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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-10-28 22:59:13 +0200
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-10-30 01:24:15 +0200
commit282bd37e5c9dbc1bba4fe349fc7868643a54164b (patch)
tree6e3d5f7499ceb4b0d928764fd9b8da16548911ce /modules/mono/mono_gd/gd_mono_cache.h
parentf013315980ca13f4b66df29b5e32d3ecc310cb84 (diff)
C#: Remove need for reflection to invoking callable delegates
We aim to make the C# API reflection-free, mainly for concerns about performance, and to be able to target NativeAOT in refletion-free mode, which reduces the binary size. One of the main usages of reflection still left was the dynamic invokation of callable delegates, and for some time I wasn't sure I would find an alternative solution that I'd be happy with. The new solution uses trampoline functions to invoke the delegates: ``` static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) { if (args.Count != 1) throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}."); string res = ((Func<int, string>)delegateObj)( VariantConversionCallbacks.GetToManagedCallback<int>()(args[0]) ); ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res); } Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline); ``` Of course, this is too much boilerplate for user code. To improve this, the `Callable.From` methods were added. These are overloads that take `Action` and `Func` delegates, which covers the most common use cases: lambdas and method groups: ``` // Lambda Callable.From((int num) => "Foo" + num); // Method group string AppendNum(int num) => "Foo" + num; Callable.From(AppendNum); ``` Unfortunately, due to limitations in the C# language, implicit conversions from delegates to `Callable` are not supported. `Callable.From` does not support custom delegates. These should be uncommon, but the Godot C# API actually uses them for event signals. As such, the bindings generator was updated to generate trampoline functions for event signals. It was also optimized to use `Action` instead of a custom delegate for parameterless signals, which removes the need for the trampoline functions for those signals. The change to reflection-free invokation removes one of the last needs for `ConvertVariantToManagedObjectOfType`. The only remaining usage is from calling script constructors with parameters from the engine (`CreateManagedForGodotObjectScriptInstance`). Once that one is made reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
Diffstat (limited to 'modules/mono/mono_gd/gd_mono_cache.h')
-rw-r--r--modules/mono/mono_gd/gd_mono_cache.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/mono_gd/gd_mono_cache.h b/modules/mono/mono_gd/gd_mono_cache.h
index 13b599fe55..9c26fa2b0a 100644
--- a/modules/mono/mono_gd/gd_mono_cache.h
+++ b/modules/mono/mono_gd/gd_mono_cache.h
@@ -74,7 +74,7 @@ struct ManagedCallbacks {
using Callback_ScriptManagerBridge_GetPropertyDefaultValues_Add = void(GD_CLR_STDCALL *)(CSharpScript *p_script, void *p_def_vals, int32_t p_count);
using FuncSignalAwaiter_SignalCallback = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Variant **, int32_t, bool *);
- using FuncDelegateUtils_InvokeWithVariantArgs = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Variant **, uint32_t, const Variant *);
+ using FuncDelegateUtils_InvokeWithVariantArgs = void(GD_CLR_STDCALL *)(GCHandleIntPtr, void *, const Variant **, int32_t, const Variant *);
using FuncDelegateUtils_DelegateEquals = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, GCHandleIntPtr);
using FuncDelegateUtils_TrySerializeDelegateWithGCHandle = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const Array *);
using FuncDelegateUtils_TryDeserializeDelegateWithGCHandle = bool(GD_CLR_STDCALL *)(const Array *, GCHandleIntPtr *);