| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373 | /*************************************************************************//*  gdscript_function.h                                                  *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#ifndef GDSCRIPT_FUNCTION_H#define GDSCRIPT_FUNCTION_H#include "core/os/thread.h"#include "core/pair.h"#include "core/reference.h"#include "core/script_language.h"#include "core/self_list.h"#include "core/string_name.h"#include "core/variant.h"class GDScriptInstance;class GDScript;struct GDScriptDataType {	enum Kind {		UNINITIALIZED,		BUILTIN,		NATIVE,		SCRIPT,		GDSCRIPT,	};	Kind kind = UNINITIALIZED;	bool has_type = false;	Variant::Type builtin_type = Variant::NIL;	StringName native_type;	Ref<Script> script_type;	bool is_type(const Variant &p_variant, bool p_allow_implicit_conversion = false) const {		if (!has_type) {			return true; // Can't type check		}		switch (kind) {			case UNINITIALIZED:				break;			case BUILTIN: {				Variant::Type var_type = p_variant.get_type();				bool valid = builtin_type == var_type;				if (!valid && p_allow_implicit_conversion) {					valid = Variant::can_convert_strict(var_type, builtin_type);				}				return valid;			} break;			case NATIVE: {				if (p_variant.get_type() == Variant::NIL) {					return true;				}				if (p_variant.get_type() != Variant::OBJECT) {					return false;				}				Object *obj = p_variant.get_validated_object();				if (!obj) {					return false;				}				if (!ClassDB::is_parent_class(obj->get_class_name(), native_type)) {					// Try with underscore prefix					StringName underscore_native_type = "_" + native_type;					if (!ClassDB::is_parent_class(obj->get_class_name(), underscore_native_type)) {						return false;					}				}				return true;			} break;			case SCRIPT:			case GDSCRIPT: {				if (p_variant.get_type() == Variant::NIL) {					return true;				}				if (p_variant.get_type() != Variant::OBJECT) {					return false;				}				Object *obj = p_variant.get_validated_object();				if (!obj) {					return false;				}				Ref<Script> base = obj && obj->get_script_instance() ? obj->get_script_instance()->get_script() : nullptr;				bool valid = false;				while (base.is_valid()) {					if (base == script_type) {						valid = true;						break;					}					base = base->get_base_script();				}				return valid;			} break;		}		return false;	}	operator PropertyInfo() const {		PropertyInfo info;		if (has_type) {			switch (kind) {				case UNINITIALIZED:					break;				case BUILTIN: {					info.type = builtin_type;				} break;				case NATIVE: {					info.type = Variant::OBJECT;					info.class_name = native_type;				} break;				case SCRIPT:				case GDSCRIPT: {					info.type = Variant::OBJECT;					info.class_name = script_type->get_instance_base_type();				} break;			}		} else {			info.type = Variant::NIL;			info.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;		}		return info;	}	GDScriptDataType() {}};class GDScriptFunction {public:	enum Opcode {		OPCODE_OPERATOR,		OPCODE_EXTENDS_TEST,		OPCODE_IS_BUILTIN,		OPCODE_SET,		OPCODE_GET,		OPCODE_SET_NAMED,		OPCODE_GET_NAMED,		OPCODE_SET_MEMBER,		OPCODE_GET_MEMBER,		OPCODE_ASSIGN,		OPCODE_ASSIGN_TRUE,		OPCODE_ASSIGN_FALSE,		OPCODE_ASSIGN_TYPED_BUILTIN,		OPCODE_ASSIGN_TYPED_NATIVE,		OPCODE_ASSIGN_TYPED_SCRIPT,		OPCODE_CAST_TO_BUILTIN,		OPCODE_CAST_TO_NATIVE,		OPCODE_CAST_TO_SCRIPT,		OPCODE_CONSTRUCT, //only for basic types!!		OPCODE_CONSTRUCT_ARRAY,		OPCODE_CONSTRUCT_DICTIONARY,		OPCODE_CALL,		OPCODE_CALL_RETURN,		OPCODE_CALL_ASYNC,		OPCODE_CALL_BUILT_IN,		OPCODE_CALL_SELF_BASE,		OPCODE_AWAIT,		OPCODE_AWAIT_RESUME,		OPCODE_JUMP,		OPCODE_JUMP_IF,		OPCODE_JUMP_IF_NOT,		OPCODE_JUMP_TO_DEF_ARGUMENT,		OPCODE_RETURN,		OPCODE_ITERATE_BEGIN,		OPCODE_ITERATE,		OPCODE_ASSERT,		OPCODE_BREAKPOINT,		OPCODE_LINE,		OPCODE_END	};	enum Address {		ADDR_BITS = 24,		ADDR_MASK = ((1 << ADDR_BITS) - 1),		ADDR_TYPE_MASK = ~ADDR_MASK,		ADDR_TYPE_SELF = 0,		ADDR_TYPE_CLASS = 1,		ADDR_TYPE_MEMBER = 2,		ADDR_TYPE_CLASS_CONSTANT = 3,		ADDR_TYPE_LOCAL_CONSTANT = 4,		ADDR_TYPE_STACK = 5,		ADDR_TYPE_STACK_VARIABLE = 6,		