DEBUG_ENABLED
|
||||
}
|
||||
|
||||
CSharpScript::~CSharpScript() {
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::get_singleton()->lock->lock();
|
||||
SCOPED_MUTEX_LOCK(CSharpLanguage::get_singleton()->script_instances_mutex);
|
||||
CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
|
||||
#endif
|
||||
|
||||
CSharpLanguage::get_singleton()->script_list.remove(&script_list);
|
||||
|
||||
#ifndef NO_THREADS
|
||||
CSharpLanguage::get_singleton()->lock->unlock();
|
||||
#endif
|
||||
|
||||
#endif // DEBUG_ENABLED
|
||||
}
|
||||
|
||||
/*************** RESOURCE ***************/
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue