C#: Improve tool script support and fix reloading issues

This commit is contained in:
Ignacio Etcheverry 2018-11-30 20:43:06 +01:00
parent bf94eed60c
commit b9b7dcdf00
12 changed files with 550 additions and 351 deletions

View file

@ -50,6 +50,7 @@
#include "mono_gd/gd_mono_marshal.h"
#include "signal_awaiter_utils.h"
#include "utils/macros.h"
#include "utils/mutex_utils.h"
#include "utils/string_utils.h"
#include "utils/thread_local.h"
@ -378,60 +379,72 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
return "object";
if (!ClassDB::class_exists(p_var_type_name)) {
Variant::Type var_types[] = {
Variant::BOOL,
Variant::INT,
Variant::REAL,
Variant::STRING,
Variant::VECTOR2,
Variant::RECT2,
Variant::VECTOR3,
Variant::TRANSFORM2D,
Variant::PLANE,
Variant::QUAT,
Variant::AABB,
Variant::BASIS,
Variant::TRANSFORM,
Variant::COLOR,
Variant::NODE_PATH,
Variant::_RID
};
for (int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
if (p_var_type_name == Variant::get_type_name(var_types[i]))
return p_var_type_name;
}
if (p_var_type_name == "String")
return "string"; // I prefer this one >:[
// TODO these will be rewritten later into custom containers
if (p_var_type_name == "Array")
return "object[]";
if (p_var_type_name == "Dictionary")
return "Dictionary<object, object>";
if (p_var_type_name == "PoolByteArray")
return "byte[]";
if (p_var_type_name == "PoolIntArray")
return "int[]";
if (p_var_type_name == "PoolRealArray")
return "float[]";
if (p_var_type_name == "PoolStringArray")
return "string[]";
if (p_var_type_name == "PoolVector2Array")
return "Vector2[]";
if (p_var_type_name == "PoolVector3Array")
return "Vector3[]";
if (p_var_type_name == "PoolColorArray")
return "Color[]";
return "object";
return p_var_type_name;
}
return p_var_type_name;
if (p_var_type_name == Variant::get_type_name(Variant::OBJECT))
return "Godot.Object";
if (p_var_type_name == Variant::get_type_name(Variant::REAL)) {
#ifdef REAL_T_IS_DOUBLE
return "double";
#else
return "float";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::STRING))
return "string"; // I prefer this one >:[
if (p_var_type_name == Variant::get_type_name(Variant::DICTIONARY))
return "Collections.Dictionary";
if (p_var_type_name == Variant::get_type_name(Variant::ARRAY))
return "Collections.Array";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_BYTE_ARRAY))
return "byte[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_INT_ARRAY))
return "int[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_REAL_ARRAY)) {
#ifdef REAL_T_IS_DOUBLE
return "double[]";
#else
return "float[]";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::POOL_STRING_ARRAY))
return "string[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR2_ARRAY))
return "Vector2[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR3_ARRAY))
return "Vector3[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_COLOR_ARRAY))
return "Color[]";
Variant::Type var_types[] = {
Variant::BOOL,
Variant::INT,
Variant::VECTOR2,
Variant::RECT2,
Variant::VECTOR3,
Variant::TRANSFORM2D,
Variant::PLANE,
Variant::QUAT,
Variant::AABB,
Variant::BASIS,
Variant::TRANSFORM,
Variant::COLOR,
Variant::NODE_PATH,
Variant::_RID
};
for (int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
if (p_var_type_name == Variant::get_type_name(var_types[i]))
return p_var_type_name;
}
return "object";
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PoolStringArray &p_args) const {
@ -507,8 +520,7 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
MonoException *exc = NULL;
GDMonoUtils::StackTrace_GetFrames st_get_frames = CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames);
MonoArray *frames = st_get_frames(p_stack_trace, (MonoObject **)&exc);
MonoArray *frames = invoke_method_thunk(CACHED_METHOD_THUNK(System_Diagnostics_StackTrace, GetFrames), p_stack_trace, (MonoObject **)&exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
@ -532,7 +544,7 @@ Vector<ScriptLanguage::StackInfo> CSharpLanguage::stack_trace_get_info(MonoObjec
MonoString *file_name;
int file_line_num;
MonoString *method_decl;
get_sf_info(frame, &file_name, &file_line_num, &method_decl, (MonoObject **)&exc);
invoke_method_thunk(get_sf_info, frame, &file_name, &file_line_num, &method_decl, (MonoObject **)&exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
@ -561,10 +573,8 @@ void CSharpLanguage::frame() {
