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::{SysPtr as _, static_assert_eq_size_align};
14
15use crate::builtin::{Callable, NodePath, StringName, Variant};
16use crate::meta::error::{ConvertError, FromFfiError};
17use crate::meta::shape::GodotShape;
18use crate::meta::{AsArg, ClassId, Element, FromGodot, GodotConvert, GodotType, RefArg, ToGodot};
19use crate::obj::{
20 Bounds, DynGd, GdDerefTarget, GdMut, GdRef, GodotClass, Inherits, InstanceId, OnEditor, RawGd,
21 WithBaseField, WithSignals, bounds, cap,
22};
23use crate::private::{PanicPayload, callbacks};
24use crate::registry::class::try_dynify_object;
25use crate::registry::info::PropertyHintInfo;
26use crate::registry::property::{Export, SimpleVar, Var};
27use crate::{classes, meta, out};
28
29/// Smart pointer to objects owned by the Godot engine.
30///
31/// See also [chapter about objects][book] in the book.
32///
33/// This smart pointer can only hold _objects_ in the Godot sense: instances of Godot classes (`Node`, `RefCounted`, etc.)
34/// or user-declared structs (declared with `#[derive(GodotClass)]`). It does **not** hold built-in types (`Vector3`, `Color`, `i32`).
35///
36/// `Gd<T>` never holds null objects. If you need nullability, use `Option<Gd<T>>`. To pass null objects to engine APIs, you can
37/// additionally use [`Gd::null_arg()`] as a shorthand.
38///
39/// # Memory management
40///
41/// This smart pointer behaves differently depending on `T`'s associated types, see [`GodotClass`] for their documentation.
42/// In particular, the memory management strategy is fully dependent on `T`:
43///
44/// - **Reference-counted**<br>
45/// Objects of type [`RefCounted`] or inherited from it are **reference-counted**. This means that every time a smart pointer is
46/// shared using [`Clone::clone()`], the reference counter is incremented, and every time one is dropped, it is decremented.
47/// This ensures that the last reference (either in Rust or Godot) will deallocate the object and call `T`'s destructor.<br><br>
48///
49/// - **Manual**<br>
50/// Objects inheriting from [`Object`] which are not `RefCounted` (or inherited) are **manually-managed**.
51/// Their destructor is not automatically called (unless they are part of the scene tree). Creating a `Gd<T>` means that
52/// you are responsible for explicitly deallocating such objects using [`free()`][Self::free].<br><br>
53///
54/// - **Dynamic**<br>
55/// For `T=Object`, the memory strategy is determined **dynamically**. Due to polymorphism, a `Gd<Object>` can point to either
56/// reference-counted or manually-managed types at runtime. The behavior corresponds to one of the two previous points.
57/// Note that if the dynamic type is also `Object`, the memory is manually-managed.
58///
59/// # Construction
60///
61/// To construct default instances of various `Gd<T>` types, there are extension methods on the type `T` itself:
62///
63/// - Manually managed: [`NewAlloc::new_alloc()`][crate::obj::NewAlloc::new_alloc]
64/// - Reference-counted: [`NewGd::new_gd()`][crate::obj::NewGd::new_gd]
65/// - Singletons: `T::singleton()` (inherent)
66///
67/// In addition, the smart pointer can be constructed in multiple ways:
68///
69/// * [`Gd::default()`] for reference-counted types that are constructible. For user types, this means they must expose an `init` function
70/// or have a generated one. `Gd::<T>::default()` is equivalent to the shorter `T::new_gd()` and primarily useful for derives or generics.
71/// * [`Gd::from_init_fn(function)`][Gd::from_init_fn] for Rust objects with `Base<T>` field, which are constructed inside the smart pointer.
72/// This is a very handy function if you want to pass extra parameters to your object upon construction.
73/// * [`Gd::from_object(rust_obj)`][Gd::from_object] for existing Rust objects without a `Base<T>` field that are moved _into_ the smart pointer.
74/// * [`Gd::from_instance_id(id)`][Gd::from_instance_id] and [`Gd::try_from_instance_id(id)`][Gd::try_from_instance_id]
75/// to obtain a pointer to an object which is already alive in the engine.
