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author | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-10-28 22:59:13 +0200 |
---|---|---|
committer | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-10-30 01:24:15 +0200 |
commit | 282bd37e5c9dbc1bba4fe349fc7868643a54164b (patch) | |
tree | 6e3d5f7499ceb4b0d928764fd9b8da16548911ce /modules/mono/mono_gd | |
parent | f013315980ca13f4b66df29b5e32d3ecc310cb84 (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')
-rw-r--r-- | modules/mono/mono_gd/gd_mono_cache.h | 2 |
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 *); |