summaryrefslogtreecommitdiff
path: root/modules/gdnative/nativescript/nativescript.h
blob: 2364c6c0f63c8a81493a7f9c794572d00558b9cf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
/*************************************************************************/
/*  nativescript.h                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 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 NATIVE_SCRIPT_H
#define NATIVE_SCRIPT_H

#include "core/doc_data.h"
#include "core/io/resource.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/object/script_language.h"
#include "core/os/mutex.h"
#include "core/os/thread_safe.h"
#include "core/templates/oa_hash_map.h"
#include "core/templates/ordered_hash_map.h"
#include "core/templates/safe_refcount.h"
#include "core/templates/self_list.h"
#include "scene/main/node.h"

#include "modules/gdnative/gdnative.h"

#include <nativescript/godot_nativescript.h>

struct NativeScriptDesc {
	struct Method {
		godot_nativescript_instance_method method;
		MethodInfo info;
		int rpc_mode = 0;
		uint16_t rpc_method_id = 0;
		String documentation;
	};

	struct Property {
		godot_nativescript_property_set_func setter;
		godot_nativescript_property_get_func getter;
		PropertyInfo info;
		Variant default_value;
		String documentation;
	};

	struct Signal {
		MethodInfo signal;
		String documentation;
	};

	Map<StringName, Method> methods;
	Vector<Multiplayer::RPCConfig> rpc_methods;
	OrderedHashMap<StringName, Property> properties;
	Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
	StringName base;
	StringName base_native_type;
	NativeScriptDesc *base_data = nullptr;
	godot_nativescript_instance_create_func create_func;
	godot_nativescript_instance_destroy_func destroy_func;

	String documentation;

	const void *type_tag = nullptr;

	bool is_tool = false;

	inline NativeScriptDesc() {
		memset(&create_func, 0, sizeof(godot_nativescript_instance_create_func));
		memset(&destroy_func, 0, sizeof(godot_nativescript_instance_destroy_func));
	}
};

class NativeScript : public Script {
	GDCLASS(NativeScript, Script);

#ifdef TOOLS_ENABLED
	Set<PlaceHolderScriptInstance *> placeholders;
	void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
	virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
#endif

	friend class NativeScriptInstance;
	friend class NativeScriptLanguage;
	friend class NativeReloadNode;
	friend class GDNativeLibrary;

	Ref<GDNativeLibrary> library;

	String lib_path;

	String class_name;

	String script_class_name;
	String script_class_icon_path;

	Mutex owners_lock;
	Set<Object *> instance_owners;

protected:
	static void _bind_methods();

public:
	inline NativeScriptDesc *get_script_desc() const;

	bool inherits_script(const Ref<Script> &p_script) const override;

	void set_class_name(String p_class_name);
	String get_class_name() const;

	void set_library(Ref<GDNativeLibrary> p_library);
	Ref<GDNativeLibrary> get_library() const;

	void set_script_class_name(String p_type);
	String get_script_class_name() const;
	void set_script_class_icon_path(String p_icon_path);
	String get_script_class_icon_path() const;

	virtual bool can_instantiate() const override;

	virtual Ref<Script> get_base_script() const override; //for script inheritance

	virtual StringName get_instance_base_type() const override; // this may not work in all scripts, will return empty if so
	virtual ScriptInstance *instance_create(Object *p_this) override;
	virtual PlaceHolderScriptInstance *placeholder_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 const Vector<DocData::ClassDoc> &get_documentation() const override {
		static Vector<DocData::ClassDoc> docs;
		return docs;
	}
#endif // TOOLS_ENABLED

	virtual bool has_method(const StringName &p_method) const override;
	virtual MethodInfo get_method_info(const StringName &p_method) const override;

	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 update_exports() override; //editor tool
	virtual void get_script_method_list(List<MethodInfo> *p_list) const override;
	virtual void get_script_property_list(List<PropertyInfo> *p_list) const override;

	virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const override;

	String get_class_documentation() const;
	String get_method_documentation(const StringName &p_method) const;
	String get_signal_documentation(const StringName &p_signal_name) const;
	String get_property_documentation(const StringName &p_path) const;

	Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);

	NativeScript();
	~NativeScript();
};

class NativeScriptInstance : public ScriptInstance {
	friend class NativeScript;

	Object *owner;
	Ref<NativeScript> script;
#ifdef DEBUG_ENABLED
	StringName current_method_call;
#endif

	void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);

public:
	void *userdata;

	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) const;
	virtual void get_method_list(List<MethodInfo> *p_list) const;
	virtual bool has_method(const StringName &p_method) const;
	virtual Variant call(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);
	virtual Ref<Script> get_script() const;

	virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const;

	virtual ScriptLanguage *get_language();

	virtual void refcount_incremented();
	virtual bool refcount_decremented();

	~NativeScriptInstance();
};

class NativeReloadNode;

class NativeScriptLanguage : public ScriptLanguage {
	friend class NativeScript;
	friend class NativeScriptInstance;
	friend class NativeReloadNode;

private:
	static NativeScriptLanguage *singleton;
	int lang_idx = 0;

	void _unload_stuff(bool p_reload = false);

