godot_core/obj/gd.rs
1/*
2 * Copyright (c) godot-rust; Bromeon and contributors.
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at https://mozilla.org/MPL/2.0/.
6 */
7
8use std::fmt::{Debug, Display, Formatter, Result as FmtResult};
9use std::ops::{Deref, DerefMut};
10
11use godot_ffi as sys;
12use godot_ffi::is_main_thread;
13use sys::{static_assert_eq_size_align, SysPtr as _};
14
15use crate::builtin::{Callable, GString, NodePath, StringName, Variant};
16use crate::meta::error::{ConvertError, FromFfiError};
17use crate::meta::{
18 ArrayElement, AsArg, CallContext, ClassId, FromGodot, GodotConvert, GodotType,
19 PropertyHintInfo, RefArg, ToGodot,
20};
21use crate::obj::{
22 bounds, cap, Bounds, DynGd, GdDerefTarget, GdMut, GdRef, GodotClass, Inherits, InstanceId,
23 OnEditor, RawGd, WithBaseField, WithSignals,
24};
25use crate::private::{callbacks, PanicPayload};
26use crate::registry::class::try_dynify_object;
27use crate::registry::property::{object_export_element_type_string, Export, Var};
28use crate::{classes, meta, out};
29
30/// Smart pointer to objects owned by the Godot engine.
31///
32/// See also [chapter about objects][book] in the book.
33///
34/// This smart pointer can only hold _objects_ in the Godot sense: instances of Godot classes (`Node`, `RefCounted`, etc.)
35/// or user-declared structs (declared with `#[derive(GodotClass)]`). It does **not** hold built-in types (`Vector3`, `Color`, `i32`).
36///
37/// `Gd<T>` never holds null objects. If you need nullability, use `Option<Gd<T>>`. To pass null objects to engine APIs, you can
38/// additionally use [`Gd::null_arg()`] as a shorthand.
39///
40/// # Memory management
41///
42/// This smart pointer behaves differently depending on `T`'s associated types, see [`GodotClass`] for their documentation.
43/// In particular, the memory management strategy is fully dependent on `T`:
44///
45/// - **Reference-counted**<br>
46/// Objects of type [`RefCounted`] or inherited from it are **reference-counted**. This means that every time a smart pointer is
47/// shared using [`Clone::clone()`], the reference counter is incremented, and every time one is dropped, it is decremented.
48/// This ensures that the last reference (either in Rust or Godot) will deallocate the object and call `T`'s destructor.<br><br>
49///
50/// - **Manual**<br>
51/// Objects inheriting from [`Object`] which are not `RefCounted` (or inherited) are **manually-managed**.
52/// Their destructor is not automatically called (unless they are part of the scene tree). Creating a `Gd<T>` means that
53/// you are responsible for explicitly deallocating such objects using [`free()`][Self::free].<br><br>
54///
55/// - **Dynamic**<br>
56/// For `T=Object`, the memory strategy is determined **dynamically**. Due to polymorphism, a `Gd<Object>` can point to either
57/// reference-counted or manually-managed types at runtime. The behavior corresponds to one of the two previous points.
58/// Note that if the dynamic type is also `Object`, the memory is manually-managed.
59///
60/// # Construction
61///
62/// To construct default instances of various `Gd<T>` types, there are extension methods on the type `T` itself:
63///
64/// - Manually managed: [`NewAlloc::new_alloc()`][crate::obj::NewAlloc::new_alloc]
65/// - Reference-counted: [`NewGd::new_gd()`][crate::obj::NewGd::new_gd]
66/// - Singletons: `T::singleton()` (inherent)
67///
68/// In addition, the smart pointer can be constructed in multiple ways:
69///
70/// * [`Gd::default()`] for reference-counted types that are constructible. For user types, this means they must expose an `init` function
71/// or have a generated one. `Gd::<T>::default()` is equivalent to the shorter `T::new_gd()` and primarily useful for derives or generics.
72/// * [`Gd::from_init_fn(function)`][Gd::from_init_fn] for Rust objects with `Base<T>` field, which are constructed inside the smart pointer.
73/// This is a very handy function if you want to pass extra parameters to your object upon construction.
74/// * [`Gd::from_object(rust_obj)`][Gd::from_object] for existing Rust objects without a `Base<T>` field that are moved _into_ the smart pointer.
75/// * [`Gd::from_instance_id(id)`][Gd::from_instance_id] and [`Gd::try_from_instance_id(id)`][Gd::try_from_instance_id]
76/// to obtain a pointer to an object which is already alive in the engine.
77///
78/// # Bind guards
79///
80/// The [`bind()`][Self::bind] and [`bind_mut()`][Self::bind_mut] methods allow you to obtain a shared or exclusive guard to the user instance.
81/// These provide interior mutability similar to [`RefCell`][std::cell::RefCell], with the addition that `Gd` simultaneously handles reference
82/// counting (for some types `T`).
83///
84/// Holding a bind guard will prevent other code paths from obtaining their own shared/mutable bind. As such, you should drop the guard
85/// as soon as you don't need it anymore, by closing a `{ }` block or calling `std::mem::drop()`.
86///
87/// When you declare a `#[func]` method on your own class, and it accepts `&self` or `&mut self`, an implicit `bind()` or `bind_mut()` call
88/// on the owning `Gd<T>` is performed. This is important to keep in mind, as you can get into situations that violate dynamic borrow rules; for
89/// example if you are inside a `&mut self` method, make a call to GDScript and indirectly call another method on the same object (re-entrancy).
90///
91/// # Conversions
92///
93/// For type conversions, please read the [`godot::meta` module docs][crate::meta].
94///
95/// # Exporting
96///
97/// The [`Export`][crate::registry::property::Export] trait is not directly implemented for `Gd<T>`, because the editor expects object-based
98/// properties to be nullable, while `Gd<T>` can't be null. Instead, `Export` is implemented for [`OnEditor<Gd<T>>`][crate::obj::OnEditor],
99/// which validates that objects have been set by the editor. For the most flexible but least ergonomic option, you can also export
100/// `Option<Gd<T>>` fields.
101///
102/// Objects can only be exported if `T: Inherits<Node>` or `T: Inherits<Resource>`, just like GDScript.
103/// This means you cannot use `#[export]` with `OnEditor<Gd<RefCounted>>`, for example.
104///
105/// [book]: https://godot-rust.github.io/book/godot-api/objects.html
106/// [`Object`]: classes::Object
107/// [`RefCounted`]: classes::RefCounted
108#[repr(C)] // must be layout compatible with engine classes
109pub struct Gd<T: GodotClass> {
110 // Note: `opaque` has the same layout as GDExtensionObjectPtr == Object* in C++, i.e. the bytes represent a pointer
111 // To receive a GDExtensionTypePtr == GDExtensionObjectPtr* == Object**, we need to get the address of this
112 // Hence separate sys() for GDExtensionTypePtr, and obj_sys() for GDExtensionObjectPtr.
113 // The former is the standard FFI type, while the latter is used in object-specific GDExtension engines.
114 // pub(crate) because accessed in obj::dom
115 pub(crate) raw: RawGd<T>,
116}
117
118// Size equality check (should additionally be covered by mem::transmute())
119static_assert_eq_size_align!(
120 sys::GDExtensionObjectPtr,
121 sys::types::OpaqueObject,
122 "Godot FFI: pointer type `Object*` should have size advertised in JSON extension file"
123);
124
125/// _The methods in this impl block are only available for user-declared `T`, that is,
126/// structs with `#[derive(GodotClass)]` but not Godot classes like `Node` or `RefCounted`._ <br><br>
127impl<T> Gd<T>
128where
129 T: GodotClass + Bounds<Declarer = bounds::DeclUser>,
130{
131 /// Creates a `Gd<T>` using a function that constructs a `T` from a provided base.
132 ///
133 /// Imagine you have a type `T`, which has a base field that you cannot default-initialize.
134 /// The `init` function provides you with a `Base<T::Base>` object that you can use inside your `T`, which
135 /// is then wrapped in a `Gd<T>`.
136 ///
137 /// # Example
138 /// ```no_run
139 /// # use godot::prelude::*;
140 /// #[derive(GodotClass)]
141 /// #[class(init, base=Node2D)]
142 /// struct MyClass {
143 /// my_base: Base<Node2D>,
144 /// other_field: i32,
145 /// }
146 ///
147 /// let obj = Gd::from_init_fn(|my_base| {
148 /// // accepts the base and returns a constructed object containing it
149 /// MyClass { my_base, other_field: 732 }
150 /// });
151 /// ```
152 ///
153 /// # Panics
154 /// Panics occurring in the `init` function are propagated to the caller.
155 pub fn from_init_fn<F>(init: F) -> Self
156 where
157 F: FnOnce(crate::obj::Base<T::Base>) -> T,
158 {
159 let object_ptr = callbacks::create_custom(init, true) // or propagate panic.
160 .unwrap_or_else(|payload| PanicPayload::repanic(payload));
161
162 unsafe { Gd::from_obj_sys(object_ptr) }
163 }
164
165 /// Moves a user-created object into this smart pointer, submitting ownership to the Godot engine.
166 ///
167 /// This is only useful for types `T` which do not store their base objects (if they have a base,
168 /// you cannot construct them standalone).
169 pub fn from_object(user_object: T) -> Self {
170 Self::from_init_fn(move |_base| user_object)
171 }
172
173 /// Hands out a guard for a shared borrow, through which the user instance can be read.
174 ///
175 /// The pattern is very similar to interior mutability with standard [`RefCell`][std::cell::RefCell].
176 /// You can either have multiple `GdRef` shared guards, or a single `GdMut` exclusive guard to a Rust
177 /// `GodotClass` instance, independently of how many `Gd` smart pointers point to it. There are runtime
178 /// checks to ensure that Rust safety rules (e.g. no `&` and `&mut` coexistence) are upheld.
179 ///
180 /// Drop the guard as soon as you don't need it anymore. See also [Bind guards](#bind-guards).
181 ///
182 /// # Panics
183 /// * If another `Gd` smart pointer pointing to the same Rust instance has a live `GdMut` guard bound.
184 /// * If there is an ongoing function call from GDScript to Rust, which currently holds a `&mut T`
185 /// reference to the user instance. This can happen through re-entrancy (Rust -> GDScript -> Rust call).
186 // Note: possible names: write/read, hold/hold_mut, r/w, r/rw, ...
187 pub fn bind(&self) -> GdRef<'_, T> {
188 self.raw.bind()
189 }
190
191 /// Hands out a guard for an exclusive borrow, through which the user instance can be read and written.
192 ///
193 /// The pattern is very similar to interior mutability with standard [`RefCell`][std::cell::RefCell].
194 /// You can either have multiple `GdRef` shared guards, or a single `GdMut` exclusive guard to a Rust
195 /// `GodotClass` instance, independently of how many `Gd` smart pointers point to it. There are runtime
196 /// checks to ensure that Rust safety rules (e.g. no `&mut` aliasing) are upheld.
197 ///
198 /// Drop the guard as soon as you don't need it anymore. See also [Bind guards](#bind-guards).
199 ///
200 /// # Panics
201 /// * If another `Gd` smart pointer pointing to the same Rust instance has a live `GdRef` or `GdMut` guard bound.
202 /// * If there is an ongoing function call from GDScript to Rust, which currently holds a `&T` or `&mut T`
203 /// reference to the user instance. This can happen through re-entrancy (Rust -> GDScript -> Rust call).
204 pub fn bind_mut(&mut self) -> GdMut<'_, T> {
205 self.raw.bind_mut()
206 }
207}
208
209/// _The methods in this impl block are available for any `T`._ <br><br>
210impl<T: GodotClass> Gd<T> {
211 /// Looks up the given instance ID and returns the associated object, if possible.
212 ///
213 /// If no such instance ID is registered, or if the dynamic type of the object behind that instance ID
214 /// is not compatible with `T`, then `None` is returned.
215 pub fn try_from_instance_id(instance_id: InstanceId) -> Result<Self, ConvertError> {
216 let ptr = classes::object_ptr_from_id(instance_id);
217
218 // SAFETY: assumes that the returned GDExtensionObjectPtr is convertible to Object* (i.e. C++ upcast doesn't modify the pointer)
219 let untyped = unsafe { Gd::<classes::Object>::from_obj_sys_or_none(ptr)? };
220 untyped
221 .owned_cast::<T>()
222 .map_err(|obj| FromFfiError::WrongObjectType.into_error(obj))
223 }
224
225 /// ⚠️ Looks up the given instance ID and returns the associated object.
