Exemple #1
0
GDMonoClass *get_class_native_base(GDMonoClass *p_class) {
	GDMonoClass *klass = p_class;

	do {
		const GDMonoAssembly *assembly = klass->get_assembly();
		if (assembly == GDMono::get_singleton()->get_core_api_assembly())
			return klass;
#ifdef TOOLS_ENABLED
		if (assembly == GDMono::get_singleton()->get_editor_api_assembly())
			return klass;
#endif
	} while ((klass = klass->get_parent_class()) != NULL);

	return NULL;
}
Exemple #2
0
void GDMonoClass::fetch_methods_with_godot_api_checks(GDMonoClass *p_native_base) {

	CRASH_COND(!CACHED_CLASS(GodotObject)->is_assignable_from(this));

	if (methods_fetched)
		return;

	void *iter = NULL;
	MonoMethod *raw_method = NULL;
	while ((raw_method = mono_class_get_methods(get_mono_ptr(), &iter)) != NULL) {
		StringName name = mono_method_get_name(raw_method);

		// get_method implicitly fetches methods and adds them to this->methods
		GDMonoMethod *method = get_method(raw_method, name);
		ERR_CONTINUE(!method);

		if (method->get_name() != name) {

#ifdef DEBUG_ENABLED
			String fullname = method->get_ret_type_full_name() + " " + name + "(" + method->get_signature_desc(true) + ")";
			WARN_PRINTS("Method `" + fullname + "` is hidden by Godot API method. Should be `" +
						method->get_full_name_no_class() + "`. In class `" + namespace_name + "." + class_name + "`.");
#endif
			continue;
		}

#ifdef DEBUG_ENABLED
		// For debug builds, we also fetched from native base classes as well before if this is not a native base class.
		// This allows us to warn the user here if he is using snake_case by mistake.

		if (p_native_base != this) {

			GDMonoClass *native_top = p_native_base;
			while (native_top) {
				GDMonoMethod *m = native_top->get_method(name, method->get_parameters_count());

				if (m && m->get_name() != name) {
					// found
					String fullname = m->get_ret_type_full_name() + " " + name + "(" + m->get_signature_desc(true) + ")";
					WARN_PRINTS("Method `" + fullname + "` should be `" + m->get_full_name_no_class() +
								"`. In class `" + namespace_name + "." + class_name + "`.");
					break;
				}

				if (native_top == CACHED_CLASS(GodotObject))
					break;

				native_top = native_top->get_parent_class();
			}
		}
#endif

		uint32_t flags = mono_method_get_flags(method->mono_method, NULL);

		if (!(flags & MONO_METHOD_ATTR_VIRTUAL))
			continue;

		// Virtual method of Godot Object derived type, let's try to find GodotMethod attribute

		GDMonoClass *top = p_native_base;

		while (top) {
			GDMonoMethod *base_method = top->get_method(name, method->get_parameters_count());

			if (base_method && base_method->has_attribute(CACHED_CLASS(GodotMethodAttribute))) {
				// Found base method with GodotMethod attribute.
				// We get the original API method name from this attribute.
				// This name must point to the virtual method.

				MonoObject *attr = base_method->get_attribute(CACHED_CLASS(GodotMethodAttribute));

				StringName godot_method_name = CACHED_FIELD(GodotMethodAttribute, methodName)->get_string_value(attr);
#ifdef DEBUG_ENABLED
				CRASH_COND(godot_method_name == StringName());
#endif
				MethodKey key = MethodKey(godot_method_name, method->get_parameters_count());
				GDMonoMethod **existing_method = methods.getptr(key);
				if (existing_method)
					memdelete(*existing_method); // Must delete old one
				methods.set(key, method);

				break;
			}

			if (top == CACHED_CLASS(GodotObject))
				break;

			top = top->get_parent_class();
		}
	}

	methods_fetched = true;
}