MonoObject *task_scheduler = task_scheduler_handle->get_target();
if (task_scheduler) {
GDMonoUtils::GodotTaskScheduler_Activate thunk = CACHED_METHOD_THUNK(GodotTaskScheduler, Activate);
MonoException *exc = NULL;
thunk(task_scheduler, (MonoObject **)&exc);
invoke_method_thunk(CACHED_METHOD_THUNK(GodotTaskScheduler, Activate), task_scheduler, (MonoObject **)&exc);
if (exc) {
GDMonoUtils::debug_unhandled_exception(exc);
@ -599,23 +609,19 @@ void CSharpLanguage::reload_all_scripts() {
#ifdef DEBUG_ENABLED
#ifndef NO_THREADS
lock->lock();
#endif
List<Ref<CSharpScript> > scripts;
SelfList<CSharpScript> *elem = script_list.first();
while (elem) {
if (elem->self()->get_path().is_resource_file()) {
scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident
}
elem = elem->next();
}
{
SCOPED_MUTEX_LOCK(script_instances_mutex);
#ifndef NO_THREADS
lock->unlock();
#endif
SelfList<CSharpScript> *elem = script_list.first();
while (elem) {
if (elem->self()->get_path().is_resource_file()) {
scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident
}
elem = elem->next();
}
}
//as scripts are going to be reloaded, must proceed without locking here
@ -625,6 +631,7 @@ void CSharpLanguage::reload_all_scripts() {
E->get()->load_source_code(E->get()->get_path());
E->get()->reload(true);
}
#endif
}
@ -634,15 +641,17 @@ void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft
#ifdef TOOLS_ENABLED
MonoReloadNode::get_singleton()->restart_reload_timer();
reload_assemblies_if_needed(p_soft_reload);
if (is_assembly_reloading_needed()) {
reload_assemblies(p_soft_reload);
}
#endif
}
#ifdef TOOLS_ENABLED
void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
bool CSharpLanguage::is_assembly_reloading_needed() {
if (!gdmono->is_runtime_initialized())
return;
return false;
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
@ -660,164 +669,208 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
if (!FileAccess::exists(proj_asm_path))
return; // No assembly to load
return false; // No assembly to load
}
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
return; // Already up to date
return false; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
return; // No assembly to load
return false; // No assembly to load
}
if (!gdmono->get_core_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE))
return; // The core API assembly to load is invalidated
return false; // The core API assembly to load is invalidated
if (!gdmono->get_editor_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR))
return; // The editor API assembly to load is invalidated
return false; // The editor API assembly to load is invalidated
#ifndef NO_THREADS
lock->lock();
#endif
return true;
}
void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
if (!gdmono->is_runtime_initialized())
return;
// There is no soft reloading with Mono. It's always hard reloading.
List<Ref<CSharpScript> > scripts;
SelfList<CSharpScript> *elem = script_list.first();
while (elem) {
if (elem->self()->get_path().is_resource_file()) {
{
SCOPED_MUTEX_LOCK(script_instances_mutex);
scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to CSharpScript to avoid being erased by accident
for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
if (elem->self()->get_path().is_resource_file()) {
// Cast to CSharpScript to avoid being erased by accident
scripts.push_back(Ref<CSharpScript>(elem->self()));
}
}
elem = elem->next();
}
#ifndef NO_THREADS
lock->unlock();
#endif
List<Ref<CSharpScript> > to_reload;
//when someone asks you why dynamically typed languages are easier to write....
// As scripts are going to be reloaded, must proceed without locking here
Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > > to_reload;
//as scripts are going to be reloaded, must proceed without locking here
scripts.sort_custom<CSharpScriptDepSort>(); //update in inheritance dependency order
scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
to_reload.insert(E->get(), Map<ObjectID, List<Pair<StringName, Variant> > >());
Ref<CSharpScript> &script = E->get();
if (!p_soft_reload) {
to_reload.push_back(script);
//save state and remove script from instances
Map<ObjectID, List<Pair<StringName, Variant> > > &map = to_reload[E->get()];
// Script::instances are deleted during managed object disposal, which happens on domain finalize.