226 ///
227 /// Corresponds to Godot's global function `instance_from_id()`.
228 ///
229 /// # Panics
230 /// If no such instance ID is registered, or if the dynamic type of the object behind that instance ID
231 /// is not compatible with `T`.
232 #[doc(alias = "instance_from_id")]
233 pub fn from_instance_id(instance_id: InstanceId) -> Self {
234 Self::try_from_instance_id(instance_id).unwrap_or_else(|err| {
235 panic!(
236 "Instance ID {} does not belong to a valid object of class '{}': {}",
237 instance_id,
238 T::class_id(),
239 err
240 )
241 })
242 }
243
244 /// Returns the instance ID of this object, or `None` if the object is dead or null.
245 pub(crate) fn instance_id_or_none(&self) -> Option<InstanceId> {
246 let known_id = self.instance_id_unchecked();
247
248 // Refreshes the internal cached ID on every call, as we cannot be sure that the object has not been
249 // destroyed since last time. The only reliable way to find out is to call is_instance_id_valid().
250 if self.raw.is_instance_valid() {
251 Some(known_id)
252 } else {
253 None
254 }
255 }
256
257 /// ⚠️ Returns the instance ID of this object (panics when dead).
258 ///
259 /// # Panics
260 /// If this object is no longer alive (registered in Godot's object database).
261 pub fn instance_id(&self) -> InstanceId {
262 self.instance_id_or_none().unwrap_or_else(|| {
263 panic!(
264 "failed to call instance_id() on destroyed object; \
265 use instance_id_or_none() or keep your objects alive"
266 )
267 })
268 }
269
270 /// Returns the last known, possibly invalid instance ID of this object.
271 ///
272 /// This function does not check that the returned instance ID points to a valid instance!
273 /// Unless performance is a problem, use [`instance_id()`][Self::instance_id] instead.
274 ///
275 /// This method is safe and never panics.
276 pub fn instance_id_unchecked(&self) -> InstanceId {
277 let instance_id = self.raw.instance_id_unchecked();
278
279 // SAFETY: a `Gd` can only be created from a non-null `RawGd`, meaning `raw.instance_id_unchecked()` will
280 // always return `Some`.
281 unsafe { instance_id.unwrap_unchecked() }
282 }
283
284 /// Checks if this smart pointer points to a live object (read description!).
285 ///
286 /// Using this method is often indicative of bad design -- you should dispose of your pointers once an object is
287 /// destroyed. However, this method exists because GDScript offers it and there may be **rare** use cases.
288 ///
289 /// Do not use this method to check if you can safely access an object. Accessing dead objects is generally safe
290 /// and will panic in a defined manner. Encountering such panics is almost always a bug you should fix, and not a
291 /// runtime condition to check against.
292 pub fn is_instance_valid(&self) -> bool {
293 self.raw.is_instance_valid()
294 }
295
296 /// Returns the dynamic class name of the object as `StringName`.
297 ///
298 /// This method retrieves the class name of the object at runtime, which can be different from [`T::class_id()`][GodotClass::class_name]
299 /// if derived classes are involved.
300 ///
301 /// Unlike [`Object::get_class()`][crate::classes::Object::get_class], this returns `StringName` instead of `GString` and needs no
302 /// `Inherits<Object>` bound.
303 pub(crate) fn dynamic_class_string(&self) -> StringName {
304 unsafe {
305 StringName::new_with_string_uninit(|ptr| {
306 let success = sys::interface_fn!(object_get_class_name)(
307 self.obj_sys().as_const(),
308 sys::get_library(),
309 ptr,
310 );
311
312 let success = sys::conv::bool_from_sys(success);
313 assert!(success, "failed to get class name for object {self:?}");
314 })
315 }
316 }
317
318 /// Returns the reference count, if the dynamic object inherits `RefCounted`; and `None` otherwise.
319 ///
320 /// Returns `Err(())` if obtaining reference count failed, due to being called during init/drop.
321 pub(crate) fn maybe_refcount(&self) -> Option<Result<usize, ()>> {
322 // May become infallible if implemented via call() on Object, if ref-count bit of instance ID is set.
323 // This would likely be more efficient, too.
324
325 // Fast check if ref-counted without downcast.
326 if !self.instance_id().is_ref_counted() {
327 return None;
328 }
329
330 // Optimization: call `get_reference_count()` directly. Might also increase reliability and obviate the need for Result.
331
332 let rc = self
333 .raw
334 .try_with_ref_counted(|refc| refc.get_reference_count());
335
336 Some(rc.map(|i| i as usize))
337 }
338
339 /// Create a non-owning pointer from this.
340 ///
341 /// # Safety
342 /// Must be destroyed with [`drop_weak()`][Self::drop_weak]; regular `Drop` will cause use-after-free.
343 pub(crate) unsafe fn clone_weak(&self) -> Self {
344 // SAFETY: delegated to caller.
345 unsafe { Gd::from_obj_sys_weak(self.obj_sys()) }
346 }
347
348 /// Drop without decrementing ref-counter.
349 ///
350 /// Needed in situations where the instance should effectively be forgotten, but without leaking other associated data.
351 pub(crate) fn drop_weak(self) {
352 // As soon as fields need custom Drop, this won't be enough anymore.
353 std::mem::forget(self);
354 }
355
356 #[cfg(feature = "trace")] // itest only.
357 #[doc(hidden)]
358 pub fn test_refcount(&self) -> Option<usize> {
359 self.maybe_refcount()
360 .transpose()
361 .expect("failed to obtain refcount")
362 }
363
364 /// **Upcast:** convert into a smart pointer to a base class. Always succeeds.
365 ///
366 /// Moves out of this value. If you want to create _another_ smart pointer instance,
367 /// use this idiom:
368 /// ```no_run
369 /// # use godot::prelude::*;
370 /// #[derive(GodotClass)]
371 /// #[class(init, base=Node2D)]
372 /// struct MyClass {}
373 ///
374 /// let obj: Gd<MyClass> = MyClass::new_alloc();
375 /// let base = obj.clone().upcast::<Node>();
376 /// ```
377 pub fn upcast<Base>(self) -> Gd<Base>
378 where
379 Base: GodotClass,
380 T: Inherits<Base>,
381 {
382 self.owned_cast()
383 .expect("Upcast failed. This is a bug; please report it.")
