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csharp_script.cpp
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csharp_script.cpp
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/**************************************************************************/
/* csharp_script.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "csharp_script.h"
#include "godotsharp_dirs.h"
#include "managed_callable.h"
#include "mono_gd/gd_mono_cache.h"
#include "signal_awaiter_utils.h"
#include "utils/macros.h"
#include "utils/naming_utils.h"
#include "utils/path_utils.h"
#include "utils/string_utils.h"
#ifdef DEBUG_METHODS_ENABLED
#include "class_db_api_json.h"
#endif
#ifdef TOOLS_ENABLED
#include "editor/editor_internal_calls.h"
#include "editor/script_templates/templates.gen.h"
#endif
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/io/file_access.h"
#include "core/os/mutex.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "servers/text_server.h"
#ifdef TOOLS_ENABLED
#include "core/os/keyboard.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/inspector_dock.h"
#include "editor/node_dock.h"
#endif
#include <stdint.h>
// Types that will be skipped over (in favor of their base types) when setting up instance bindings.
// This must be a superset of `ignored_types` in bindings_generator.cpp.
const Vector<String> ignored_types = {};
#ifdef TOOLS_ENABLED
static bool _create_project_solution_if_needed() {
CRASH_COND(CSharpLanguage::get_singleton()->get_godotsharp_editor() == nullptr);
return CSharpLanguage::get_singleton()->get_godotsharp_editor()->call("CreateProjectSolutionIfNeeded");
}
#endif
CSharpLanguage *CSharpLanguage::singleton = nullptr;
GDExtensionInstanceBindingCallbacks CSharpLanguage::_instance_binding_callbacks = {
&_instance_binding_create_callback,
&_instance_binding_free_callback,
&_instance_binding_reference_callback
};
String CSharpLanguage::get_name() const {
return "C#";
}
String CSharpLanguage::get_type() const {
return "CSharpScript";
}
String CSharpLanguage::get_extension() const {
return "cs";
}
void CSharpLanguage::init() {
#ifdef TOOLS_ENABLED
if (OS::get_singleton()->get_cmdline_args().find("--generate-mono-glue")) {
print_verbose(".NET: Skipping runtime initialization because glue generation is enabled.");
return;
}
#endif
#ifdef DEBUG_METHODS_ENABLED
if (OS::get_singleton()->get_cmdline_args().find("--class-db-json")) {
class_db_api_to_json("user://class_db_api.json", ClassDB::API_CORE);
#ifdef TOOLS_ENABLED
class_db_api_to_json("user://class_db_api_editor.json", ClassDB::API_EDITOR);
#endif
}
#endif
GLOBAL_DEF("dotnet/project/assembly_name", "");
#ifdef TOOLS_ENABLED
GLOBAL_DEF("dotnet/project/solution_directory", "");
GLOBAL_DEF(PropertyInfo(Variant::INT, "dotnet/project/assembly_reload_attempts", PROPERTY_HINT_RANGE, "1,16,1,or_greater"), 3);
#endif
#ifdef TOOLS_ENABLED
EditorNode::add_init_callback(&_editor_init_callback);
#endif
gdmono = memnew(GDMono);
// Initialize only if the project uses C#.
if (gdmono->should_initialize()) {
gdmono->initialize();
}
}
void CSharpLanguage::finish() {
finalize();
}
void CSharpLanguage::finalize() {
if (finalized) {
return;
}
if (gdmono && gdmono->is_runtime_initialized() && GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.DisposablesTracker_OnGodotShuttingDown();
}
finalizing = true;
// Make sure all script binding gchandles are released before finalizing GDMono
for (KeyValue<Object *, CSharpScriptBinding> &E : script_bindings) {
CSharpScriptBinding &script_binding = E.value;
if (!script_binding.gchandle.is_released()) {
script_binding.gchandle.release();
script_binding.inited = false;
}
}
if (gdmono) {
memdelete(gdmono);
gdmono = nullptr;
}
// Clear here, after finalizing all domains to make sure there is nothing else referencing the elements.
script_bindings.clear();
#ifdef DEBUG_ENABLED
for (const KeyValue<ObjectID, int> &E : unsafe_object_references) {
const ObjectID &id = E.key;
Object *obj = ObjectDB::get_instance(id);
if (obj) {
ERR_PRINT("Leaked unsafe reference to object: " + obj->to_string());
} else {
ERR_PRINT("Leaked unsafe reference to deleted object: " + itos(id));
}
}
#endif
memdelete(managed_callable_middleman);
finalizing = false;
finalized = true;
}
void CSharpLanguage::get_reserved_words(List<String> *p_words) const {
static const char *_reserved_words[] = {
// Reserved keywords
"abstract",
"as",
"base",
"bool",
"break",
"byte",
"case",
"catch",
"char",
"checked",
"class",
"const",
"continue",
"decimal",
"default",
"delegate",
"do",
"double",
"else",
"enum",
"event",
"explicit",
"extern",
"false",
"finally",
"fixed",
"float",
"for",
"foreach",
"goto",
"if",
"implicit",
"in",
"int",
"interface",
"internal",
"is",
"lock",
"long",
"namespace",
"new",
"null",
"object",
"operator",
"out",
"override",
"params",
"private",
"protected",
"public",
"readonly",
"ref",
"return",
"sbyte",
"sealed",
"short",
"sizeof",
"stackalloc",
"static",
"string",
"struct",
"switch",
"this",
"throw",
"true",
"try",
"typeof",
"uint",
"ulong",
"unchecked",
"unsafe",
"ushort",
"using",
"virtual",
"void",
"volatile",
"while",
// Contextual keywords. Not reserved words, but I guess we should include
// them because this seems to be used only for syntax highlighting.
"add",
"alias",
"ascending",
"async",
"await",
"by",
"descending",
"dynamic",
"equals",
"from",
"get",
"global",
"group",
"into",
"join",
"let",
"nameof",
"on",
"orderby",
"partial",
"remove",
"select",
"set",
"value",
"var",
"when",
"where",
"yield",
nullptr
};
const char **w = _reserved_words;
while (*w) {
p_words->push_back(*w);
w++;
}
}
bool CSharpLanguage::is_control_flow_keyword(const String &p_keyword) const {
return p_keyword == "break" ||
p_keyword == "case" ||
p_keyword == "catch" ||
p_keyword == "continue" ||
p_keyword == "default" ||
p_keyword == "do" ||
p_keyword == "else" ||
p_keyword == "finally" ||
p_keyword == "for" ||
p_keyword == "foreach" ||
p_keyword == "goto" ||
p_keyword == "if" ||
p_keyword == "return" ||
p_keyword == "switch" ||
p_keyword == "throw" ||
p_keyword == "try" ||
p_keyword == "while";
}
void CSharpLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("//"); // single-line comment
p_delimiters->push_back("/* */"); // delimited comment
}
void CSharpLanguage::get_doc_comment_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("///"); // single-line doc comment
p_delimiters->push_back("/** */"); // delimited doc comment
}
void CSharpLanguage::get_string_delimiters(List<String> *p_delimiters) const {
p_delimiters->push_back("' '"); // character literal
p_delimiters->push_back("\" \""); // regular string literal
p_delimiters->push_back("@\" \""); // verbatim string literal
// Generic string highlighting suffices as a workaround for now.
}
static String get_base_class_name(const String &p_base_class_name, const String p_class_name) {
String base_class = pascal_to_pascal_case(p_base_class_name);
if (p_class_name == base_class) {
base_class = "Godot." + base_class;
}
return base_class;
}
bool CSharpLanguage::is_using_templates() {
return true;
}
Ref<Script> CSharpLanguage::make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const {
Ref<CSharpScript> scr;
scr.instantiate();
String class_name_no_spaces = p_class_name.replace(" ", "_");
String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
String processed_template = p_template;
processed_template = processed_template.replace("_BINDINGS_NAMESPACE_", BINDINGS_NAMESPACE)
.replace("_BASE_", base_class_name)
.replace("_CLASS_", class_name_no_spaces)
.replace("_TS_", _get_indentation());
scr->set_source_code(processed_template);
return scr;
}
Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(const StringName &p_object) {
Vector<ScriptLanguage::ScriptTemplate> templates;
#ifdef TOOLS_ENABLED
for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
if (TEMPLATES[i].inherit == p_object) {
templates.append(TEMPLATES[i]);
}
}
#endif
return templates;
}
String CSharpLanguage::validate_path(const String &p_path) const {
String class_name = p_path.get_file().get_basename();
List<String> keywords;
get_reserved_words(&keywords);
if (keywords.find(class_name)) {
return RTR("Class name can't be a reserved keyword");
}
if (!TS->is_valid_identifier(class_name)) {
return RTR("Class name must be a valid identifier");
}
return "";
}
Script *CSharpLanguage::create_script() const {
return memnew(CSharpScript);
}
bool CSharpLanguage::supports_builtin_mode() const {
return false;
}
ScriptLanguage::ScriptNameCasing CSharpLanguage::preferred_file_name_casing() const {
return SCRIPT_NAME_CASING_PASCAL_CASE;
}
#ifdef TOOLS_ENABLED
String CSharpLanguage::make_function(const String &, const String &p_name, const PackedStringArray &p_args) const {
// The make_function() API does not work for C# scripts.
// It will always append the generated function at the very end of the script. In C#, it will break compilation by
// appending code after the final closing bracket (either the class' or the namespace's).
// To prevent issues, we have can_make_function() returning false, and make_function() is never implemented.
return String();
}
#else
String CSharpLanguage::make_function(const String &, const String &, const PackedStringArray &) const {
return String();
}
#endif
String CSharpLanguage::_get_indentation() const {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
bool use_space_indentation = EDITOR_GET("text_editor/behavior/indent/type");
if (use_space_indentation) {
int indent_size = EDITOR_GET("text_editor/behavior/indent/size");
return String(" ").repeat(indent_size);
}
}
#endif
return "\t";
}
bool CSharpLanguage::handles_global_class_type(const String &p_type) const {
return p_type == get_type();
}
String CSharpLanguage::get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const {
String class_name;
GDMonoCache::managed_callbacks.ScriptManagerBridge_GetGlobalClassName(&p_path, r_base_type, r_icon_path, &class_name);
return class_name;
}
String CSharpLanguage::debug_get_error() const {
return _debug_error;
}
int CSharpLanguage::debug_get_stack_level_count() const {
if (_debug_parse_err_line >= 0) {
return 1;
}
// TODO: StackTrace
return 1;
}
int CSharpLanguage::debug_get_stack_level_line(int p_level) const {
if (_debug_parse_err_line >= 0) {
return _debug_parse_err_line;
}
// TODO: StackTrace
return 1;
}
String CSharpLanguage::debug_get_stack_level_function(int p_level) const {
if (_debug_parse_err_line >= 0) {
return String();
}
// TODO: StackTrace
return String();
}
String CSharpLanguage::debug_get_stack_level_source(int p_level) const {
if (_debug_parse_err_line >= 0) {
return _debug_parse_err_file;
}
// TODO: StackTrace
return String();
}
Vector<ScriptLanguage::StackInfo> CSharpLanguage::debug_get_current_stack_info() {
#ifdef DEBUG_ENABLED
// Printing an error here will result in endless recursion, so we must be careful
static thread_local bool _recursion_flag_ = false;
if (_recursion_flag_) {
return Vector<StackInfo>();
}
_recursion_flag_ = true;
SCOPE_EXIT {
_recursion_flag_ = false;
};
if (!gdmono || !gdmono->is_runtime_initialized()) {
return Vector<StackInfo>();
}
Vector<StackInfo> si;
if (GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.DebuggingUtils_GetCurrentStackInfo(&si);
}
return si;
#else
return Vector<StackInfo>();
#endif
}
void CSharpLanguage::post_unsafe_reference(Object *p_obj) {
#ifdef DEBUG_ENABLED
MutexLock lock(unsafe_object_references_lock);
ObjectID id = p_obj->get_instance_id();
unsafe_object_references[id]++;
#endif
}
void CSharpLanguage::pre_unsafe_unreference(Object *p_obj) {
#ifdef DEBUG_ENABLED
MutexLock lock(unsafe_object_references_lock);
ObjectID id = p_obj->get_instance_id();
HashMap<ObjectID, int>::Iterator elem = unsafe_object_references.find(id);
ERR_FAIL_NULL(elem);
if (--elem->value == 0) {
unsafe_object_references.remove(elem);
}
#endif
}
void CSharpLanguage::frame() {
if (gdmono && gdmono->is_runtime_initialized() && GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.ScriptManagerBridge_FrameCallback();
}
}
struct CSharpScriptDepSort {
// Must support sorting so inheritance works properly (parent must be reloaded first)
bool operator()(const Ref<CSharpScript> &A, const Ref<CSharpScript> &B) const {
if (A == B) {
// Shouldn't happen but just in case...
return false;
}
const Script *I = B->get_base_script().ptr();
while (I) {
if (I == A.ptr()) {
// A is a base of B
return true;
}
I = I->get_base_script().ptr();
}
// A isn't a base of B
return false;
}
};
void CSharpLanguage::reload_all_scripts() {
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
reload_assemblies(false);
}
#endif
}
void CSharpLanguage::reload_scripts(const Array &p_scripts, bool p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
reload_assemblies(p_soft_reload);
}
#endif
}
void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) {
CRASH_COND(!Engine::get_singleton()->is_editor_hint());
#ifdef TOOLS_ENABLED
get_godotsharp_editor()->get_node(NodePath("HotReloadAssemblyWatcher"))->call("RestartTimer");
#endif
#ifdef GD_MONO_HOT_RELOAD
if (is_assembly_reloading_needed()) {
reload_assemblies(p_soft_reload);
}
#endif
}
#ifdef GD_MONO_HOT_RELOAD
bool CSharpLanguage::is_assembly_reloading_needed() {
ERR_FAIL_NULL_V(gdmono, false);
if (!gdmono->is_runtime_initialized()) {
return false;
}
String assembly_path = gdmono->get_project_assembly_path();
if (!assembly_path.is_empty()) {
if (!FileAccess::exists(assembly_path)) {
return false; // No assembly to load
}
if (FileAccess::get_modified_time(assembly_path) <= gdmono->get_project_assembly_modified_time()) {
return false; // Already up to date
}
} else {
String assembly_name = path::get_csharp_project_name();
assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
.path_join(assembly_name + ".dll");
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
if (!FileAccess::exists(assembly_path)) {
return false; // No assembly to load
}
}
return true;
}
void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
ERR_FAIL_NULL(gdmono);
if (!gdmono->is_runtime_initialized()) {
return;
}
if (!Engine::get_singleton()->is_editor_hint()) {
// We disable collectible assemblies in the game player, because the limitations cause
// issues with mocking libraries. As such, we can only reload assemblies in the editor.
return;
}
print_verbose(".NET: Reloading assemblies...");
// There is no soft reloading with Mono. It's always hard reloading.
List<Ref<CSharpScript>> scripts;
{
MutexLock lock(script_instances_mutex);
for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
// Do not reload scripts with only non-collectible instances to avoid disrupting event subscriptions and such.
bool is_reloadable = elem->self()->instances.size() == 0;
for (Object *obj : elem->self()->instances) {
ERR_CONTINUE(!obj->get_script_instance());
CSharpInstance *csi = static_cast<CSharpInstance *>(obj->get_script_instance());
if (GDMonoCache::managed_callbacks.GCHandleBridge_GCHandleIsTargetCollectible(csi->get_gchandle_intptr())) {
is_reloadable = true;
break;
}
}
if (is_reloadable) {
// Cast to CSharpScript to avoid being erased by accident.
scripts.push_back(Ref<CSharpScript>(elem->self()));
}
}
}
scripts.sort_custom<CSharpScriptDepSort>(); // Update in inheritance dependency order
// Serialize managed callables
{
MutexLock lock(ManagedCallable::instances_mutex);
for (SelfList<ManagedCallable> *elem = ManagedCallable::instances.first(); elem; elem = elem->next()) {
ManagedCallable *managed_callable = elem->self();
ERR_CONTINUE(managed_callable->delegate_handle.value == nullptr);
if (!GDMonoCache::managed_callbacks.GCHandleBridge_GCHandleIsTargetCollectible(managed_callable->delegate_handle)) {
continue;
}
Array serialized_data;
bool success = GDMonoCache::managed_callbacks.DelegateUtils_TrySerializeDelegateWithGCHandle(
managed_callable->delegate_handle, &serialized_data);
if (success) {
ManagedCallable::instances_pending_reload.insert(managed_callable, serialized_data);
} else if (OS::get_singleton()->is_stdout_verbose()) {
OS::get_singleton()->print("Failed to serialize delegate\n");
}
}
}
List<Ref<CSharpScript>> to_reload;
// We need to keep reference instances alive during reloading
List<Ref<RefCounted>> rc_instances;
for (const KeyValue<Object *, CSharpScriptBinding> &E : script_bindings) {
const CSharpScriptBinding &script_binding = E.value;
RefCounted *rc = Object::cast_to<RefCounted>(script_binding.owner);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
}
}
// As scripts are going to be reloaded, must proceed without locking here
for (Ref<CSharpScript> &scr : scripts) {
// If someone removes a script from a node, deletes the script, builds, adds a script to the
// same node, then builds again, the script might have no path and also no script_class. In
// that case, we can't (and don't need to) reload it.
