mirror of
https://github.com/godotengine/godot.git
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311 lines
9.0 KiB
C++
311 lines
9.0 KiB
C++
/*************************************************************************/
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/* gdscript_function.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gdscript_function.h"
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#include "gdscript.h"
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const int *GDScriptFunction::get_code() const {
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return _code_ptr;
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}
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int GDScriptFunction::get_code_size() const {
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return _code_size;
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}
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Variant GDScriptFunction::get_constant(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, constants.size(), "<errconst>");
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return constants[p_idx];
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}
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StringName GDScriptFunction::get_global_name(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, global_names.size(), "<errgname>");
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return global_names[p_idx];
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}
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int GDScriptFunction::get_default_argument_count() const {
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return _default_arg_count;
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}
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int GDScriptFunction::get_default_argument_addr(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), -1);
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return default_arguments[p_idx];
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}
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GDScriptDataType GDScriptFunction::get_return_type() const {
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return return_type;
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}
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GDScriptDataType GDScriptFunction::get_argument_type(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, argument_types.size(), GDScriptDataType());
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return argument_types[p_idx];
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}
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StringName GDScriptFunction::get_name() const {
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return name;
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}
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int GDScriptFunction::get_max_stack_size() const {
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return _stack_size;
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}
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struct _GDFKC {
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int order = 0;
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List<int> pos;
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};
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struct _GDFKCS {
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int order = 0;
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StringName id;
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int pos = 0;
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bool operator<(const _GDFKCS &p_r) const {
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return order < p_r.order;
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}
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};
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void GDScriptFunction::debug_get_stack_member_state(int p_line, List<Pair<StringName, int>> *r_stackvars) const {
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int oc = 0;
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Map<StringName, _GDFKC> sdmap;
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for (const StackDebug &sd : stack_debug) {
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if (sd.line >= p_line) {
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break;
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}
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if (sd.added) {
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if (!sdmap.has(sd.identifier)) {
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_GDFKC d;
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d.order = oc++;
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d.pos.push_back(sd.pos);
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sdmap[sd.identifier] = d;
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} else {
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sdmap[sd.identifier].pos.push_back(sd.pos);
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}
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} else {
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ERR_CONTINUE(!sdmap.has(sd.identifier));
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sdmap[sd.identifier].pos.pop_back();
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if (sdmap[sd.identifier].pos.is_empty()) {
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sdmap.erase(sd.identifier);
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}
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}
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}
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List<_GDFKCS> stackpositions;
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for (const KeyValue<StringName, _GDFKC> &E : sdmap) {
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_GDFKCS spp;
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spp.id = E.key;
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spp.order = E.value.order;
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spp.pos = E.value.pos.back()->get();
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stackpositions.push_back(spp);
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}
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stackpositions.sort();
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for (_GDFKCS &E : stackpositions) {
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Pair<StringName, int> p;
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p.first = E.id;
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p.second = E.pos;
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r_stackvars->push_back(p);
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}
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}
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GDScriptFunction::GDScriptFunction() {
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name = "<anonymous>";
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#ifdef DEBUG_ENABLED
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{
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MutexLock lock(GDScriptLanguage::get_singleton()->lock);
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GDScriptLanguage::get_singleton()->function_list.add(&function_list);
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}
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#endif
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}
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GDScriptFunction::~GDScriptFunction() {
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for (int i = 0; i < lambdas.size(); i++) {
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memdelete(lambdas[i]);
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}
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#ifdef DEBUG_ENABLED
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MutexLock lock(GDScriptLanguage::get_singleton()->lock);
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GDScriptLanguage::get_singleton()->function_list.remove(&function_list);
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#endif
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}
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/////////////////////
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Variant GDScriptFunctionState::_signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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Variant arg;
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r_error.error = Callable::CallError::CALL_OK;
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if (p_argcount == 0) {
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r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
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r_error.argument = 1;
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return Variant();
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} else if (p_argcount == 1) {
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//noooneee
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} else if (p_argcount == 2) {
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arg = *p_args[0];
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} else {
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Array extra_args;
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for (int i = 0; i < p_argcount - 1; i++) {
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extra_args.push_back(*p_args[i]);
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}
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arg = extra_args;
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}
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Ref<GDScriptFunctionState> self = *p_args[p_argcount - 1];
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if (self.is_null()) {
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r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
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r_error.argument = p_argcount - 1;
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r_error.expected = Variant::OBJECT;
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return Variant();
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}
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return resume(arg);
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}
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bool GDScriptFunctionState::is_valid(bool p_extended_check) const {
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if (function == nullptr) {
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return false;
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}
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if (p_extended_check) {
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MutexLock lock(GDScriptLanguage::get_singleton()->lock);
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// Script gone?