384 }
385
386 /// Equivalent to [`upcast::<Object>()`][Self::upcast], but without bounds.
387 // Not yet public because it might need _mut/_ref overloads, and 6 upcast methods are a bit much...
388 #[doc(hidden)] // no public API, but used by #[signal].
389 pub fn upcast_object(self) -> Gd<classes::Object> {
390 self.owned_cast()
391 .expect("Upcast to Object failed. This is a bug; please report it.")
392 }
393
394 // /// Equivalent to [`upcast_mut::<Object>()`][Self::upcast_mut], but without bounds.
395 // pub(crate) fn upcast_object_ref(&self) -> &classes::Object {
396 // self.raw.as_object_ref()
397 // }
398
399 /// Equivalent to [`upcast_mut::<Object>()`][Self::upcast_mut], but without bounds.
400 pub(crate) fn upcast_object_mut(&mut self) -> &mut classes::Object {
401 self.raw.as_object_mut()
402 }
403
404 // pub(crate) fn upcast_object_mut_from_ref(&self) -> &mut classes::Object {
405 // self.raw.as_object_mut()
406 // }
407
408 /// **Upcast shared-ref:** access this object as a shared reference to a base class.
409 ///
410 /// This is semantically equivalent to multiple applications of [`Self::deref()`]. Not really useful on its own, but combined with
411 /// generic programming:
412 /// ```no_run
413 /// # use godot::prelude::*;
414 /// fn print_node_name<T>(node: &Gd<T>)
415 /// where
416 /// T: Inherits<Node>,
417 /// {
418 /// println!("Node name: {}", node.upcast_ref().get_name());
419 /// }
420 /// ```
421 ///
422 /// Note that this cannot be used to get a reference to Rust classes, for that you should use [`Gd::bind()`]. For instance this
423 /// will fail:
424 /// ```compile_fail
425 /// # use godot::prelude::*;
426 /// #[derive(GodotClass)]
427 /// #[class(init, base = Node)]
428 /// struct SomeClass {}
429 ///
430 /// #[godot_api]
431 /// impl INode for SomeClass {
432 /// fn ready(&mut self) {
433 /// let other = SomeClass::new_alloc();
434 /// let _ = other.upcast_ref::<SomeClass>();
435 /// }
436 /// }
437 /// ```
438 pub fn upcast_ref<Base>(&self) -> &Base
439 where
440 Base: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
441 T: Inherits<Base>,
442 {
443 // SAFETY: `Base` is guaranteed to be an engine base class of `T` because of the generic bounds.
444 unsafe { self.raw.as_upcast_ref::<Base>() }
445 }
446
447 /// **Upcast exclusive-ref:** access this object as an exclusive reference to a base class.
448 ///
449 /// This is semantically equivalent to multiple applications of [`Self::deref_mut()`]. Not really useful on its own, but combined with
450 /// generic programming:
451 /// ```no_run
452 /// # use godot::prelude::*;
453 /// fn set_node_name<T>(node: &mut Gd<T>, name: &str)
454 /// where
455 /// T: Inherits<Node>,
456 /// {
457 /// node.upcast_mut().set_name(name);
458 /// }
459 /// ```
460 ///
461 /// Note that this cannot be used to get a mutable reference to Rust classes, for that you should use [`Gd::bind_mut()`]. For instance this
462 /// will fail:
463 /// ```compile_fail
464 /// # use godot::prelude::*;
465 /// #[derive(GodotClass)]
466 /// #[class(init, base = Node)]
467 /// struct SomeClass {}
468 ///
469 /// #[godot_api]
470 /// impl INode for SomeClass {
471 /// fn ready(&mut self) {
472 /// let mut other = SomeClass::new_alloc();
473 /// let _ = other.upcast_mut::<SomeClass>();
474 /// }
475 /// }
476 /// ```
477 pub fn upcast_mut<Base>(&mut self) -> &mut Base
478 where
479 Base: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
480 T: Inherits<Base>,
481 {
482 // SAFETY: `Base` is guaranteed to be an engine base class of `T` because of the generic bounds.
483 unsafe { self.raw.as_upcast_mut::<Base>() }
484 }
485
486 /// **Downcast:** try to convert into a smart pointer to a derived class.
487 ///
488 /// If `T`'s dynamic type is not `Derived` or one of its subclasses, `Err(self)` is returned, meaning you can reuse the original
489 /// object for further casts.
490 pub fn try_cast<Derived>(self) -> Result<Gd<Derived>, Self>
491 where
492 Derived: Inherits<T>,
493 {
494 // Separate method due to more restrictive bounds.
495 self.owned_cast()
496 }
497
498 /// ⚠️ **Downcast:** convert into a smart pointer to a derived class. Panics on error.
499 ///
500 /// # Panics
501 /// If the class' dynamic type is not `Derived` or one of its subclasses. Use [`Self::try_cast()`] if you want to check the result.
502 pub fn cast<Derived>(self) -> Gd<Derived>
503 where
504 Derived: Inherits<T>,
505 {
506 self.owned_cast().unwrap_or_else(|from_obj| {
507 panic!(
508 "downcast from {from} to {to} failed; instance {from_obj:?}",
509 from = T::class_id(),
510 to = Derived::class_id(),
511 )
512 })
513 }
514
515 /// Returns `Ok(cast_obj)` on success, `Err(self)` on error.
516 // Visibility: used by DynGd.
517 pub(crate) fn owned_cast<U>(self) -> Result<Gd<U>, Self>
518 where
519 U: GodotClass,
520 {
521 self.raw
522 .owned_cast()
523 .map(Gd::from_ffi)
524 .map_err(Self::from_ffi)
525 }
526
527 /// Create default instance for all types that have `GodotDefault`.
528 ///
529 /// Deliberately more loose than `Gd::default()`, does not require ref-counted memory strategy for user types.
530 pub(crate) fn default_instance() -> Self
531 where
532 T: cap::GodotDefault,
533 {
534 unsafe {
535 // Default value (and compat one) for `p_notify_postinitialize` is true in Godot.