if (scr->get_path().is_empty() && !scr->valid) {
continue;
}
to_reload.push_back(scr);
// 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.
for (Object *obj : scr->instances) {
scr->pending_reload_instances.insert(obj->get_instance_id());
// Since this script instance wasn't a placeholder, add it to the list of placeholders
// that will have to be eventually replaced with a script instance in case it turns into one.
// This list is not cleared after the reload and the collected instances only leave
// the list if the script is instantiated or if it was a tool script but becomes a
// non-tool script in a rebuild.
scr->pending_replace_placeholders.insert(obj->get_instance_id());
RefCounted *rc = Object::cast_to<RefCounted>(obj);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
}
}
#ifdef TOOLS_ENABLED
for (PlaceHolderScriptInstance *instance : scr->placeholders) {
Object *obj = instance->get_owner();
scr->pending_reload_instances.insert(obj->get_instance_id());
RefCounted *rc = Object::cast_to<RefCounted>(obj);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
}
}
#endif
// Save state and remove script from instances
RBMap<ObjectID, CSharpScript::StateBackup> &owners_map = scr->pending_reload_state;
for (Object *obj : scr->instances) {
ERR_CONTINUE(!obj->get_script_instance());
CSharpInstance *csi = static_cast<CSharpInstance *>(obj->get_script_instance());
// Call OnBeforeSerialize and save instance info
CSharpScript::StateBackup state;
Dictionary properties;
GDMonoCache::managed_callbacks.CSharpInstanceBridge_SerializeState(
csi->get_gchandle_intptr(), &properties, &state.event_signals);
for (const Variant *s = properties.next(nullptr); s != nullptr; s = properties.next(s)) {
StringName name = *s;
Variant value = properties[*s];
state.properties.push_back(Pair<StringName, Variant>(name, value));
}
owners_map[obj->get_instance_id()] = state;
}
}
// After the state of all instances is saved, clear scripts and script instances
for (Ref<CSharpScript> &scr : scripts) {
while (scr->instances.begin()) {
Object *obj = *scr->instances.begin();
obj->set_script(Ref<RefCounted>()); // Remove script and existing script instances (placeholder are not removed before domain reload)
}
scr->was_tool_before_reload = scr->type_info.is_tool;
scr->_clear();
}
// Release the delegates that were serialized earlier.
{
MutexLock lock(ManagedCallable::instances_mutex);
for (KeyValue<ManagedCallable *, Array> &kv : ManagedCallable::instances_pending_reload) {
kv.key->release_delegate_handle();
}
}
// Do domain reload
if (gdmono->reload_project_assemblies() != OK) {
// Failed to reload the scripts domain
// Make sure to add the scripts back to their owners before returning
for (Ref<CSharpScript> &scr : to_reload) {
for (const KeyValue<ObjectID, CSharpScript::StateBackup> &F : scr->pending_reload_state) {
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
PlaceHolderScriptInstance *placeholder = scr->placeholder_instance_create(obj);
obj->set_script_instance(placeholder);
#ifdef TOOLS_ENABLED
// 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.
