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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			79 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  gd_mono_wasm_m2n.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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/* 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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#include "gd_mono_wasm_m2n.h"
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#ifdef JAVASCRIPT_ENABLED
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#include "core/templates/oa_hash_map.h"
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typedef mono_bool (*GodotMonoM2nIcallTrampolineDispatch)(const char *cookie, void *target_func, Mono_InterpMethodArguments *margs);
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// This extern function is implemented in our patched version of Mono
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MONO_API void godot_mono_register_m2n_icall_trampoline_dispatch_hook(GodotMonoM2nIcallTrampolineDispatch hook);
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namespace GDMonoWasmM2n {
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struct HashMapCookieComparator {
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	static bool compare(const char *p_lhs, const char *p_rhs) {
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		return strcmp(p_lhs, p_rhs) == 0;
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	}
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};
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// The default hasher supports 'const char *' C Strings, but we need a custom comparator
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OAHashMap<const char *, TrampolineFunc, HashMapHasherDefault, HashMapCookieComparator> trampolines;
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void set_trampoline(const char *cookies, GDMonoWasmM2n::TrampolineFunc trampoline_func) {
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	trampolines.set(cookies, trampoline_func);
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}
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mono_bool trampoline_dispatch_hook(const char *cookie, void *target_func, Mono_InterpMethodArguments *margs) {
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	TrampolineFunc *trampoline_func = trampolines.lookup_ptr(cookie);
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	if (!trampoline_func) {
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		return false;
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	}
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	(*trampoline_func)(target_func, margs);
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	return true;
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}
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bool initialized = false;
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void lazy_initialize() {
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	// Doesn't need to be thread safe
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	if (!initialized) {
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		initialized = true;
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		godot_mono_register_m2n_icall_trampoline_dispatch_hook(&trampoline_dispatch_hook);
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	}
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}
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} // namespace GDMonoWasmM2n
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#endif
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