536 #[cfg(since_api = "4.4")] #[cfg_attr(published_docs, doc(cfg(since_api = "4.4")))]
537 let object_ptr = callbacks::create::<T>(std::ptr::null_mut(), sys::conv::SYS_TRUE);
538 #[cfg(before_api = "4.4")] #[cfg_attr(published_docs, doc(cfg(before_api = "4.4")))]
539 let object_ptr = callbacks::create::<T>(std::ptr::null_mut());
540
541 Gd::from_obj_sys(object_ptr)
542 }
543 }
544
545 /// Upgrades to a `DynGd<T, D>` pointer, enabling the `D` abstraction.
546 ///
547 /// The `D` parameter can typically be inferred when there is a single `AsDyn<...>` implementation for `T`. \
548 /// Otherwise, use it as `gd.into_dyn::<dyn MyTrait>()`.
549 #[must_use]
550 pub fn into_dyn<D>(self) -> DynGd<T, D>
551 where
552 T: crate::obj::AsDyn<D> + Bounds<Declarer = bounds::DeclUser>,
553 D: ?Sized + 'static,
554 {
555 DynGd::<T, D>::from_gd(self)
556 }
557
558 /// Tries to upgrade to a `DynGd<T, D>` pointer, enabling the `D` abstraction.
559 ///
560 /// If `T`'s dynamic class doesn't implement `AsDyn<D>`, `Err(self)` is returned, meaning you can reuse the original
561 /// object for further casts.
562 pub fn try_dynify<D>(self) -> Result<DynGd<T, D>, Self>
563 where
564 T: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
565 D: ?Sized + 'static,
566 {
567 match try_dynify_object(self) {
568 Ok(dyn_gd) => Ok(dyn_gd),
569 Err((_convert_err, obj)) => Err(obj),
570 }
571 }
572
573 /// Returns a callable referencing a method from this object named `method_name`.
574 ///
575 /// This is shorter syntax for [`Callable::from_object_method(self, method_name)`][Callable::from_object_method].
576 pub fn callable(&self, method_name: impl AsArg<StringName>) -> Callable {
577 Callable::from_object_method(self, method_name)
578 }
579
580 /// Creates a new callable linked to the given object from **single-threaded** Rust function or closure.
581 /// This is shorter syntax for [`Callable::from_linked_fn()`].
582 ///
583 /// `name` is used for the string representation of the closure, which helps with debugging.
584 ///
585 /// Such a callable will be automatically invalidated by Godot when a linked Object is freed.
586 /// If you need a Callable which can live indefinitely, use [`Callable::from_fn()`].
587 pub fn linked_callable<R, F>(
588 &self,
589 method_name: impl AsArg<GString>,
590 rust_function: F,
591 ) -> Callable
592 where
593 R: ToGodot,
594 F: 'static + FnMut(&[&Variant]) -> R,
595 {
596 Callable::from_linked_fn(method_name, self, rust_function)
597 }
598
599 pub(crate) unsafe fn from_obj_sys_or_none(
600 ptr: sys::GDExtensionObjectPtr,
601 ) -> Result<Self, ConvertError> {
602 // Used to have a flag to select RawGd::from_obj_sys_weak(ptr) for Base::to_init_gd(), but solved differently in the end.
603 let obj = RawGd::from_obj_sys(ptr);
604
605 Self::try_from_ffi(obj)
606 }
607
608 /// Initializes this `Gd<T>` from the object pointer as a **strong ref**, meaning
609 /// it initializes/increments the reference counter and keeps the object alive.
610 ///
611 /// This is the default for most initializations from FFI. In cases where reference counter
612 /// should explicitly **not** be updated, [`Self::from_obj_sys_weak`] is available.
613 pub(crate) unsafe fn from_obj_sys(ptr: sys::GDExtensionObjectPtr) -> Self {
614 debug_assert!(
615 !ptr.is_null(),
616 "Gd::from_obj_sys() called with null pointer"
617 );
618
619 Self::from_obj_sys_or_none(ptr).unwrap()
620 }
621
622 pub(crate) unsafe fn from_obj_sys_weak_or_none(
623 ptr: sys::GDExtensionObjectPtr,
624 ) -> Result<Self, ConvertError> {
625 Self::try_from_ffi(RawGd::from_obj_sys_weak(ptr))
626 }
627
628 pub(crate) unsafe fn from_obj_sys_weak(ptr: sys::GDExtensionObjectPtr) -> Self {
629 Self::from_obj_sys_weak_or_none(ptr).unwrap()
630 }
631
632 #[cfg(feature = "trace")] // itest only.
633 #[doc(hidden)]
634 pub unsafe fn __from_obj_sys_weak(ptr: sys::GDExtensionObjectPtr) -> Self {
635 Self::from_obj_sys_weak(ptr)
636 }
637
638 #[doc(hidden)]
639 pub fn obj_sys(&self) -> sys::GDExtensionObjectPtr {
640 self.raw.obj_sys()
641 }
642
643 #[doc(hidden)]
644 pub fn script_sys(&self) -> sys::GDExtensionScriptLanguagePtr
645 where
646 T: Inherits<classes::ScriptLanguage>,
647 {
648 self.raw.script_sys()
649 }
650
651 /// Runs `init_fn` on the address of a pointer (initialized to null). If that pointer is still null after the `init_fn` call,
652 /// then `None` will be returned; otherwise `Gd::from_obj_sys(ptr)`.
653 ///
654 /// This method will **NOT** increment the reference-count of the object, as it assumes the input to come from a Godot API
655 /// return value.
656 ///
657 /// # Safety
658 /// `init_fn` must be a function that correctly handles a _type pointer_ pointing to an _object pointer_.
659 #[doc(hidden)]
660 pub unsafe fn from_sys_init_opt(init_fn: impl FnOnce(sys::GDExtensionTypePtr)) -> Option<Self> {
661 // TODO(uninit) - should we use GDExtensionUninitializedTypePtr instead? Then update all the builtin codegen...
662 let init_fn = |ptr| {
663 init_fn(sys::SysPtr::force_init(ptr));
664 };
665
666 // Note: see _call_native_mb_ret_obj() in godot-cpp, which does things quite different (e.g. querying the instance binding).
667
668 // Initialize pointer with given function, return Some(ptr) on success and None otherwise
669 let object_ptr = super::raw_object_init(init_fn);
670
671 // Do not increment ref-count; assumed to be return value from FFI.
672 sys::ptr_then(object_ptr, |ptr| Gd::from_obj_sys_weak(ptr))
673 }
674
675 /// Defers the given closure to run during [idle time](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-call-deferred).
