/*************************************************************************/ /* visual_script.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef VISUAL_SCRIPT_H #define VISUAL_SCRIPT_H #include "core/debugger/engine_debugger.h" #include "core/debugger/script_debugger.h" #include "core/doc_data.h" #include "core/object/script_language.h" #include "core/os/thread.h" #include "core/templates/rb_set.h" class VisualScriptInstance; class VisualScriptNodeInstance; class VisualScript; class VisualScriptNode : public Resource { GDCLASS(VisualScriptNode, Resource); friend class VisualScript; Ref<VisualScript> script_used; Array default_input_values; bool breakpoint = false; void _set_default_input_values(Array p_values); Array _get_default_input_values() const; void validate_input_default_values(); protected: void ports_changed_notify(); static void _bind_methods(); public: Ref<VisualScript> get_visual_script() const; virtual int get_output_sequence_port_count() const = 0; virtual bool has_input_sequence_port() const = 0; virtual String get_output_sequence_port_text(int p_port) const = 0; virtual bool has_mixed_input_and_sequence_ports() const { return false; } virtual int get_input_value_port_count() const = 0; virtual int get_output_value_port_count() const = 0; virtual PropertyInfo get_input_value_port_info(int p_idx) const = 0; virtual PropertyInfo get_output_value_port_info(int p_idx) const = 0; void set_default_input_value(int p_port, const Variant &p_value); Variant get_default_input_value(int p_port) const; virtual String get_caption() const = 0; virtual String get_text() const; virtual String get_category() const = 0; // Used by editor, this is not really saved. void set_breakpoint(bool p_breakpoint); bool is_breakpoint() const; virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) = 0; struct TypeGuess { Variant::Type type = Variant::NIL; StringName gdclass; Ref<Script> script; }; virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const; VisualScriptNode(); }; class VisualScriptNodeInstance { friend class VisualScriptInstance; friend class VisualScriptLanguage; // For debugger. enum { // Input argument addressing. INPUT_SHIFT = 1 << 24, INPUT_MASK = INPUT_SHIFT - 1, INPUT_DEFAULT_VALUE_BIT = INPUT_SHIFT, // from unassigned input port, using default value (edited by user) }; int id = 0; int sequence_index = 0; VisualScriptNodeInstance **sequence_outputs = nullptr; int sequence_output_count = 0; Vector<VisualScriptNodeInstance *> dependencies; int *input_ports = nullptr; int input_port_count = 0; int *output_ports = nullptr; int output_port_count = 0; int working_mem_idx = 0; int pass_idx = 0; VisualScriptNode *base = nullptr; public: enum StartMode { START_MODE_BEGIN_SEQUENCE, START_MODE_CONTINUE_SEQUENCE, START_MODE_RESUME_YIELD }; enum { STEP_SHIFT = 1 << 24, STEP_MASK = STEP_SHIFT - 1, STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, // push bit to stack STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, // go back to previous node STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, // do not advance past this node STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, // return from function STEP_YIELD_BIT = STEP_SHIFT << 4, // yield (will find VisualScriptFunctionState state in first working memory) FLOW_STACK_PUSHED_BIT = 1 << 30, // in flow stack, means bit was pushed (must go back here if end of sequence) FLOW_STACK_MASK = FLOW_STACK_PUSHED_BIT - 1 }; _FORCE_INLINE_ int get_input_port_count() const { return input_port_count; } _FORCE_INLINE_ int get_output_port_count() const { return output_port_count; } _FORCE_INLINE_ int get_sequence_output_count() const { return sequence_output_count; } _FORCE_INLINE_ int get_id() const { return id; } virtual int get_working_memory_size() const { return 0; } virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; // Do a step, return which sequence port to go out. Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); } VisualScriptNodeInstance(); virtual ~VisualScriptNodeInstance(); }; class VisualScript : public Script { GDCLASS(VisualScript, Script); RES_BASE_EXTENSION("vs"); public: struct SequenceConnection { union { struct { uint64_t from_node : 24; uint64_t from_output : 16; uint64_t to_node : 24; }; uint64_t id = 0; }; bool operator<(const SequenceConnection &p_connection) const { return id < p_connection.id; } }; struct DataConnection { union { struct { uint64_t from_node : 24; uint64_t from_port : 8; uint64_t to_node : 24; uint64_t to_port : 8; }; uint64_t id = 0; }; bool operator<(const DataConnection &p_connection) const { return id < p_connection.id; } }; private: friend class VisualScriptInstance; StringName base_type; struct Argument { String name; Variant::Type type = Variant::Type::NIL; }; struct NodeData { Point2 pos; Ref<VisualScriptNode> node; }; HashMap<int, NodeData> nodes; // Can be a sparse