76///
77/// # Bind guards
78///
79/// The [`bind()`][Self::bind] and [`bind_mut()`][Self::bind_mut] methods allow you to obtain a shared or exclusive guard to the user instance.
80/// These provide interior mutability similar to [`RefCell`][std::cell::RefCell], with the addition that `Gd` simultaneously handles reference
81/// counting (for some types `T`).
82///
83/// Holding a bind guard will prevent other code paths from obtaining their own shared/mutable bind. As such, you should drop the guard
84/// as soon as you don't need it anymore, by closing a `{ }` block or calling `std::mem::drop()`.
85///
86/// When you declare a `#[func]` method on your own class, and it accepts `&self` or `&mut self`, an implicit `bind()` or `bind_mut()` call
87/// 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
88/// 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).
89///
90/// # Conversions
91///
92/// For type conversions, please read the [`godot::meta` module docs][crate::meta].
93///
94/// # Exporting
95///
96/// The [`Export`][crate::registry::property::Export] trait is not directly implemented for `Gd<T>`, because the editor expects object-based
97/// properties to be nullable, while `Gd<T>` can't be null. Instead, `Export` is implemented for [`OnEditor<Gd<T>>`][crate::obj::OnEditor],
98/// which validates that objects have been set by the editor. For the most flexible but least ergonomic option, you can also export
99/// `Option<Gd<T>>` fields.
100///
101/// Objects can only be exported if `T: Inherits<Node>` or `T: Inherits<Resource>`, just like GDScript.
102/// This means you cannot use `#[export]` with `OnEditor<Gd<RefCounted>>`, for example.
103///
104/// [book]: https://godot-rust.github.io/book/godot-api/objects.html
105/// [`Object`]: classes::Object
106/// [`RefCounted`]: classes::RefCounted
107#[repr(C)] // must be layout compatible with engine classes
108pub struct Gd<T: GodotClass> {
109 // Note: `opaque` has the same layout as GDExtensionObjectPtr == Object* in C++, i.e. the bytes represent a pointer
110 // To receive a GDExtensionTypePtr == GDExtensionObjectPtr* == Object**, we need to get the address of this
111 // Hence separate sys() for GDExtensionTypePtr, and obj_sys() for GDExtensionObjectPtr.
112 // The former is the standard FFI type, while the latter is used in object-specific GDExtension engines.
113 // pub(crate) because accessed in obj::dom
114 pub(crate) raw: RawGd<T>,
115}
116
117// Size equality check (should additionally be covered by mem::transmute())
118static_assert_eq_size_align!(
119 sys::GDExtensionObjectPtr,
120 sys::types::OpaqueObject,
121 "Godot FFI: pointer type `Object*` should have size advertised in JSON extension file"
122);
123
124/// _The methods in this impl block are only available for user-declared `T`, that is,
125/// structs with `#[derive(GodotClass)]` but not Godot classes like `Node` or `RefCounted`._ <br><br>
126impl<T> Gd<T>
127where
128 T: GodotClass + Bounds<Declarer = bounds::DeclUser>,
129{
130 /// Creates a `Gd<T>` using a function that constructs a `T` from a provided base.
131 ///
132 /// Imagine you have a type `T`, which has a base field that you cannot default-initialize.
133 /// The `init` function provides you with a `Base<T::Base>` object that you can use inside your `T`, which
134 /// is then wrapped in a `Gd<T>`.
135 ///
136 /// # Example
137 /// ```no_run
138 /// # use godot::prelude::*;
139 /// #[derive(GodotClass)]
140 /// #[class(init, base=Node2D)]
141 /// struct MyClass {
142 /// my_base: Base<Node2D>,
143 /// other_field: i32,
144 /// }
145 ///
146 /// let obj = Gd::from_init_fn(|my_base| {
147 /// // accepts the base and returns a constructed object containing it
148 /// MyClass { my_base, other_field: 732 }
149 /// });
150 /// ```
151 ///
152 /// # Panics
153 /// Panics occurring in the `init` function are propagated to the caller.
