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-rw-r--r--modules/mono/mono_gd/gd_mono_internals.cpp43
1 files changed, 42 insertions, 1 deletions
diff --git a/modules/mono/mono_gd/gd_mono_internals.cpp b/modules/mono/mono_gd/gd_mono_internals.cpp
index 0daa394e63..14ec24466b 100644
--- a/modules/mono/mono_gd/gd_mono_internals.cpp
+++ b/modules/mono/mono_gd/gd_mono_internals.cpp
@@ -34,6 +34,8 @@
#include "../mono_gc_handle.h"
#include "../utils/macros.h"
#include "../utils/thread_local.h"
+#include "gd_mono_class.h"
+#include "gd_mono_marshal.h"
#include "gd_mono_utils.h"
#include <mono/metadata/exception.h>
@@ -55,10 +57,49 @@ void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
CRASH_COND(!klass);
+ GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
+
+ CRASH_COND(native == NULL);
+
+ 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 = MonoGCHandle::create_strong(managed);
+
+ Reference *ref = Object::cast_to<Reference>(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)
+
+ ref->reference();
+ }
+
+ // 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;
+ }
+
Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) :
MonoGCHandle::create_strong(managed);
- Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass);
+ Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
CRASH_COND(script.is_null());