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
|
/*************************************************************************/
/* gd_mono_internals.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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. */
/*************************************************************************/
#include "gd_mono_internals.h"
#include "../csharp_script.h"
#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>
namespace GDMonoInternals {
void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
// This method should not fail
CRASH_COND(!unmanaged);
// All mono objects created from the managed world (e.g.: `new Player()`)
// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
Reference *ref = Object::cast_to<Reference>(unmanaged);
GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
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 *kref = Object::cast_to<Reference>(unmanaged);
if (kref) {
// 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)
kref->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, native);
CRASH_COND(script.is_null());
ScriptInstance *si = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
unmanaged->set_script_and_instance(script.get_ref_ptr(), si);
}
void unhandled_exception(MonoException *p_exc) {
mono_unhandled_exception((MonoObject *)p_exc); // prints the exception as well
// Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
GDMono::unhandled_exception_hook((MonoObject *)p_exc, NULL);
GD_UNREACHABLE();
}
} // namespace GDMonoInternals
|