map. RBSet<SequenceConnection> sequence_connections; RBSet<DataConnection> data_connections; Vector2 scroll; struct Function { int func_id; Function() { func_id = -1; } }; struct Variable { PropertyInfo info; Variant default_value; bool _export = false; // Add getter & setter options here. }; HashMap<StringName, Function> functions; HashMap<StringName, Variable> variables; HashMap<StringName, Vector<Argument>> custom_signals; Dictionary rpc_functions; HashMap<Object *, VisualScriptInstance *> instances; bool is_tool_script; #ifdef TOOLS_ENABLED RBSet<PlaceHolderScriptInstance *> placeholders; // void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override; void _update_placeholders(); #endif void _set_variable_info(const StringName &p_name, const Dictionary &p_info); Dictionary _get_variable_info(const StringName &p_name) const; void _set_data(const Dictionary &p_data); Dictionary _get_data() const; protected: void _node_ports_changed(int p_id); static void _bind_methods(); public: bool inherits_script(const Ref<Script> &p_script) const override; void set_scroll(const Vector2 &p_scroll); Vector2 get_scroll() const; void add_function(const StringName &p_name, int p_func_node_id); bool has_function(const StringName &p_name) const; void remove_function(const StringName &p_name); void rename_function(const StringName &p_name, const StringName &p_new_name); void get_function_list(List<StringName> *r_functions) const; int get_function_node_id(const StringName &p_name) const; void set_tool_enabled(bool p_enabled); void add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2()); void remove_node(int p_id); bool has_node(int p_id) const; Ref<VisualScriptNode> get_node(int p_id) const; void set_node_position(int p_id, const Point2 &p_pos); Point2 get_node_position(int p_id) const; void get_node_list(List<int> *r_nodes) const; void sequence_connect(int p_from_node, int p_from_output, int p_to_node); void sequence_disconnect(int p_from_node, int p_from_output, int p_to_node); bool has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const; void get_sequence_connection_list(List<SequenceConnection> *r_connection) const; RBSet<int> get_output_sequence_ports_connected(int from_node); void data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port); void data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port); bool has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const; void get_data_connection_list(List<DataConnection> *r_connection) const; bool is_input_value_port_connected(int p_node, int p_port) const; bool get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const; void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false); bool has_variable(const StringName &p_name) const; void remove_variable(const StringName &p_name); void set_variable_default_value(const StringName &p_name, const Variant &p_value); Variant get_variable_default_value(const StringName &p_name) const; void set_variable_info(const StringName &p_name, const PropertyInfo &p_info); PropertyInfo get_variable_info(const StringName &p_name) const; void set_variable_export(const StringName &p_name, bool p_export); bool get_variable_export(const StringName &p_name) const; void get_variable_list(List<StringName> *r_variables) const; void rename_variable(const StringName &p_name, const StringName &p_new_name); void add_custom_signal(const StringName &p_name); bool has_custom_signal(const StringName &p_name) const; void custom_signal_add_argument(const StringName &p_func, Variant::Type p_type, const String &p_name, int p_index = -1); void custom_signal_set_argument_type(const StringName &p_func, int p_argidx, Variant::Type p_type); Variant::Type custom_signal_get_argument_type(const StringName &p_func, int p_argidx) const; void custom_signal_set_argument_name(const StringName &p_func, int p_argidx, const String &p_name); String custom_signal_get_argument_name(const StringName &p_func, int p_argidx) const; void custom_signal_remove_argument(const StringName &p_func, int p_argidx); int custom_signal_get_argument_count(const StringName &p_func) const; void custom_signal_swap_argument(const StringName &p_func, int p_argidx, int p_with_argidx); void remove_custom_signal(const StringName &p_name); void rename_custom_signal(const StringName &p_name, const StringName &p_new_name); RBSet<int> get_output_sequence_ports_connected(const String &edited_func, int from_node); void get_custom_signal_list(List<StringName> *r_custom_signals) const; int get_available_id() const; void set_instance_base_type(const StringName &p_type); virtual bool can_instantiate() const override; virtual Ref<Script> get_base_script() const override; virtual StringName get_instance_base_type() const override; virtual ScriptInstance *instance_create(Object *p_this) override; virtual bool instance_has(const Object *p_this) const override; virtual bool has_source_code() const override; virtual String get_source_code() const override; virtual void