676 ///
677 /// This is a type-safe alternative to [`Object::call_deferred()`][crate::classes::Object::call_deferred]. The closure receives
678 /// `&mut Self` allowing direct access to Rust fields and methods.
679 ///
680 /// This method is only available for user-defined classes with a `Base<T>` field.
681 /// For engine classes, use [`run_deferred_gd()`][Self::run_deferred_gd] instead.
682 ///
683 /// See also [`WithBaseField::run_deferred()`] if you are within an `impl` block and have access to `self`.
684 ///
685 /// # Panics
686 /// If called outside the main thread.
687 pub fn run_deferred<F>(&mut self, mut_self_method: F)
688 where
689 T: WithBaseField,
690 F: FnOnce(&mut T) + 'static,
691 {
692 self.run_deferred_gd(move |mut gd| {
693 let mut guard = gd.bind_mut();
694 mut_self_method(&mut *guard);
695 });
696 }
697
698 /// Defers the given closure to run during [idle time](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-call-deferred).
699 ///
700 /// This is a type-safe alternative to [`Object::call_deferred()`][crate::classes::Object::call_deferred]. The closure receives
701 /// `Gd<T>`, which can be used to call engine methods or [`bind()`][Gd::bind]/[`bind_mut()`][Gd::bind_mut] to access the Rust object.
702 ///
703 /// See also [`WithBaseField::run_deferred_gd()`] if you are within an `impl` block and have access to `self`.
704 ///
705 /// # Panics
706 /// If called outside the main thread.
707 pub fn run_deferred_gd<F>(&mut self, gd_function: F)
708 where
709 F: FnOnce(Gd<T>) + 'static,
710 {
711 let obj = self.clone();
712 assert!(
713 is_main_thread(),
714 "`run_deferred` must be called on the main thread"
715 );
716
717 let callable = Callable::from_once_fn("run_deferred", move |_| {
718 gd_function(obj);
719 });
720 callable.call_deferred(&[]);
721 }
722
723 #[deprecated = "Split into `run_deferred()` + `run_deferred_gd()`."]
724 pub fn apply_deferred<F>(&mut self, rust_function: F)
725 where
726 T: WithBaseField,
727 F: FnOnce(&mut T) + 'static,
728 {
729 self.run_deferred(rust_function)
730 }
731}
732
733/// _The methods in this impl block are only available for objects `T` that are manually managed,
734/// i.e. anything that is not `RefCounted` or inherited from it._ <br><br>
735impl<T> Gd<T>
736where
737 T: GodotClass + Bounds<Memory = bounds::MemManual>,
738{
739 /// Destroy the manually-managed Godot object.
740 ///
741 /// Consumes this smart pointer and renders all other `Gd` smart pointers (as well as any GDScript references) to the same object
742 /// immediately invalid. Using those `Gd` instances will lead to panics, but not undefined behavior.
743 ///
744 /// This operation is **safe** and effectively prevents double-free.
745 ///
746 /// Not calling `free()` on manually-managed instances causes memory leaks, unless their ownership is delegated, for
747 /// example to the node tree in case of nodes.
748 ///
749 /// # Panics
750 /// - When the referred-to object has already been destroyed.
751 /// - When this is invoked on an upcast `Gd<Object>` that dynamically points to a reference-counted type (i.e. operation not supported).
752 /// - When the object is bound by an ongoing `bind()` or `bind_mut()` call (through a separate `Gd` pointer).
753 pub fn free(self) {
754 // Note: this method is NOT invoked when the free() call happens dynamically (e.g. through GDScript or reflection).
755 // As such, do not use it for operations and validations to perform upon destruction.
756
757 // free() is likely to be invoked in destructors during panic unwind. In this case, we cannot panic again.
758 // Instead, we print an error and exit free() immediately. The closure is supposed to be used in a unit return statement.
759 let is_panic_unwind = std::thread::panicking();
760 let error_or_panic = |msg: String| {
761 if is_panic_unwind {
762 if crate::private::has_error_print_level(1) {
763 crate::godot_error!(
764 "Encountered 2nd panic in free() during panic unwind; will skip destruction:\n{msg}"
765 );
766 }
767 } else {
768 panic!("{}", msg);
769 }
770 };
771
772 // TODO disallow for singletons, either only at runtime or both at compile time (new memory policy) and runtime
773 use bounds::Declarer;
774
775 // Runtime check in case of T=Object, no-op otherwise
776 let ref_counted =
777 <<T as Bounds>::DynMemory as bounds::DynMemory>::is_ref_counted(&self.raw);
778 if ref_counted == Some(true) {
779 return error_or_panic(format!(
780 "Called free() on Gd<Object> which points to a RefCounted dynamic type; free() only supported for manually managed types\n\
781 Object: {self:?}"
782 ));
783 }
784
785 // If ref_counted returned None, that means the instance was destroyed
786 if ref_counted != Some(false) || !self.is_instance_valid() {
787 return error_or_panic("called free() on already destroyed object".to_string());
788 }
789
790 // If the object is still alive, make sure the dynamic type matches. Necessary because subsequent checks may rely on the
791 // static type information to be correct. This is a no-op in Release mode.
792 // Skip check during panic unwind; would need to rewrite whole thing to use Result instead. Having BOTH panic-in-panic and bad type is
793 // a very unlikely corner case.
794 if !is_panic_unwind {
795 self.raw.check_dynamic_type(&CallContext::gd::<T>("free"));
796 }
797
798 // SAFETY: object must be alive, which was just checked above. No multithreading here.
799 // Also checked in the C free_instance_func callback, however error message can be more precise here, and we don't need to instruct
800 // the engine about object destruction. Both paths are tested.
801 let bound = unsafe { T::Declarer::is_currently_bound(&self.raw) };
802 if bound {
803 return error_or_panic(
804 "called free() while a bind() or bind_mut() call is active".to_string(),
805 );
806 }
807
808 // SAFETY: object alive as checked.
809 // This destroys the Storage instance, no need to run destructor again.
810 unsafe {
811 sys::interface_fn!(object_destroy)(self.raw.obj_sys());
812 }
813
814 // Deallocate associated data in Gd, without destroying the object pointer itself (already done above).
