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- /*************************************************************************/
- /* gd_mono_internals.cpp */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #include "gd_mono_internals.h"
- #include "../csharp_script.h"
- #include "../mono_gc_handle.h"
- #include "../utils/macros.h"
- #include "gd_mono_class.h"
- #include "gd_mono_marshal.h"
- #include "gd_mono_utils.h"
- #include "core/debugger/engine_debugger.h"
- #include "core/debugger/script_debugger.h"
- #include <mono/metadata/exception.h>
- namespace GDMonoInternals {
- void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
- // This method should not fail
- CRASH_COND(!unmanaged);
- // All mono objects created from the managed world (e.g.: 'new Player()')
- // need to have a CSharpScript in order for their methods to be callable from the unmanaged side
- Reference *ref = Object::cast_to<Reference>(unmanaged);
- GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
- CRASH_COND(!klass);
- GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
- CRASH_COND(native == nullptr);
- if (native == klass) {
- // If it's just a wrapper Godot class and not a custom inheriting class, then attach a
- // script binding instead. One of the advantages of this is that if a script is attached
- // later and it's not a C# script, then the managed object won't have to be disposed.
- // Another reason for doing this is that this instance could outlive CSharpLanguage, which would
- // be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
- CSharpScriptBinding script_binding;
- script_binding.inited = true;
- script_binding.type_name = NATIVE_GDMONOCLASS_NAME(klass);
- script_binding.wrapper_class = klass;
- script_binding.gchandle = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
- script_binding.owner = unmanaged;
- if (ref) {
- // Unsafe refcount increment. The managed instance also counts as a reference.
- // This way if the unmanaged world has no references to our owner
- // but the managed instance is alive, the refcount will be 1 instead of 0.
- // See: godot_icall_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
- // May not me referenced yet, so we must use init_ref() instead of reference()
- if (ref->init_ref()) {
- CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
- }
- }
- // The object was just created, no script instance binding should have been attached
- CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
- void *data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(unmanaged, script_binding);
- // Should be thread safe because the object was just created and nothing else should be referencing it
- unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
- return;
- }
- MonoGCHandleData gchandle = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
- Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
- CRASH_COND(script.is_null());
- CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
- unmanaged->set_script_and_instance(script, csharp_instance);
- csharp_instance->connect_event_signals();
- }
- void unhandled_exception(MonoException *p_exc) {
- mono_unhandled_exception((MonoObject *)p_exc); // prints the exception as well
- if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) {
- // Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
- GDMono::unhandled_exception_hook((MonoObject *)p_exc, nullptr);
- GD_UNREACHABLE();
- } else {
- #ifdef DEBUG_ENABLED
- GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
- if (EngineDebugger::is_active())
- EngineDebugger::get_singleton()->poll_events(false);
- #endif
- }
- }
- } // namespace GDMonoInternals
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