/*************************************************************************/ /* gdscript.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "gdscript.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/core_string_names.h" #include "core/global_constants.h" #include "core/io/file_access_encrypted.h" #include "core/os/file_access.h" #include "core/os/os.h" #include "gdscript_compiler.h" /////////////////////////// GDScriptNativeClass::GDScriptNativeClass(const StringName &p_name) { name = p_name; } bool GDScriptNativeClass::_get(const StringName &p_name, Variant &r_ret) const { bool ok; int v = ClassDB::get_integer_constant(name, p_name, &ok); if (ok) { r_ret = v; return true; } else { return false; } } void GDScriptNativeClass::_bind_methods() { ClassDB::bind_method(D_METHOD("new"), &GDScriptNativeClass::_new); } Variant GDScriptNativeClass::_new() { Object *o = instance(); ERR_FAIL_COND_V_MSG(!o, Variant(), "Class type: '" + String(name) + "' is not instantiable."); Reference *ref = Object::cast_to(o); if (ref) { return REF(ref); } else { return o; } } Object *GDScriptNativeClass::instance() { return ClassDB::instance(name); } void GDScript::_clear_pending_func_states() { GDScriptLanguage::get_singleton()->lock.lock(); while (SelfList *E = pending_func_states.first()) { // Order matters since clearing the stack may already cause // the GDSCriptFunctionState to be destroyed and thus removed from the list. pending_func_states.remove(E); E->self()->_clear_stack(); } GDScriptLanguage::get_singleton()->lock.unlock(); } GDScriptInstance *GDScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error) { /* STEP 1, CREATE */ GDScriptInstance *instance = memnew(GDScriptInstance); instance->base_ref = p_isref; instance->members.resize(member_indices.size()); instance->script = Ref(this); instance->owner = p_owner; #ifdef DEBUG_ENABLED //needed for hot reloading for (RBMap::Element *E = member_indices.front(); E; E = E->next()) { instance->member_indices_cache[E->key()] = E->get().index; } #endif instance->owner->set_script_instance(instance); /* STEP 2, INITIALIZE AND CONSTRUCT */ GDScriptLanguage::singleton->lock.lock(); instances.insert(instance->owner); GDScriptLanguage::singleton->lock.unlock(); initializer->call(instance, p_args, p_argcount, r_error); if (r_error.error != Variant::CallError::CALL_OK) { instance->script = Ref(); instance->owner->set_script_instance(nullptr); #ifndef NO_THREADS GDScriptLanguage::singleton->lock.lock(); #endif instances.erase(p_owner); #ifndef NO_THREADS GDScriptLanguage::singleton->lock.unlock(); #endif ERR_FAIL_COND_V(r_error.error != Variant::CallError::CALL_OK, nullptr); //error constructing } //@TODO make thread safe return instance; } Variant GDScript::_new(const Variant **p_args, int p_argcount, Variant::CallError &r_error) { /* STEP 1, CREATE */ if (!valid) { r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD; return Variant(); } r_error.error = Variant::CallError::CALL_OK; REF ref; Object *owner = nullptr; GDScript *_baseptr = this; while (_baseptr->_base) { _baseptr = _baseptr->_base; } ERR_FAIL_COND_V(_baseptr->native.is_null(), Variant()); if (_baseptr->native.ptr()) { owner = _baseptr->native->instance(); } else { owner = memnew(Reference); //by default, no base means use reference } ERR_FAIL_COND_V_MSG(!owner, Variant(), "Can't inherit from a virtual class."); Reference *r = Object::cast_to(owner); if (r) { ref = REF(r); } GDScriptInstance *instance = _create_instance(p_args, p_argcount, owner, r != nullptr, r_error); if (!instance) { if (ref.is_null()) { memdelete(owner); //no owner, sorry } return Variant(); } if (ref.is_valid()) { return ref; } else { return owner; } } bool GDScript::can_instance() const { #ifdef TOOLS_ENABLED return valid && (tool || ScriptServer::is_scripting_enabled()); #else return valid; #endif } Ref