154 pub fn from_init_fn<F>(init: F) -> Self
155 where
156 F: FnOnce(crate::obj::Base<T::Base>) -> T,
157 {
158 let object_ptr = callbacks::create_custom(init, true) // or propagate panic.
159 .unwrap_or_else(|payload| PanicPayload::repanic(payload));
160
161 unsafe { Gd::from_obj_sys(object_ptr) }
162 }
163
164 /// Moves a user-created object into this smart pointer, submitting ownership to the Godot engine.
165 ///
166 /// This is only useful for types `T` which do not store their base objects (if they have a base,
167 /// you cannot construct them standalone).
168 pub fn from_object(user_object: T) -> Self {
169 Self::from_init_fn(move |_base| user_object)
170 }
171
172 /// Hands out a guard for a shared borrow, through which the user instance can be read.
173 ///
174 /// The pattern is very similar to interior mutability with standard [`RefCell`][std::cell::RefCell].
175 /// You can either have multiple `GdRef` shared guards, or a single `GdMut` exclusive guard to a Rust
176 /// `GodotClass` instance, independently of how many `Gd` smart pointers point to it. There are runtime
177 /// checks to ensure that Rust safety rules (e.g. no `&` and `&mut` coexistence) are upheld.
178 ///
179 /// Drop the guard as soon as you don't need it anymore. See also [Bind guards](#bind-guards).
180 ///
181 /// # Panics
182 /// * If another `Gd` smart pointer pointing to the same Rust instance has a live `GdMut` guard bound.
183 /// * If there is an ongoing function call from GDScript to Rust, which currently holds a `&mut T`
184 /// reference to the user instance. This can happen through re-entrancy (Rust -> GDScript -> Rust call).
185 // Note: possible names: write/read, hold/hold_mut, r/w, r/rw, ...
186 pub fn bind(&self) -> GdRef<'_, T> {
187 self.raw.bind()
188 }
189
190 /// Hands out a guard for an exclusive borrow, through which the user instance can be read and written.
191 ///
192 /// The pattern is very similar to interior mutability with standard [`RefCell`][std::cell::RefCell].
193 /// You can either have multiple `GdRef` shared guards, or a single `GdMut` exclusive guard to a Rust
194 /// `GodotClass` instance, independently of how many `Gd` smart pointers point to it. There are runtime
195 /// checks to ensure that Rust safety rules (e.g. no `&mut` aliasing) are upheld.
196 ///
197 /// Drop the guard as soon as you don't need it anymore. See also [Bind guards](#bind-guards).
198 ///
199 /// # Panics
200 /// * If another `Gd` smart pointer pointing to the same Rust instance has a live `GdRef` or `GdMut` guard bound.
201 /// * If there is an ongoing function call from GDScript to Rust, which currently holds a `&T` or `&mut T`
202 /// reference to the user instance. This can happen through re-entrancy (Rust -> GDScript -> Rust call).
203 pub fn bind_mut(&mut self) -> GdMut<'_, T> {
204 self.raw.bind_mut()
205 }
206}
207
208/// _The methods in this impl block are available for any `T`._ <br><br>
209impl<T: GodotClass> Gd<T> {
210 /// Looks up the given instance ID and returns the associated object, if possible.
211 ///
212 /// If no such instance ID is registered, or if the dynamic type of the object behind that instance ID
213 /// is not compatible with `T`, then `None` is returned.
214 pub fn try_from_instance_id(instance_id: InstanceId) -> Result<Self, ConvertError> {
215 let ptr = classes::object_ptr_from_id(instance_id);
216
217 // SAFETY: assumes that the returned GDExtensionObjectPtr is convertible to Object* (i.e. C++ upcast doesn't modify the pointer)
218 let untyped = unsafe { Gd::<classes::Object>::from_obj_sys_or_none(ptr)? };
219 untyped
220 .owned_cast::<T>()
221 .map_err(|obj| FromFfiError::WrongObjectType.into_error(obj))
222 }
223
224 /// ⚠️ Looks up the given instance ID and returns the associated object.
