gdscript_function.h 10 KB

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  1. /*************************************************************************/
  2. /* gdscript_function.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GDSCRIPT_FUNCTION_H
  31. #define GDSCRIPT_FUNCTION_H
  32. #include "core/os/thread.h"
  33. #include "core/pair.h"
  34. #include "core/reference.h"
  35. #include "core/script_language.h"
  36. #include "core/self_list.h"
  37. #include "core/string_name.h"
  38. #include "core/variant.h"
  39. class GDScriptInstance;
  40. class GDScript;
  41. struct GDScriptDataType {
  42. enum Kind {
  43. UNINITIALIZED,
  44. BUILTIN,
  45. NATIVE,
  46. SCRIPT,
  47. GDSCRIPT,
  48. };
  49. Kind kind = UNINITIALIZED;
  50. bool has_type = false;
  51. Variant::Type builtin_type = Variant::NIL;
  52. StringName native_type;
  53. Script *script_type = nullptr;
  54. Ref<Script> script_type_ref;
  55. bool is_type(const Variant &p_variant, bool p_allow_implicit_conversion = false) const {
  56. if (!has_type) {
  57. return true; // Can't type check
  58. }
  59. switch (kind) {
  60. case UNINITIALIZED:
  61. break;
  62. case BUILTIN: {
  63. Variant::Type var_type = p_variant.get_type();
  64. bool valid = builtin_type == var_type;
  65. if (!valid && p_allow_implicit_conversion) {
  66. valid = Variant::can_convert_strict(var_type, builtin_type);
  67. }
  68. return valid;
  69. } break;
  70. case NATIVE: {
  71. if (p_variant.get_type() == Variant::NIL) {
  72. return true;
  73. }
  74. if (p_variant.get_type() != Variant::OBJECT) {
  75. return false;
  76. }
  77. Object *obj = p_variant.get_validated_object();
  78. if (!obj) {
  79. return false;
  80. }
  81. if (!ClassDB::is_parent_class(obj->get_class_name(), native_type)) {
  82. // Try with underscore prefix
  83. StringName underscore_native_type = "_" + native_type;
  84. if (!ClassDB::is_parent_class(obj->get_class_name(), underscore_native_type)) {
  85. return false;
  86. }
  87. }
  88. return true;
  89. } break;
  90. case SCRIPT:
  91. case GDSCRIPT: {
  92. if (p_variant.get_type() == Variant::NIL) {
  93. return true;
  94. }
  95. if (p_variant.get_type() != Variant::OBJECT) {
  96. return false;
  97. }
  98. Object *obj = p_variant.get_validated_object();
  99. if (!obj) {
  100. return false;
  101. }
  102. Ref<Script> base = obj && obj->get_script_instance() ? obj->get_script_instance()->get_script() : nullptr;
  103. bool valid = false;
  104. while (base.is_valid()) {
  105. if (base == script_type) {
  106. valid = true;
  107. break;
  108. }
  109. base = base->get_base_script();
  110. }
  111. return valid;
  112. } break;
  113. }
  114. return false;
  115. }
  116. operator PropertyInfo() const {
  117. PropertyInfo info;
  118. if (has_type) {
  119. switch (kind) {
  120. case UNINITIALIZED:
  121. break;
  122. case BUILTIN: {
  123. info.type = builtin_type;
  124. } break;
  125. case NATIVE: {
  126. info.type = Variant::OBJECT;
  127. info.class_name = native_type;
  128. } break;
  129. case SCRIPT:
  130. case GDSCRIPT: {
  131. info.type = Variant::OBJECT;
  132. info.class_name = script_type->get_instance_base_type();
  133. } break;
  134. }
  135. } else {
  136. info.type = Variant::NIL;
  137. info.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
  138. }
  139. return info;
  140. }
  141. GDScriptDataType() {}
  142. };
  143. class GDScriptFunction {
  144. public:
