godot/modules/mono/utils/string_utils.cpp

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/**************************************************************************/
/* string_utils.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#include "string_utils.h"
#include "core/io/file_access.h"
#include <stdio.h>
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#include <stdlib.h>
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namespace {
int sfind(const String &p_text, int p_from) {
if (p_from < 0) {
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return -1;
}
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int src_len = 2;
int len = p_text.length();
if (len == 0) {
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return -1;
}
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const char32_t *src = p_text.get_data();
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for (int i = p_from; i <= (len - src_len); i++) {
bool found = true;
for (int j = 0; j < src_len; j++) {
int read_pos = i + j;
ERR_FAIL_COND_V(read_pos >= len, -1);
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switch (j) {
case 0:
found = src[read_pos] == '%';
break;
case 1: {
char32_t c = src[read_pos];
C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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found = src[read_pos] == 's' || (c >= '0' && c <= '5');
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break;
}
default:
found = false;
}
if (!found) {
break;
}
}
if (found) {
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return i;
}
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}
return -1;
}
} // namespace
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C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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String sformat(const String &p_text, const String &p1, const String &p2,
const String &p3, const String &p4, const String &p5, const String &p6) {
if (p_text.length() < 2) {
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return p_text;
}
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C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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String args[6] = { p1, p2, p3, p4, p5, p6 };
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String new_string;
int findex = 0;
int search_from = 0;
int result = 0;
while ((result = sfind(p_text, search_from)) >= 0) {
char32_t c = p_text[result + 1];
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int req_index = (c == 's' ? findex++ : c - '0');
new_string += p_text.substr(search_from, result - search_from);
C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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new_string += args[req_index];
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search_from = result + 2;
}
new_string += p_text.substr(search_from, p_text.length() - search_from);
return new_string;
}
#ifdef TOOLS_ENABLED
bool is_csharp_keyword(const String &p_name) {
// Reserved keywords
return p_name == "abstract" || p_name == "as" || p_name == "base" || p_name == "bool" ||
p_name == "break" || p_name == "byte" || p_name == "case" || p_name == "catch" ||
p_name == "char" || p_name == "checked" || p_name == "class" || p_name == "const" ||
p_name == "continue" || p_name == "decimal" || p_name == "default" || p_name == "delegate" ||
p_name == "do" || p_name == "double" || p_name == "else" || p_name == "enum" ||
p_name == "event" || p_name == "explicit" || p_name == "extern" || p_name == "false" ||
p_name == "finally" || p_name == "fixed" || p_name == "float" || p_name == "for" ||
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p_name == "foreach" || p_name == "goto" || p_name == "if" || p_name == "implicit" ||
p_name == "in" || p_name == "int" || p_name == "interface" || p_name == "internal" ||
p_name == "is" || p_name == "lock" || p_name == "long" || p_name == "namespace" ||
p_name == "new" || p_name == "null" || p_name == "object" || p_name == "operator" ||
p_name == "out" || p_name == "override" || p_name == "params" || p_name == "private" ||
p_name == "protected" || p_name == "public" || p_name == "readonly" || p_name == "ref" ||
p_name == "return" || p_name == "sbyte" || p_name == "sealed" || p_name == "short" ||
p_name == "sizeof" || p_name == "stackalloc" || p_name == "static" || p_name == "string" ||
p_name == "struct" || p_name == "switch" || p_name == "this" || p_name == "throw" ||
p_name == "true" || p_name == "try" || p_name == "typeof" || p_name == "uint" || p_name == "ulong" ||
p_name == "unchecked" || p_name == "unsafe" || p_name == "ushort" || p_name == "using" ||
p_name == "virtual" || p_name == "volatile" || p_name == "void" || p_name == "while";
}
String escape_csharp_keyword(const String &p_name) {
return is_csharp_keyword(p_name) ? "@" + p_name : p_name;
}
#endif
Error read_all_file_utf8(const String &p_path, String &r_content) {
Vector<uint8_t> sourcef;
Error err;
Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot open file '" + p_path + "'.");
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uint64_t len = f->get_length();
sourcef.resize(len + 1);
uint8_t *w = sourcef.ptrw();
uint64_t r = f->get_buffer(w, len);
ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN);
w[len] = 0;
String source;
if (source.parse_utf8((const char *)w) != OK) {
ERR_FAIL_V(ERR_INVALID_DATA);
}
r_content = source;
return OK;
}
// TODO: Move to variadic templates once we upgrade to C++11
String str_format(const char *p_format, ...) {
va_list list;
va_start(list, p_format);
String res = str_format(p_format, list);
va_end(list);
return res;
}
#if defined(MINGW_ENABLED)
#define RSnprintf(m_buffer, m_count, m_format, m_args_copy) vsnprintf_s(m_buffer, m_count, _TRUNCATE, m_format, m_args_copy)
#define RScprintf(m_format, m_args_copy) _vscprintf(m_format, m_args_copy)
#else
#define RSnprintf(m_buffer, m_count, m_format, m_args_copy) vsnprintf(m_buffer, m_count, m_format, m_args_copy)
#define RScprintf(m_format, m_args_copy) vsnprintf(nullptr, 0, p_format, m_args_copy)
#endif
String str_format(const char *p_format, va_list p_list) {
char *buffer = str_format_new(p_format, p_list);
String res(buffer);
memdelete_arr(buffer);
return res;
}
char *str_format_new(const char *p_format, ...) {
va_list list;
va_start(list, p_format);
char *res = str_format_new(p_format, list);
va_end(list);
return res;
}
char *str_format_new(const char *p_format, va_list p_list) {
va_list list;
va_copy(list, p_list);
int len = RScprintf(p_format, list);
va_end(list);
len += 1; // for the trailing '/0'
char *buffer(memnew_arr(char, len));
va_copy(list, p_list);
RSnprintf(buffer, len, p_format, list);
va_end(list);
return buffer;
}