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if (!scripts_list.in_list()) {
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return false;
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}
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// Class instance gone? (if not static function)
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if (state.instance && !instances_list.in_list()) {
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return false;
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}
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}
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return true;
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}
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Variant GDScriptFunctionState::resume(const Variant &p_arg) {
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ERR_FAIL_COND_V(!function, Variant());
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{
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MutexLock lock(GDScriptLanguage::singleton->lock);
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if (!scripts_list.in_list()) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_V_MSG(Variant(), "Resumed function '" + state.function_name + "()' after await, but script is gone. At script: " + state.script_path + ":" + itos(state.line));
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#else
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return Variant();
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#endif
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}
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if (state.instance && !instances_list.in_list()) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_V_MSG(Variant(), "Resumed function '" + state.function_name + "()' after await, but class instance is gone. At script: " + state.script_path + ":" + itos(state.line));
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#else
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return Variant();
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#endif
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}
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// Do these now to avoid locking again after the call
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scripts_list.remove_from_list();
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instances_list.remove_from_list();
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}
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state.result = p_arg;
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Callable::CallError err;
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Variant ret = function->call(nullptr, nullptr, 0, err, &state);
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bool completed = true;
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// If the return value is a GDScriptFunctionState reference,
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// then the function did await again after resuming.
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if (ret.is_ref_counted()) {
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GDScriptFunctionState *gdfs = Object::cast_to<GDScriptFunctionState>(ret);
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if (gdfs && gdfs->function == function) {
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completed = false;
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gdfs->first_state = first_state.is_valid() ? first_state : Ref<GDScriptFunctionState>(this);
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}
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}
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function = nullptr; //cleaned up;
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state.result = Variant();
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if (completed) {
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if (first_state.is_valid()) {
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first_state->emit_signal(SNAME("completed"), ret);
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} else {
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emit_signal(SNAME("completed"), ret);
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}
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#ifdef DEBUG_ENABLED
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if (EngineDebugger::is_active()) {
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GDScriptLanguage::get_singleton()->exit_function();
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}
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#endif
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}
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return ret;
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}
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void GDScriptFunctionState::_clear_stack() {
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if (state.stack_size) {
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Variant *stack = (Variant *)state.stack.ptr();
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for (int i = 0; i < state.stack_size; i++) {
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stack[i].~Variant();
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}
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state.stack_size = 0;
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}
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}
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void GDScriptFunctionState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("resume", "arg"), &GDScriptFunctionState::resume, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("is_valid", "extended_check"), &GDScriptFunctionState::is_valid, DEFVAL(false));
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ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "_signal_callback", &GDScriptFunctionState::_signal_callback, MethodInfo("_signal_callback"));
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ADD_SIGNAL(MethodInfo("completed", PropertyInfo(Variant::NIL, "result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
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}
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GDScriptFunctionState::GDScriptFunctionState() :
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scripts_list(this),
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instances_list(this) {
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}
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GDScriptFunctionState::~GDScriptFunctionState() {
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_clear_stack();
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{
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MutexLock lock(GDScriptLanguage::singleton->lock);
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scripts_list.remove_from_list();
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instances_list.remove_from_list();
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}
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}
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