  145. enum Opcode {
  146. OPCODE_OPERATOR,
  147. OPCODE_EXTENDS_TEST,
  148. OPCODE_IS_BUILTIN,
  149. OPCODE_SET,
  150. OPCODE_GET,
  151. OPCODE_SET_NAMED,
  152. OPCODE_GET_NAMED,
  153. OPCODE_SET_MEMBER,
  154. OPCODE_GET_MEMBER,
  155. OPCODE_ASSIGN,
  156. OPCODE_ASSIGN_TRUE,
  157. OPCODE_ASSIGN_FALSE,
  158. OPCODE_ASSIGN_TYPED_BUILTIN,
  159. OPCODE_ASSIGN_TYPED_NATIVE,
  160. OPCODE_ASSIGN_TYPED_SCRIPT,
  161. OPCODE_CAST_TO_BUILTIN,
  162. OPCODE_CAST_TO_NATIVE,
  163. OPCODE_CAST_TO_SCRIPT,
  164. OPCODE_CONSTRUCT, //only for basic types!!
  165. OPCODE_CONSTRUCT_ARRAY,
  166. OPCODE_CONSTRUCT_DICTIONARY,
  167. OPCODE_CALL,
  168. OPCODE_CALL_RETURN,
  169. OPCODE_CALL_ASYNC,
  170. OPCODE_CALL_BUILT_IN,
  171. OPCODE_CALL_SELF_BASE,
  172. OPCODE_AWAIT,
  173. OPCODE_AWAIT_RESUME,
  174. OPCODE_JUMP,
  175. OPCODE_JUMP_IF,
  176. OPCODE_JUMP_IF_NOT,
  177. OPCODE_JUMP_TO_DEF_ARGUMENT,
  178. OPCODE_RETURN,
  179. OPCODE_ITERATE_BEGIN,
  180. OPCODE_ITERATE,
  181. OPCODE_ASSERT,
  182. OPCODE_BREAKPOINT,
  183. OPCODE_LINE,
  184. OPCODE_END
  185. };
  186. enum Address {
  187. ADDR_BITS = 24,
  188. ADDR_MASK = ((1 << ADDR_BITS) - 1),
  189. ADDR_TYPE_MASK = ~ADDR_MASK,
  190. ADDR_TYPE_SELF = 0,
  191. ADDR_TYPE_CLASS = 1,
  192. ADDR_TYPE_MEMBER = 2,
  193. ADDR_TYPE_CLASS_CONSTANT = 3,
  194. ADDR_TYPE_LOCAL_CONSTANT = 4,
  195. ADDR_TYPE_STACK = 5,
  196. ADDR_TYPE_STACK_VARIABLE = 6,
  197. ADDR_TYPE_GLOBAL = 7,
  198. ADDR_TYPE_NAMED_GLOBAL = 8,
  199. ADDR_TYPE_NIL = 9
  200. };
  201. struct StackDebug {
  202. int line;
  203. int pos;
  204. bool added;
  205. StringName identifier;
  206. };
  207. private:
  208. friend class GDScriptCompiler;
  209. friend class GDScriptByteCodeGenerator;
  210. StringName source;
  211. mutable Variant nil;
  212. mutable Variant *_constants_ptr;
  213. int _constant_count;
  214. const StringName *_global_names_ptr;
  215. int _global_names_count;
  216. const int *_default_arg_ptr;
  217. int _default_arg_count;
  218. const int *_code_ptr;
  219. int _code_size;
  220. int _argument_count;
  221. int _stack_size;
  222. int _call_size;
  223. int _initial_line;
  224. bool _static;
  225. MultiplayerAPI::RPCMode rpc_mode;
  226. GDScript *_script;
  227. StringName name;
  228. Vector<Variant> constants;
  229. Vector<StringName> global_names;
  230. Vector<int> default_arguments;
  231. Vector<int> code;
  232. Vector<GDScriptDataType> argument_types;
  233. GDScriptDataType return_type;
  234. #ifdef TOOLS_ENABLED
  235. Vector<StringName> arg_names;
  236. #endif
  237. List<StackDebug> stack_debug;
  238. _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;
  239. _FORCE_INLINE_ String _get_call_error(const Callable::CallError &p_err, const String &p_where, const Variant **argptrs) const;
  240. friend class GDScriptLanguage;
  241. SelfList<GDScriptFunction> function_list;
  242. #ifdef DEBUG_ENABLED
  243. CharString func_cname;
  244. const char *_func_cname;
  245. struct Profile {
  246. StringName signature;
  247. uint64_t call_count;
  248. uint64_t self_time;
  249. uint64_t total_time;
