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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/core/extension/gdextension_special_compat_hashes.h
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/**************************************************************************/
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/* gdextension_special_compat_hashes.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#ifndef DISABLE_DEPRECATED
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#include "core/string/string_name.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/local_vector.h"
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// Note: In most situations, compatibility methods should be registered via ClassDB::bind_compatibility_method().
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// This class is only meant to be used in exceptional circumstances, for example, when Godot's hashing
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// algorithm changes and registering compatibility methods for all affect methods would be onerous.
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class GDExtensionSpecialCompatHashes {
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struct Mapping {
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StringName method;
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uint32_t legacy_hash;
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uint32_t current_hash;
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};
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static inline HashMap<StringName, LocalVector<Mapping>> mappings;
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public:
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static void initialize();
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static void finalize();
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static bool lookup_current_hash(const StringName &p_class, const StringName &p_method, uint32_t p_legacy_hash, uint32_t *r_current_hash);
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static bool get_legacy_hashes(const StringName &p_class, const StringName &p_method, Array &r_hashes, bool p_check_valid = true);
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};
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#endif // DISABLE_DEPRECATED
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