scr->placeholder_fallback_enabled = true;
#endif
// Restore Variant properties state, it will be kept by the placeholder until the next script reloading
for (const Pair<StringName, Variant> &G : scr->pending_reload_state[obj_id].properties) {
placeholder->property_set_fallback(G.first, G.second, nullptr);
}
scr->pending_reload_state.erase(obj_id);
}
scr->pending_reload_instances.clear();
scr->pending_reload_state.clear();
}
return;
}
List<Ref<CSharpScript>> to_reload_state;
for (Ref<CSharpScript> &scr : to_reload) {
#ifdef TOOLS_ENABLED
scr->exports_invalidated = true;
#endif
if (!scr->get_path().is_empty() && !scr->get_path().begins_with("csharp://")) {
scr->reload(p_soft_reload);
if (!scr->valid) {
scr->pending_reload_instances.clear();
scr->pending_reload_state.clear();
continue;
}
} else {
bool success = GDMonoCache::managed_callbacks.ScriptManagerBridge_TryReloadRegisteredScriptWithClass(scr.ptr());
if (!success) {
// Couldn't reload
scr->pending_reload_instances.clear();
scr->pending_reload_state.clear();
continue;
}
}
StringName native_name = scr->get_instance_base_type();
{
for (const ObjectID &obj_id : scr->pending_reload_instances) {
Object *obj = ObjectDB::get_instance(obj_id);
if (!obj) {
scr->pending_reload_state.erase(obj_id);
continue;
}
if (!ClassDB::is_parent_class(obj->get_class_name(), native_name)) {
// No longer inherits the same compatible type, can't reload
scr->pending_reload_state.erase(obj_id);
continue;
}
ScriptInstance *si = obj->get_script_instance();
// Check if the script must be instantiated or kept as a placeholder
// when the script may not be a tool (see #65266)
bool replace_placeholder = scr->pending_replace_placeholders.has(obj->get_instance_id());
if (!scr->is_tool() && scr->was_tool_before_reload) {
// The script was a tool before the rebuild so the removal was intentional.
replace_placeholder = false;
scr->pending_replace_placeholders.erase(obj->get_instance_id());
}
#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());
if (replace_placeholder || 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.
si->get_property_state(state_backup.properties);
ScriptInstance *instance = scr->instance_create(obj);
if (instance) {
scr->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
scr->pending_replace_placeholders.erase(obj->get_instance_id());
obj->set_script_instance(instance);
}
}
continue;
}
#else
CRASH_COND(si != nullptr);
#endif
// Re-create the script instance.
if (replace_placeholder || scr->is_tool() || ScriptServer::is_scripting_enabled()) {
// Create script instance or replace placeholder with a script instance.
ScriptInstance *instance = scr->instance_create(obj);
if (instance) {
scr->pending_replace_placeholders.erase(obj->get_instance_id());
obj->set_script_instance(instance);
continue;
}
}
// The script instance could not be instantiated or wasn't in the list of placeholders to replace.
obj->set_script(scr);
#ifdef DEBUG_ENABLED
// If we reached here, the instantiated script must be a placeholder.
CRASH_COND(!obj->get_script_instance()->is_placeholder());
#endif
}
}
to_reload_state.push_back(scr);
}
// Deserialize managed callables.
// This is done before reloading script's internal state, so potential callables invoked in properties work.
{
MutexLock lock(ManagedCallable::instances_mutex);
for (const KeyValue<ManagedCallable *, Array> &elem : ManagedCallable::instances_pending_reload) {
ManagedCallable *managed_callable = elem.key;
const Array &serialized_data = elem.value;
GCHandleIntPtr delegate = { nullptr };
bool success = GDMonoCache::managed_callbacks.DelegateUtils_TryDeserializeDelegateWithGCHandle(
&serialized_data, &delegate);
if (success) {
ERR_CONTINUE(delegate.value == nullptr);
managed_callable->delegate_handle = delegate;
} else if (OS::get_singleton()->is_stdout_verbose()) {
OS::get_singleton()->print("Failed to deserialize delegate\n");
}
}
ManagedCallable::instances_pending_reload.clear();
}
for (Ref<CSharpScript> &scr : to_reload_state) {
for (const ObjectID &obj_id : scr->pending_reload_instances) {
Object *obj = ObjectDB::get_instance(obj_id);
if (!obj) {
scr->pending_reload_state.erase(obj_id);
continue;
}
ERR_CONTINUE(!obj->get_script_instance());
CSharpScript::StateBackup &state_backup = scr->pending_reload_state[obj_id];
CSharpInstance *csi = CAST_CSHARP_INSTANCE(obj->get_script_instance());
if (csi) {
Dictionary properties;
for (const Pair<StringName, Variant> &G : state_backup.properties) {
properties[G.first] = G.second;
}
// Restore serialized state and call OnAfterDeserialize.
GDMonoCache::managed_callbacks.CSharpInstanceBridge_DeserializeState(
csi->get_gchandle_intptr(), &properties, &state_backup.event_signals);
}
}
scr->pending_reload_instances.clear();
scr->pending_reload_state.clear();
}