/*************************************************************************/
/*  gd_mono_internals.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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#include "gd_mono_internals.h"

#include "../csharp_script.h"
#include "../mono_gc_handle.h"
#include "../utils/macros.h"
#include "../utils/thread_local.h"
#include "gd_mono_utils.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);

	Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) :
									   MonoGCHandle::create_strong(managed);

	Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass);

	CRASH_COND(script.is_null());

	ScriptInstance *si = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);

	unmanaged->set_script_and_instance(script.get_ref_ptr(), si);

	return;
}

void unhandled_exception(MonoException *p_exc) {
	mono_unhandled_exception((MonoObject *)p_exc); // prints the exception as well
	abort();
	_UNREACHABLE_();
}

} // namespace GDMonoInternals