// Only placeholders are kept. Therefore we need to keep a copy before that happens.
while (E->get()->instances.front()) {
Object *obj = E->get()->instances.front()->get();
//save instance info
List<Pair<StringName, Variant> > state;
if (obj->get_script_instance()) {
obj->get_script_instance()->get_property_state(state);
Ref<MonoGCHandle> gchandle = CAST_CSHARP_INSTANCE(obj->get_script_instance())->gchandle;
if (gchandle.is_valid())
gchandle->release();
map[obj->get_instance_id()] = state;
obj->set_script(RefPtr());
}
}
//same thing for placeholders
while (E->get()->placeholders.size()) {
Object *obj = E->get()->placeholders.front()->get()->get_owner();
//save instance info
List<Pair<StringName, Variant> > state;
if (obj->get_script_instance()) {
obj->get_script_instance()->get_property_state(state);
map[obj->get_instance_id()] = state;
obj->set_script(RefPtr());
} else {
// no instance found. Let's remove it so we don't loop forever
E->get()->placeholders.erase(E->get()->placeholders.front()->get());
}
}
for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get()->pending_reload_state.front(); F; F = F->next()) {
map[F->key()] = F->get(); //pending to reload, use this one instead
}
E->get()->_clear();
for (Set<Object *>::Element *E = script->instances.front(); E; E = E->next()) {
script->pending_reload_instances.insert(E->get()->get_instance_id());
}
#ifdef TOOLS_ENABLED
for (Set<PlaceHolderScriptInstance *>::Element *E = script->placeholders.front(); E; E = E->next()) {
script->pending_reload_instances.insert(E->get()->get_owner()->get_instance_id());
}
#endif
// FIXME: What about references? Need to keep them alive if only managed code references them.
// Save state and remove script from instances
Map<ObjectID, CSharpScript::StateBackup> &owners_map = script->pending_reload_state;
while (script->instances.front()) {
Object *obj = script->instances.front()->get();
// Save instance info
CSharpScript::StateBackup state;
ERR_CONTINUE(!obj->get_script_instance());
// TODO: Proper state backup (Not only variants, serialize managed state of scripts)
obj->get_script_instance()->get_property_state(state.properties);
Ref<MonoGCHandle> gchandle = CAST_CSHARP_INSTANCE(obj->get_script_instance())->gchandle;
if (gchandle.is_valid())
gchandle->release();
owners_map[obj->get_instance_id()] = state;
obj->set_script(RefPtr()); // Remove script and existing script instances (placeholder are not removed before domain reload)
}
script->_clear();
}
// Do domain reload
if (gdmono->reload_scripts_domain() != OK) {
// Failed to reload the scripts domain
// Make sure to add the scripts back to their owners before returning
for (Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> scr = E->key();
for (Map<ObjectID, List<Pair<StringName, Variant> > >::Element *F = E->get().front(); F; F = F->next()) {
for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> scr = E->get();
for (const Map<ObjectID, CSharpScript::StateBackup>::Element *F = scr->pending_reload_state.front(); F; F = F->next()) {
Object *obj = ObjectDB::get_instance(F->key());
if (!obj)
continue;
ObjectID obj_id = obj->get_instance_id();
// Use a placeholder for now to avoid losing the state when saving a scene
obj->set_script(scr.get_ref_ptr());
// 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();
PlaceHolderScriptInstance *placeholder = scr->placeholder_instance_create(obj);
obj->set_script_instance(placeholder);
// Even though build didn't fail, this tells the placeholder to keep properties and
// it allows using property_set_fallback for restoring the state without a valid script.
placeholder->set_build_failed(true);
// Restore Variant properties state, it will be kept by the placeholder until the next script reloading
for (List<Pair<StringName, Variant> >::Element *G = scr->pending_reload_state[obj_id].properties.front(); G; G = G->next()) {
placeholder->property_set_fallback(G->get().first, G->get().second, NULL);
}
scr->pending_reload_state.erase(obj_id);
}
}
return;
}
for (Map<Ref<CSharpScript>, Map<ObjectID, List<Pair<StringName, Variant> > > >::Element *E = to_reload.front(); E; E = E->next()) {
for (List<Ref<CSharpScript> >::Element *E = to_reload.front(); E; E = E->next()) {
Ref<CSharpScript> scr = E->key();
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 ***************/