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path: root/modules/gdscript/gdscript_byte_codegen.h
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2023-01-23Merge pull request #70948 from vnen/gdscript-ptr-method-name-in-debugGeorge Marques
2023-01-23GDScript: Add names for disassembling function pointersGeorge Marques
When instructions use function pointers, it's not possible to retrieve their original names in the disassembly. This stores the names in vectors (in debug builds) so they can be shown.
2023-01-22GDScript: Remove function of `continue` for match statementGeorge Marques
The keyword is confusing and rarely is used in the intended way. It is removed now in favor of a future feature (pattern guards) to avoid breaking compatibility later.
2023-01-12Merge pull request #70987 from vonagam/fix-parameter-conversion-assignGeorge Marques
2023-01-11GDScript: Fix temp values being written without proper clearGeorge Marques
Temporary values in the stack were not being properly cleared when the return value of calls were discarded, which can cause memory issues especially for reference types like PackedByteArray.
2023-01-09GDScript: Don't use the NIL address to hold return value of functionsGeorge Marques
This prevents that the NIL address is filled with another value, which causes problems for some instructions that read from NIL.
2023-01-06GDScript: Fix missing conversion for default argument valuesDmitrii Maganov
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-02Optimizations for GDScript VMJuan Linietsky
* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps. * OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x. I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.
2022-07-26[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-06-27GDScript: Fix setter being called in chains for shared typesGeorge Marques
When a type is shared (i.e. passed by reference) it doesn't need to be called in a setter chain (e.g. `a.b.c = 0`) since it will be updated in place. This commit adds an instruction that jumps when the value is shared so it can be used to skip those cases and avoid redundant calls of setters. It also solves issues when assigning to sub-properties of read-only properties.
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-04-24GDScript: Allow using self in lambdasGeorge Marques
2022-04-06GDScript: Add support for static method calls in native typesGeorge Marques
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-13Merge pull request #52323 from vnen/gdscript-singleton-interdependence-fixRémi Verschelde
Fix loading of interdependent autoloads
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-01GDScript: Fix loading of interdependent autoloadsGeorge Marques
Move the autoload resolution to runtime by loading it into the stack with an extra instruction. This allows an autoload to use another autoload singleton independent of load order.
2021-07-20[Net] Single `rpc` annotation. "sync" no longer part of mode.Fabio Alessandrelli
- Move the "sync" property for RPCs to RPCConfig. - Unify GDScript annotations into a single one: - `@rpc(master)` # default - `@rpc(puppet)` - `@rpc(any)` # former `@remote` - Implement three additional `@rpc` options: - The second parameter is the "sync" option (which also calls the function locally when RPCing). One of "sync", "nosync". - The third parameter is the transfer mode (reliable, unreliable, ordered). - The third parameter is the channel (unused for now).
2021-05-26GDScript: Use analyzer data to decide assignment conversionGeorge Marques
Since there might be tricky cases in the analyzer (in the case of unsafe lines) which would need to be properly checked again. Instead, this splits the code generator in two functions and use information set by the analyzer to tell which function to use, without a need to re-check.
2021-05-16GDScript: Add support for builtin static method callsGeorge Marques
2021-04-28GDScript: Implement lambdas compilation and runtimeGeorge Marques
2021-04-16GDScript: Adjust type of temporaries when neededGeorge Marques
2021-04-14GDScript: Pool temporary values by type on the stackGeorge Marques
So the stack slots perform less type changes, which is useful for future optimizations.
2021-04-08Reduce number of addressing modes in GDScript VMGeorge Marques
There's now only 3 addressing modes: stack, constant, and member. Self, class, and nil are now present respectively in the first 3 stack slots. Global and class constants are moved to local constants when compiling. Named globals is only present on editor to use on tool singletons, so its use now emits a new instruction to copy the global to the stack. This allow us to further optimize the VM later by embedding the addressing modes in the instructions themselves, which is better done with less permutations.
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-03-29Add typed arrays to GDScriptGeorge Marques
- Use `Array[type]` for type-hints. e.g.: `var array: Array[int] = [1, 2, 3]` - Array literals are typed if their storage is typed (variable asssignment of as argument in function all). Otherwise they are untyped.
2021-01-11Merge pull request #44104 from nekomatata/coroutine-await-fixRémi Verschelde
Fix error when calling coroutine with await in _ready
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-17Fix error when calling coroutine with await in _readyPouleyKetchoupp
The code paths for calling async functions seemed to be missing in some cases, causing a debug break and false positive error.
2020-12-15Merge pull request #43890 from vnen/gdscript-builtin-functions-refactorRémi Verschelde
GDScript: Refactor builtin functions
2020-12-02Merge pull request #41773 from ThakeeNathees/default-argument-override-buf-fixGeorge Marques
GDScript default argument override bug fix
2020-11-28GDScript default argument override bug fixThakee Nathees
Fix: #41766
2020-11-26GDScript: Improve handling of operatorsGeorge Marques
- Use the new functions in Variant to determine the validity and resulting type of operators. - Split the operator function in codegen between binary and unary, since the unary ones have now a special requirement of having the second argument to be the NIL type when requesting info.
2020-11-26GDScript: Refactor builtin functionsGeorge Marques
They are now called "utility functions" to avoid confusion with methods of builtin types, and be consistent with the naming in Variant. Core utility functions are now available in GDScript. The ones missing in core are added specifically to GDScript as helpers for convenience. Some functions were remove when there are better ways to do, reducing redundancy and cleaning up the global scope.
2020-11-25GDScript: Fix mishandling of stack pointersGeorge Marques
- Replace the for loop temporaries by locals. They cause conflicts with the stack when being popped, while locals are properly handled in the scope. - Change the interface for the codegen so the for loop list doesn't live through the whole block if it's a temporary. - Keep track of the actual amount of local variables in the stack. Using the size of the map is misleading in cases where multiple locals have the same name (which is allowed when there's no shadowing). - Added a few debug checks for temporaries, to avoid them being wrongly manipulated in the future. They should not live more than a line of code. - Rearrange some of compiler code to make sure the temporaries don't live across blocks.
2020-11-21GDScript: Add faster instruction for validated constructorGeorge Marques
Only for built-in types.
2020-11-21GDScript: Add faster call instructions for builtin methodsGeorge Marques
Methods from builtin types can be called by using the function pointer when the argument and base types are known at compile time.
2020-11-21GDScript: Add faster call instructions for native methodsGeorge Marques
2020-11-21GDScript: Add speficic set/get instructionsGeorge Marques
When the base type is known at compile-time, we can get a direct function pointer that is faster than the regular set/get paths.
2020-11-21GDScript: Add faster operator for known typesGeorge Marques
It now uses the direct operator function pointer, which increases performance in evaluation.
2020-11-21GDScript: Gather instructions arguments beforehandGeorge Marques
Almost all instructions need variant arguments. With this change they are loaded in an array before each instruction call. This makes the addressing code be localized to less places, improving compilation overhead and binary size by a small margin. This should not affect performance.
2020-09-01Add GDScript code generation interfaceGeorge Marques
Implement the abstraction by targeting the current VM.