815 self.drop_weak()
816 }
817}
818
819/// _The methods in this impl block are only available for objects `T` that are reference-counted,
820/// i.e. anything that inherits `RefCounted`._ <br><br>
821impl<T> Gd<T>
822where
823 T: GodotClass + Bounds<Memory = bounds::MemRefCounted>,
824{
825 /// Makes sure that `self` does not share references with other `Gd` instances.
826 ///
827 /// Succeeds if the reference count is 1.
828 /// Otherwise, returns the shared object and its reference count.
829 ///
830 /// ## Example
831 ///
832 /// ```no_run
833 /// use godot::prelude::*;
834 ///
835 /// let obj = RefCounted::new_gd();
836 /// match obj.try_to_unique() {
837 /// Ok(unique_obj) => {
838 /// // No other Gd<T> shares a reference with `unique_obj`.
839 /// },
840 /// Err((shared_obj, ref_count)) => {
841 /// // `shared_obj` is the original object `obj`.
842 /// // `ref_count` is the total number of references (including one held by `shared_obj`).
843 /// }
844 /// }
845 /// ```
846 pub fn try_to_unique(self) -> Result<Self, (Self, usize)> {
847 use crate::obj::bounds::DynMemory as _;
848
849 match <T as Bounds>::DynMemory::get_ref_count(&self.raw) {
850 Some(1) => Ok(self),
851 Some(ref_count) => Err((self, ref_count)),
852 None => unreachable!(),
853 }
854 }
855}
856
857impl<T> Gd<T>
858where
859 T: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
860{
861 /// Represents `null` when passing an object argument to Godot.
862 ///
863 /// This expression is only intended for function argument lists. It can be used whenever a Godot signature accepts
864 /// [`AsArg<Option<Gd<T>>>`][crate::meta::AsArg]. `Gd::null_arg()` as an argument is equivalent to `Option::<Gd<T>>::None`, but less wordy.
865 ///
866 /// To work with objects that can be null, use `Option<Gd<T>>` instead. For APIs that accept `Variant`, you can pass [`Variant::nil()`].
867 ///
868 /// # Nullability
869 /// <div class="warning">
870 /// The GDExtension API does not inform about nullability of its function parameters. It is up to you to verify that the arguments you pass
871 /// are only null when this is allowed. Doing this wrong should be safe, but can lead to the function call failing.
872 /// </div>
873 ///
874 /// # Example
875 /// ```no_run
876 /// # fn some_node() -> Gd<Node> { unimplemented!() }
877 /// use godot::prelude::*;
878 ///
879 /// let mut shape: Gd<Node> = some_node();
880 /// shape.set_owner(Gd::null_arg());
881 pub fn null_arg() -> impl AsArg<Option<Gd<T>>> {
882 meta::NullArg(std::marker::PhantomData)
883 }
884}
885
886impl<T> Gd<T>
887where
888 T: WithSignals,
889{
890 /// Access user-defined signals of this object.
891 ///
892 /// For classes that have at least one `#[signal]` defined, returns a collection of signal names. Each returned signal has a specialized
893 /// API for connecting and emitting signals in a type-safe way. This method is the equivalent of [`WithUserSignals::signals()`], but when
894 /// called externally (not from `self`). Furthermore, this is also available for engine classes, not just user-defined ones.
895 ///
896 /// When you are within the `impl` of a class, use `self.signals()` directly instead.
897 ///
898 /// If you haven't already, read the [book chapter about signals](https://godot-rust.github.io/book/register/signals.html) for a
899 /// walkthrough.
900 ///
901 /// [`WithUserSignals::signals()`]: crate::obj::WithUserSignals::signals()
902 pub fn signals(&self) -> T::SignalCollection<'_, T> {
903 T::__signals_from_external(self)
904 }
905}
906
907// ----------------------------------------------------------------------------------------------------------------------------------------------
908// Trait impls
909
910/// Dereferences to the nearest engine class, enabling direct calls to its `&self` methods.
911///
912/// For engine classes, returns `T` itself. For user classes, returns `T::Base` (the direct engine base class).
913/// The bound ensures that the target is always an engine-provided class.
914impl<T: GodotClass> Deref for Gd<T>
915where
916 GdDerefTarget<T>: Bounds<Declarer = bounds::DeclEngine>,
917{
918 // Target is always an engine class:
919 // * if T is an engine class => T
920 // * if T is a user class => T::Base
921 type Target = GdDerefTarget<T>;
922
923 fn deref(&self) -> &Self::Target {
924 self.raw.as_target()
925 }
926}
927
928/// Mutably dereferences to the nearest engine class, enabling direct calls to its `&mut self` methods.
929///
930/// For engine classes, returns `T` itself. For user classes, returns `T::Base` (the direct engine base class).
931/// The bound ensures that the target is always an engine-provided class.
932impl<T: GodotClass> DerefMut for Gd<T>
933where
934 GdDerefTarget<T>: Bounds<Declarer = bounds::DeclEngine>,
935{
936 fn deref_mut(&mut self) -> &mut Self::Target {
937 self.raw.as_target_mut()
938 }
939}
940
941impl<T: GodotClass> GodotConvert for Gd<T> {
942 type Via = Gd<T>;
943}
944
945impl<T: GodotClass> ToGodot for Gd<T> {
946 type Pass = meta::ByObject;
947
948 fn to_godot(&self) -> &Self {
949 // Note: Gd<T> never null, so no need to check raw.is_null().
950 self.raw.check_rtti("to_godot");
951 self
952 }
953}
954
955impl<T: GodotClass> FromGodot for Gd<T> {
956 fn try_from_godot(via: Self::Via) -> Result<Self, ConvertError> {
957 Ok(via)
958 }
959}
960
961// Keep in sync with DynGd.
962impl<T: GodotClass> GodotType for Gd<T> {
963 // Some #[doc(hidden)] are repeated despite already declared in trait; some IDEs suggest in auto-complete otherwise.