ADDR_TYPE_GLOBAL = 7,		ADDR_TYPE_NAMED_GLOBAL = 8,		ADDR_TYPE_NIL = 9	};	struct StackDebug {		int line;		int pos;		bool added;		StringName identifier;	};private:	friend class GDScriptCompiler;	friend class GDScriptByteCodeGenerator;	StringName source;	mutable Variant nil;	mutable Variant *_constants_ptr;	int _constant_count;	const StringName *_global_names_ptr;	int _global_names_count;	const int *_default_arg_ptr;	int _default_arg_count;	const int *_code_ptr;	int _code_size;	int _argument_count;	int _stack_size;	int _call_size;	int _initial_line;	bool _static;	MultiplayerAPI::RPCMode rpc_mode;	GDScript *_script;	StringName name;	Vector<Variant> constants;	Vector<StringName> global_names;	Vector<int> default_arguments;	Vector<int> code;	Vector<GDScriptDataType> argument_types;	GDScriptDataType return_type;#ifdef TOOLS_ENABLED	Vector<StringName> arg_names;#endif	List<StackDebug> stack_debug;	_FORCE_INLINE_ Variant *_get_variant(int p_address, GDScriptInstance *p_instance, GDScript *p_script, Variant &self, Variant &static_ref, Variant *p_stack, String &r_error) const;	_FORCE_INLINE_ String _get_call_error(const Callable::CallError &p_err, const String &p_where, const Variant **argptrs) const;	friend class GDScriptLanguage;	SelfList<GDScriptFunction> function_list;#ifdef DEBUG_ENABLED	CharString func_cname;	const char *_func_cname;	struct Profile {		StringName signature;		uint64_t call_count;		uint64_t self_time;		uint64_t total_time;		uint64_t frame_call_count;		uint64_t frame_self_time;		uint64_t frame_total_time;		uint64_t last_frame_call_count;		uint64_t last_frame_self_time;		uint64_t last_frame_total_time;	} profile;#endifpublic:	struct CallState {		GDScript *script;		GDScriptInstance *instance;#ifdef DEBUG_ENABLED		StringName function_name;		String script_path;#endif		Vector<uint8_t> stack;		int stack_size;		Variant self;		uint32_t alloca_size;		int ip;		int line;		int defarg;		Variant result;	};	_FORCE_INLINE_ bool is_static() const { return _static; }	const int *get_code() const; //used for debug	int get_code_size() const;	Variant get_constant(int p_idx) const;	StringName get_global_name(int p_idx) const;	StringName get_name() const;	int get_max_stack_size() const;	int get_default_argument_count() const;	int get_default_argument_addr(int p_idx) const;	GDScriptDataType get_return_type() const;	GDScriptDataType get_argument_type(int p_idx) const;	GDScript *get_script() const { return _script; }	StringName get_source() const { return source; }	void debug_get_stack_member_state(int p_line, List<Pair<StringName, int>> *r_stackvars) const;	_FORCE_INLINE_ bool is_empty() const { return _code_size == 0; }	int get_argument_count() const { return _argument_count; }	StringName get_argument_name(int p_idx) const {#ifdef TOOLS_ENABLED		ERR_FAIL_INDEX_V(p_idx, arg_names.size(), StringName());		return arg_names[p_idx];#else		return StringName();#endif	}	Variant get_default_argument(int p_idx) const {		ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), Variant());		return default_arguments[p_idx];	}	Variant call(GDScriptInstance *p_instance, const Variant **p_args, int p_argcount, Callable::CallError &r_err, CallState *p_state = nullptr);#ifdef DEBUG_ENABLED	void disassemble(const Vector<String> &p_code_lines) const;#endif	_FORCE_INLINE_ MultiplayerAPI::RPCMode get_rpc_mode() const { return rpc_mode; }	GDScriptFunction();	~GDScriptFunction();};class GDScriptFunctionState : public Reference {	GDCLASS(GDScriptFunctionState, Reference);	friend class GDScriptFunction;	GDScriptFunction *function;	GDScriptFunction::CallState state;	Variant _signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error);	Ref<GDScriptFunctionState> first_state;	SelfList<GDScriptFunctionState> scripts_list;	SelfList<GDScriptFunctionState> instances_list;protected:	static void _bind_methods();public:	bool is_valid(bool p_extended_check = false) const;	Variant resume(const Variant &p_arg = Variant());	void _clear_stack();	GDScriptFunctionState();	~GDScriptFunctionState();};#endif // GDSCRIPT_FUNCTION_H
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