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/*************************************************************************/
/*  nativescript.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 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_what);
	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