964 type Ffi = RawGd<T>;
965
966 type ToFfi<'f>
967 = RefArg<'f, RawGd<T>>
968 where
969 Self: 'f;
970
971 #[doc(hidden)]
972 fn to_ffi(&self) -> Self::ToFfi<'_> {
973 RefArg::new(&self.raw)
974 }
975
976 #[doc(hidden)]
977 fn into_ffi(self) -> Self::Ffi {
978 self.raw
979 }
980
981 fn try_from_ffi(raw: Self::Ffi) -> Result<Self, ConvertError> {
982 if raw.is_null() {
983 Err(FromFfiError::NullRawGd.into_error(raw))
984 } else {
985 Ok(Self { raw })
986 }
987 }
988
989 fn class_id() -> ClassId {
990 T::class_id()
991 }
992
993 fn godot_type_name() -> String {
994 T::class_id().to_string()
995 }
996
997 fn qualifies_as_special_none(from_variant: &Variant) -> bool {
998 // Behavior in Godot 4.2 when unsetting an #[export]'ed property:
999 // 🔁 reset button: passes null object pointer inside Variant (as expected).
1000 // 🧹 clear button: sends a NodePath with an empty string (!?).
1001
1002 // We recognize the latter case and return a Gd::null() instead of failing to convert the NodePath.
1003 if let Ok(node_path) = from_variant.try_to::<NodePath>() {
1004 if node_path.is_empty() {
1005 return true;
1006 }
1007 }
1008
1009 false
1010 }
1011
1012 fn as_object_arg(&self) -> meta::ObjectArg<'_> {
1013 meta::ObjectArg::from_gd(self)
1014 }
1015}
1016
1017impl<T: GodotClass> ArrayElement for Gd<T> {
1018 fn element_type_string() -> String {
1019 // See also impl Export for Gd<T>.
1020 object_export_element_type_string::<T>(T::class_id())
1021 }
1022}
1023
1024impl<T: GodotClass> ArrayElement for Option<Gd<T>> {
1025 fn element_type_string() -> String {
1026 Gd::<T>::element_type_string()
1027 }
1028}
1029
1030impl<T> Default for Gd<T>
1031where
1032 T: cap::GodotDefault + Bounds<Memory = bounds::MemRefCounted>,
1033{
1034 /// Creates a default-constructed `T` inside a smart pointer.
1035 ///
1036 /// This is equivalent to the GDScript expression `T.new()`, and to the shorter Rust expression `T::new_gd()`.
1037 ///
1038 /// This trait is only implemented for reference-counted classes. Classes with manually-managed memory (e.g. `Node`) are not covered,
1039 /// because they need explicit memory management, and deriving `Default` has a high chance of the user forgetting to call `free()` on those.
1040 /// `T::new_alloc()` should be used for those instead.
1041 fn default() -> Self {
1042 T::__godot_default()
1043 }
1044}
1045
1046impl<T: GodotClass> Clone for Gd<T> {
1047 fn clone(&self) -> Self {
1048 out!("Gd::clone");
1049 Self {
1050 raw: self.raw.clone(),
1051 }
1052 }
1053}
1054
1055impl<T: GodotClass> Var for Gd<T> {
1056 fn get_property(&self) -> Self::Via {
1057 self.to_godot_owned()
1058 }
1059
1060 fn set_property(&mut self, value: Self::Via) {
1061 *self = FromGodot::from_godot(value)
1062 }
1063}
1064
1065/// See [`Gd` Exporting](struct.Gd.html#exporting) section.
1066impl<T> Export for Option<Gd<T>>
1067where
1068 T: GodotClass + Bounds<Exportable = bounds::Yes>,
1069 Option<Gd<T>>: Var,
1070{
1071 fn export_hint() -> PropertyHintInfo {
1072 PropertyHintInfo::export_gd::<T>()
1073 }
1074
1075 #[doc(hidden)]
1076 fn as_node_class() -> Option<ClassId> {
1077 PropertyHintInfo::object_as_node_class::<T>()
1078 }
1079}
1080
1081impl<T: GodotClass> Default for OnEditor<Gd<T>> {
1082 fn default() -> Self {
1083 OnEditor::gd_invalid()
1084 }
1085}
1086
1087impl<T> GodotConvert for OnEditor<Gd<T>>
1088where
1089 T: GodotClass,
1090 Option<<Gd<T> as GodotConvert>::Via>: GodotType,
1091{
1092 type Via = Option<<Gd<T> as GodotConvert>::Via>;
1093}
1094
1095impl<T> Var for OnEditor<Gd<T>>
1096where
1097 T: GodotClass,
1098{
1099 fn get_property(&self) -> Self::Via {
1100 Self::get_property_inner(self)
1101 }
1102
1103 fn set_property(&mut self, value: Self::Via) {
1104 Self::set_property_inner(self, value)
1105 }
1106}
1107
1108/// See [`Gd` Exporting](struct.Gd.html#exporting) section.
1109impl<T> Export for OnEditor<Gd<T>>
1110where
1111 Self: Var,
1112 T: GodotClass + Bounds<Exportable = bounds::Yes>,
1113{
1114 fn export_hint() -> PropertyHintInfo {
1115 PropertyHintInfo::export_gd::<T>()
1116 }
1117
1118 #[doc(hidden)]
1119 fn as_node_class() -> Option<ClassId> {
1120 PropertyHintInfo::object_as_node_class::<T>()
1121 }
1122}
1123
1124impl<T: GodotClass> PartialEq for Gd<T> {
1125 /// ⚠️ Returns whether two `Gd` pointers point to the same object.
1126 ///
1127 /// # Panics
1128 /// When `self` or `other` is dead.
1129 fn eq(&self, other: &Self) -> bool {
1130 // Panics when one is dead
1131 self.instance_id() == other.instance_id()
1132 }
1133}
1134
1135impl<T: GodotClass> Eq for Gd<T> {}
1136
1137impl<T: GodotClass> Display for Gd<T> {
1138 fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
1139 classes::display_string(self, f)
1140 }
1141}
1142
1143impl<T: GodotClass> Debug for Gd<T> {
1144 fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
1145 classes::debug_string(self, f, "Gd")
1146 }
1147}
1148
1149impl<T: GodotClass> std::hash::Hash for Gd<T> {
1150 /// ⚠️ Hashes this object based on its instance ID.
1151 ///
1152 /// # Panics
1153 /// When `self` is dead.
1154 fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
1155 self.instance_id().hash(state);
1156 }
1157}
1158
1159// Gd unwinding across panics does not invalidate any invariants;
1160// its mutability is anyway present, in the Godot engine.
1161impl<T: GodotClass> std::panic::UnwindSafe for Gd<T> {}
1162impl<T: GodotClass> std::panic::RefUnwindSafe for Gd<T> {}