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Added a simpler/faster way to bind script languages instance wrappers to Godot
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@@ -1817,6 +1817,23 @@ uint32_t Object::get_edited_version() const {
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}
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#endif
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void *Object::get_script_instance_binding(int p_script_language_index) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_INDEX_V(p_script_language_index, MAX_SCRIPT_INSTANCE_BINDINGS, NULL);
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#endif
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//it's up to the script language to make this thread safe, if the function is called twice due to threads being out of syncro
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//just return the same pointer.
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//if you want to put a big lock in the entire function and keep allocated pointers in a map or something, feel free to do it
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//as it should not really affect performance much (won't be called too often), as in far most caes the condition below will be false afterwards
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if (!_script_instance_bindings[p_script_language_index]) {
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_script_instance_bindings[p_script_language_index] = ScriptServer::get_language(p_script_language_index)->alloc_instance_binding_data(this);
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}
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return _script_instance_bindings[p_script_language_index];
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}
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Object::Object() {
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_class_ptr = NULL;
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@@ -1826,6 +1843,7 @@ Object::Object() {
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_instance_ID = ObjectDB::add_instance(this);
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_can_translate = true;
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_is_queued_for_deletion = false;
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memset(_script_instance_bindings, 0, sizeof(void *) * MAX_SCRIPT_INSTANCE_BINDINGS);
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script_instance = NULL;
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#ifdef TOOLS_ENABLED
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@@ -1877,6 +1895,12 @@ Object::~Object() {
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ObjectDB::remove_instance(this);
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_instance_ID = 0;
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_predelete_ok = 2;
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for (int i = 0; i < MAX_SCRIPT_INSTANCE_BINDINGS; i++) {
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if (_script_instance_bindings[i]) {
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ScriptServer::get_language(i)->free_instance_binding_data(_script_instance_bindings[i]);
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}
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}
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}
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bool predelete_handler(Object *p_object) {
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