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C#: Restructure code prior move to .NET Core

The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
This commit is contained in:
Ignacio Roldán Etcheverry
2021-09-12 20:21:15 +02:00
parent 5e37d073bb
commit 513ee857a9
79 changed files with 2562 additions and 5223 deletions

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* 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 */
@@ -31,10 +31,7 @@
#include "gd_mono_internals.h"
#include "../csharp_script.h"
#include "../mono_gc_handle.h"
#include "../utils/macros.h"
#include "gd_mono_class.h"
#include "gd_mono_marshal.h"
#include "gd_mono_utils.h"
#include "core/debugger/engine_debugger.h"
@@ -43,77 +40,6 @@
#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
RefCounted *rc = Object::cast_to<RefCounted>(unmanaged);
GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
CRASH_COND(!klass);
GDMonoClass *native = GDMonoUtils::get_class_native_base(klass);
CRASH_COND(native == nullptr);
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 = rc ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
script_binding.owner = unmanaged;
if (rc) {
// 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_RefCounted_Dtor(MonoObject *p_obj, Object *p_ptr)
// May not me referenced yet, so we must use init_ref() instead of reference()
if (rc->init_ref()) {
CSharpLanguage::get_singleton()->post_unsafe_reference(rc);
}
}
// The object was just created, no script instance binding should have been attached
CRASH_COND(CSharpLanguage::has_instance_binding(unmanaged));
void *data;
{
MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex());
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
CSharpLanguage::set_instance_binding(unmanaged, data);
return;
}
MonoGCHandleData gchandle = rc ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass, native);
CRASH_COND(script.is_null());
CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
unmanaged->set_script_and_instance(script, csharp_instance);
}
void unhandled_exception(MonoException *p_exc) {
mono_print_unhandled_exception((MonoObject *)p_exc);
gd_unhandled_exception_event(p_exc);
@@ -137,7 +63,7 @@ void gd_unhandled_exception_event(MonoException *p_exc) {
MonoImage *mono_image = GDMono::get_singleton()->get_core_api_assembly()->get_image();
MonoClass *gd_klass = mono_class_from_name(mono_image, "Godot", "GD");
MonoMethod *unhandled_exception_method = mono_class_get_method_from_name(gd_klass, "OnUnhandledException", -1);
MonoMethod *unhandled_exception_method = mono_class_get_method_from_name(gd_klass, "OnUnhandledException", 1);
void *args[1];
args[0] = p_exc;
mono_runtime_invoke(unhandled_exception_method, nullptr, (void **)args, nullptr);