  250. uint64_t frame_call_count;
  251. uint64_t frame_self_time;
  252. uint64_t frame_total_time;
  253. uint64_t last_frame_call_count;
  254. uint64_t last_frame_self_time;
  255. uint64_t last_frame_total_time;
  256. } profile;
  257. #endif
  258. public:
  259. struct CallState {
  260. GDScript *script;
  261. GDScriptInstance *instance;
  262. #ifdef DEBUG_ENABLED
  263. StringName function_name;
  264. String script_path;
  265. #endif
  266. Vector<uint8_t> stack;
  267. int stack_size;
  268. Variant self;
  269. uint32_t alloca_size;
  270. int ip;
  271. int line;
  272. int defarg;
  273. Variant result;
  274. };
  275. _FORCE_INLINE_ bool is_static() const { return _static; }
  276. const int *get_code() const; //used for debug
  277. int get_code_size() const;
  278. Variant get_constant(int p_idx) const;
  279. StringName get_global_name(int p_idx) const;
  280. StringName get_name() const;
  281. int get_max_stack_size() const;
  282. int get_default_argument_count() const;
  283. int get_default_argument_addr(int p_idx) const;
  284. GDScriptDataType get_return_type() const;
  285. GDScriptDataType get_argument_type(int p_idx) const;
  286. GDScript *get_script() const { return _script; }
  287. StringName get_source() const { return source; }
  288. void debug_get_stack_member_state(int p_line, List<Pair<StringName, int>> *r_stackvars) const;
  289. _FORCE_INLINE_ bool is_empty() const { return _code_size == 0; }
  290. int get_argument_count() const { return _argument_count; }
  291. StringName get_argument_name(int p_idx) const {
  292. #ifdef TOOLS_ENABLED
  293. ERR_FAIL_INDEX_V(p_idx, arg_names.size(), StringName());
  294. return arg_names[p_idx];
  295. #else
  296. return StringName();
  297. #endif
  298. }
  299. Variant get_default_argument(int p_idx) const {
  300. ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), Variant());
  301. return default_arguments[p_idx];
  302. }
  303. Variant call(GDScriptInstance *p_instance, const Variant **p_args, int p_argcount, Callable::CallError &r_err, CallState *p_state = nullptr);
  304. #ifdef DEBUG_ENABLED
  305. void disassemble(const Vector<String> &p_code_lines) const;
  306. #endif
  307. _FORCE_INLINE_ MultiplayerAPI::RPCMode get_rpc_mode() const { return rpc_mode; }
  308. GDScriptFunction();
  309. ~GDScriptFunction();
  310. };
  311. class GDScriptFunctionState : public Reference {
  312. GDCLASS(GDScriptFunctionState, Reference);
  313. friend class GDScriptFunction;
  314. GDScriptFunction *function;
  315. GDScriptFunction::CallState state;
  316. Variant _signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
  317. Ref<GDScriptFunctionState> first_state;
  318. SelfList<GDScriptFunctionState> scripts_list;
  319. SelfList<GDScriptFunctionState> instances_list;
  320. protected:
  321. static void _bind_methods();
  322. public:
  323. bool is_valid(bool p_extended_check = false) const;
  324. Variant resume(const Variant &p_arg = Variant());
  325. void _clear_stack();
  326. GDScriptFunctionState();
  327. ~GDScriptFunctionState();
  328. };
  329. #endif // GDSCRIPT_FUNCTION_H