set_source_code(const String &p_code) override; virtual Error reload(bool p_keep_state = false) override; #ifdef TOOLS_ENABLED virtual Vector<DocData::ClassDoc> get_documentation() const override { Vector<DocData::ClassDoc> docs; return docs; } #endif // TOOLS_ENABLED virtual bool is_tool() const override; virtual bool is_valid() const override; virtual ScriptLanguage *get_language() const override; virtual bool has_script_signal(const StringName &p_signal) const override; virtual void get_script_signal_list(List<MethodInfo> *r_signals) const override; virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const override; virtual void get_script_method_list(List<MethodInfo> *p_list) const override; virtual bool has_method(const StringName &p_method) const override; virtual MethodInfo get_method_info(const StringName &p_method) const override; virtual void get_script_property_list(List<PropertyInfo> *p_list) const override; virtual int get_member_line(const StringName &p_member) const override; virtual const Variant get_rpc_config() const override; #ifdef TOOLS_ENABLED virtual bool are_subnodes_edited() const; #endif VisualScript(); ~VisualScript(); }; class VisualScriptInstance : public ScriptInstance { Object *owner = nullptr; Ref<VisualScript> script; HashMap<StringName, Variant> variables; // Using variable path, not script. HashMap<int, VisualScriptNodeInstance *> instances; struct Function { int node = 0; int max_stack = 0; int trash_pos = 0; int flow_stack_size = 0; int pass_stack_size = 0; int node_count = 0; int argument_count = 0; }; HashMap<StringName, Function> functions; Vector<Variant> default_values; int max_input_args = 0; int max_output_args = 0; StringName source; void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Callable::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node); Variant _call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Callable::CallError &r_error); friend class VisualScriptFunctionState; // For yield. friend class VisualScriptLanguage; // For debugger. public: virtual bool set(const StringName &p_name, const Variant &p_value); virtual bool get(const StringName &p_name, Variant &r_ret) const; virtual void get_property_list(List<PropertyInfo> *p_properties) const; virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const; virtual bool property_can_revert(const StringName &p_name) const { return false; }; virtual bool property_get_revert(const StringName &p_name, Variant &r_ret) const { return false; }; virtual void get_method_list(List<MethodInfo> *p_list) const; virtual bool has_method(const StringName &p_method) const; virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error); virtual void notification(int p_notification); String to_string(bool *r_valid); bool set_variable(const StringName &p_variable, const Variant &p_value) { HashMap<StringName, Variant>::Iterator E = variables.find(p_variable); if (!E) { return false; } E->value = p_value; return true; } bool get_variable(const StringName &p_variable, Variant *r_variable) const { HashMap<StringName, Variant>::ConstIterator E = variables.find(p_variable); if (!E) { return false; } *r_variable = E->value; return true; } virtual Ref<Script> get_script() const; _FORCE_INLINE_ VisualScript *get_script_ptr() { return script.ptr(); } _FORCE_INLINE_ Object *get_owner_ptr() { return owner; } void create(const Ref<VisualScript> &p_script, Object *p_owner); virtual ScriptLanguage *get_language(); virtual const Variant get_rpc_config() const; VisualScriptInstance(); ~VisualScriptInstance(); }; class VisualScriptFunctionState : public RefCounted { GDCLASS(VisualScriptFunctionState, RefCounted); friend class VisualScriptInstance; ObjectID instance_id; ObjectID script_id; VisualScriptInstance *instance = nullptr; StringName function; Vector<uint8_t> stack; int working_mem_index = 0; int variant_stack_size = 0; VisualScriptNodeInstance *node = nullptr; int flow_stack_pos = 0; int pass = 0; Variant _signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error); protected: static void _bind_methods(); public: void connect_to_signal(Object *p_obj, const String &p_signal, Array p_binds); bool is_valid() const; Variant resume(Array p_args); VisualScriptFunctionState(); ~VisualScriptFunctionState(); }; typedef Ref<VisualScriptNode> (*VisualScriptNodeRegisterFunc)(const String &p_type); class VisualScriptLanguage : public ScriptLanguage { HashMap<String, VisualScriptNodeRegisterFunc> register_funcs; struct CallLevel { Variant *stack = nullptr; Variant **work_mem = nullptr; const StringName *function = nullptr; VisualScriptInstance *instance = nullptr; int *current_id = nullptr; }; int _debug_parse_err_node = -1; String _debug_parse_err_file = ""; String _debug_error; int _debug_call_stack_pos = 0; int _debug_max_call_stack; CallLevel *_call_stack = nullptr; public: StringName notification = "_notification"; StringName _get_output_port_unsequenced; StringName _step = "_step"; StringName _subcall = "_subcall"; static VisualScriptLanguage *singleton; Mutex lock; bool debug_break(const String &p_error, bool p_allow_continue = true); bool debug_break_parse(const String &p_file, int p_node, const String &p_error); _FORCE_INLINE_ void enter_function(VisualScriptInstance *p_instance, const StringName *p_function, Variant *p_stack, Variant **p_work_mem, int *current_id) { if (Thread::get_main_id() != Thread::get_caller_id()) { return; // No support for other threads than main for now. } if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) { EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() + 1); } if (_debug_call_stack_pos >= _debug_max_call_stack) { // Stack overflow. _debug_error = vformat("Stack overflow (stack size: %s). Check for infinite recursion in your script.", _debug_max_call_stack); EngineDebugger::get_script_debugger()->debug(this); return; } _call_stack[_debug_call_stack_pos].stack = p_stack; _call_stack[_debug_call_stack_pos].instance = p_instance; _call_stack[_debug_call_stack_pos].function = p_function; _call_stack[_debug_call_stack_pos].work_mem = p_work_mem; _call_stack[_debug_call_stack_pos].current_id = current_id; _debug_call_stack_pos++; } _FORCE_INLINE_ void exit_function() { if (Thread::get_main_id() != Thread::get_caller_id()) { return; // No support for other threads than main for now. } if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) { EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() - 1); } if (_debug_call_stack_pos == 0) { _debug_error = "Stack underflow (engine bug), please report."; EngineDebugger::get_script_debugger()->debug(this); return; } _debug_call_stack_pos--; } ////////////////////////////////////// virtual String get_name() const override; /* LANGUAGE FUNCTIONS */ virtual void init() override; virtual String get_type() const override; virtual String get_extension() const override; virtual Error execute_file(const String &p_path) override; virtual void finish() override; /* EDITOR FUNCTIONS */ virtual void get_reserved_words(List<String> *p_words) const override; virtual bool is_control_flow_keyword(String p_keyword) const override; virtual void get_comment_delimiters(List<String> *p_delimiters) const override; virtual void get_string_delimiters(List<String> *p_delimiters) const override; virtual bool is_using_templates() override; virtual Ref<Script> make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const override; virtual bool validate(const String &p_script, const String &p_path = "", List<String> *r_functions = nullptr, List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, HashSet<int> *r_safe_lines = nullptr) const override; virtual Script *create_script() const override; virtual bool has_named_classes() const override; virtual bool supports_builtin_mode() const override; virtual int find_function(const String &p_function, const String &p_code) const override; virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const override; virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const override; virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) override; /* DEBUGGER FUNCTIONS */ virtual String debug_get_error() const override; virtual int debug_get_stack_level_count() const override; virtual int debug_get_stack_level_line(int p_level) const override; virtual String debug_get_stack_level_function(int p_level) const override; virtual String debug_get_stack_level_source(int p_level) const override; virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) override; virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) override; virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) override; virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1) override; virtual void reload_all_scripts() override; virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) override; /* LOADER FUNCTIONS */ virtual void get_recognized_extensions(List<String> *p_extensions) const override; virtual void get_public_functions(List<MethodInfo> *p_functions) const override; virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const override; virtual void get_public_annotations(List<MethodInfo> *p_annotations) const override; virtual void profiling_start() override; virtual void profiling_stop() override; virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) override; virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) override; void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func); void remove_register_func(const String &p_name); Ref<VisualScriptNode> create_node_from_name(const String &p_name); void get_registered_node_names(List<String> *r_names); VisualScriptLanguage(); ~VisualScriptLanguage(); }; // Aid for registering. template <class T> static Ref<VisualScriptNode> create_node_generic(const String &p_name) { Ref<T> node; node.instantiate(); return node; } #endif // VISUAL_SCRIPT_H