text: /*************************************************************************/
  /*  gd_mono_internals.cpp                                                */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
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  /* 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:                                             */
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  /* 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,       */
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  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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  /*************************************************************************/
  
  #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"
  #include "core/debugger/script_debugger.h"
  
  #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
  
  	Reference *ref = Object::cast_to<Reference>(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 = ref ? MonoGCHandleData::new_weak_handle(managed) : MonoGCHandleData::new_strong_handle(managed);
  		script_binding.owner = unmanaged;
  
  		if (ref) {
  			// 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_Reference_Dtor(MonoObject *p_obj, Object *p_ptr)
  
  			// May not me referenced yet, so we must use init_ref() instead of reference()
  			if (ref->init_ref()) {
  				CSharpLanguage::get_singleton()->post_unsafe_reference(ref);
  			}
  		}
  
  		// The object was just created, no script instance binding should have been attached
  		CRASH_COND(unmanaged->has_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index()));
  
  		void *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
  		unmanaged->set_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index(), data);
  
  		return;
  	}
  
  	MonoGCHandleData gchandle = ref ? 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);
  
  	if (GDMono::get_singleton()->get_unhandled_exception_policy() == GDMono::POLICY_TERMINATE_APP) {
  		// Too bad 'mono_invoke_unhandled_exception_hook' is not exposed to embedders
  		GDMono::unhandled_exception_hook((MonoObject *)p_exc, nullptr);
  		GD_UNREACHABLE();
  	} else {
  #ifdef DEBUG_ENABLED
  		GDMonoUtils::debug_send_unhandled_exception_error(p_exc);
  		if (EngineDebugger::is_active()) {
  			EngineDebugger::get_singleton()->poll_events(false);
  		}
  #endif
  	}
  }
  } // namespace GDMonoInternals
  