	Mutex mutex;
#ifndef NO_THREADS
	Set<Ref<GDNativeLibrary>> libs_to_init;
	Set<NativeScript *> scripts_to_register;
	SafeFlag has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
	void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
#endif

	void init_library(const Ref<GDNativeLibrary> &lib);
	void register_script(NativeScript *script);
	void unregister_script(NativeScript *script);

	void call_libraries_cb(const StringName &name);

	Vector<Pair<bool, godot_nativescript_instance_binding_functions>> binding_functions;
	Set<Vector<void *> *> binding_instances;

	Map<int, HashMap<StringName, const void *>> global_type_tags;

	struct ProfileData {
		StringName signature;
		uint64_t call_count = 0;
		uint64_t self_time = 0;
		uint64_t total_time = 0;
		uint64_t frame_call_count = 0;
		uint64_t frame_self_time = 0;
		uint64_t frame_total_time = 0;
		uint64_t last_frame_call_count = 0;
		uint64_t last_frame_self_time = 0;
		uint64_t last_frame_total_time = 0;
	};

	Map<StringName, ProfileData> profile_data;

public:
	// These two maps must only be touched on the main thread
	Map<String, Map<StringName, NativeScriptDesc>> library_classes;
	Map<String, Ref<GDNative>> library_gdnatives;

	Map<String, Set<NativeScript *>> library_script_users;

	StringName _init_call_type;
	StringName _init_call_name;
	StringName _terminate_call_name;
	StringName _noarg_call_type;
	StringName _frame_call_name;
#ifndef NO_THREADS
	StringName _thread_enter_call_name;
	StringName _thread_exit_call_name;
#endif

	NativeScriptLanguage();
	~NativeScriptLanguage();

	inline static NativeScriptLanguage *get_singleton() {
		return singleton;
	}

	_FORCE_INLINE_ void set_language_index(int p_idx) { lang_idx = p_idx; }

#ifndef NO_THREADS
	virtual void thread_enter();
	virtual void thread_exit();
#endif

	virtual void frame();

	virtual String get_name() const;
	virtual void init();
	virtual String get_type() const;
	virtual String get_extension() const;
	virtual Error execute_file(const String &p_path);
	virtual void finish();
	virtual void get_reserved_words(List<String> *p_words) const;
	virtual bool is_control_flow_keyword(String p_keyword) const;
	virtual void get_comment_delimiters(List<String> *p_delimiters) const;
	virtual void get_string_delimiters(List<String> *p_delimiters) const;
	virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
	virtual bool validate(const String &p_script, const String &p_path, List<String> *r_functions, List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const;
	virtual Script *create_script() const;
	virtual bool has_named_classes() const;
	virtual bool supports_builtin_mode() const;
	virtual int find_function(const String &p_function, const String &p_code) const;
	virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
	virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
	virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
	virtual String debug_get_error() const;
	virtual int debug_get_stack_level_count() const;
	virtual int debug_get_stack_level_line(int p_level) const;
	virtual String debug_get_stack_level_function(int p_level) const;
	virtual String debug_get_stack_level_source(int p_level) const;
	virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
	virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
	virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
	virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
	virtual void reload_all_scripts();
	virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
	virtual void get_recognized_extensions(List<String> *p_extensions) const;
	virtual void get_public_functions(List<MethodInfo> *p_functions) const;
	virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
	virtual void profiling_start();
	virtual void profiling_stop();
	virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
	virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);

	int register_binding_functions(godot_nativescript_instance_binding_functions p_binding_functions);
	void unregister_binding_functions(int p_idx);

	void *get_instance_binding_data(int p_idx, Object *p_object);

	virtual void *alloc_instance_binding_data(Object *p_object);
	virtual void free_instance_binding_data(void *p_data);
	virtual void refcount_incremented_instance_binding(Object *p_object);
	virtual bool refcount_decremented_instance_binding(Object *p_object);

	void set_global_type_tag(int p_idx, StringName p_class_name, const void *p_type_tag);
	const void *get_global_type_tag(int p_idx, StringName p_class_name) const;

	virtual bool handles_global_class_type(const String &p_type) const;
	virtual String get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const;

	void profiling_add_data(StringName p_signature, uint64_t p_time);
};

inline NativeScriptDesc *NativeScript::get_script_desc() const {
	Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
	return E ? &E->get() : nullptr;
}

class NativeReloadNode : public Node {
	GDCLASS(NativeReloadNode, Node);
	bool unloaded = false;

public:
	static void _bind_methods();
	void _notification(int p_what);

	NativeReloadNode() {}
};

class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
public:
	virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
	virtual void get_recognized_extensions(List<String> *p_extensions) const;
	virtual bool handles_type(const String &p_type) const;
	virtual String get_resource_type(const String &p_path) const;
};

class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
	virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
	virtual bool recognize(const RES &p_resource) const;
	virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};

#endif // GDNATIVE_H