225 ///
226 /// Corresponds to Godot's global function `instance_from_id()`.
227 ///
228 /// # Panics
229 /// If no such instance ID is registered, or if the dynamic type of the object behind that instance ID
230 /// is not compatible with `T`.
231 #[doc(alias = "instance_from_id")]
232 pub fn from_instance_id(instance_id: InstanceId) -> Self {
233 Self::try_from_instance_id(instance_id).unwrap_or_else(|err| {
234 panic!(
235 "Instance ID {} does not belong to a valid object of class '{}': {}",
236 instance_id,
237 T::class_id(),
238 err
239 )
240 })
241 }
242
243 /// Returns the instance ID of this object, or `None` if the object is dead or null.
244 pub(crate) fn instance_id_or_none(&self) -> Option<InstanceId> {
245 let known_id = self.instance_id_unchecked();
246
247 // Refreshes the internal cached ID on every call, as we cannot be sure that the object has not been
248 // destroyed since last time. The only reliable way to find out is to call is_instance_id_valid().
249 if self.raw.is_instance_valid() {
250 Some(known_id)
251 } else {
252 None
253 }
254 }
255
256 /// ⚠️ Returns the instance ID of this object (panics when dead).
257 ///
258 /// # Panics
259 /// If this object is no longer alive (registered in Godot's object database).
260 pub fn instance_id(&self) -> InstanceId {
261 self.instance_id_or_none().unwrap_or_else(|| {
262 panic!(
263 "failed to call instance_id() on destroyed object; \
264 use instance_id_or_none() or keep your objects alive"
265 )
266 })
267 }
268
269 /// Returns the last known, possibly invalid instance ID of this object.
270 ///
271 /// This function does not check that the returned instance ID points to a valid instance!
272 /// Unless performance is a problem, use [`instance_id()`][Self::instance_id] instead.
273 ///
274 /// This method is safe and never panics.
275 pub fn instance_id_unchecked(&self) -> InstanceId {
276 let instance_id = self.raw.instance_id_unchecked();
277
278 // SAFETY: a `Gd` can only be created from a non-null `RawGd`, meaning `raw.instance_id_unchecked()` will
279 // always return `Some`.
280 unsafe { instance_id.unwrap_unchecked() }
281 }
282
283 /// Checks if this smart pointer points to a live object (read description!).
284 ///
285 /// Using this method is often indicative of bad design -- you should dispose of your pointers once an object is
286 /// destroyed. However, this method exists because GDScript offers it and there may be **rare** use cases.
287 ///
288 /// Do not use this method to check if you can safely access an object. Accessing dead objects is generally safe
289 /// and will panic in a defined manner. Encountering such panics is almost always a bug you should fix, and not a
290 /// runtime condition to check against.
291 pub fn is_instance_valid(&self) -> bool {
292 self.raw.is_instance_valid()
293 }
294
295 /// Returns the dynamic class name of the object as `StringName`.
296 ///
297 /// This method retrieves the class name of the object at runtime, which can be different from [`T::class_id()`][GodotClass::class_id]
298 /// if derived classes are involved.
299 ///
300 /// Unlike [`Object::get_class()`][crate::classes::Object::get_class], this returns `StringName` instead of `GString` and needs no
301 /// `Inherits<Object>` bound.
302 pub(crate) fn dynamic_class_string(&self) -> StringName {
303 unsafe {
304 StringName::new_with_string_uninit(|ptr| {
305 let success = sys::interface_fn!(object_get_class_name)(
306 self.obj_sys().as_const(),
307 sys::get_library(),
308 ptr,
309 );
310
311 let success = sys::conv::bool_from_sys(success);
312 assert!(success, "failed to get class name for object {self:?}");
313 })
314 }
315 }
316
317 /// Returns the reference count, if the dynamic object inherits `RefCounted`; and `None` otherwise.
318 ///
319 /// Returns `Err(())` if obtaining reference count failed, due to being called during init/drop.
320 pub(crate) fn maybe_refcount(&self) -> Option<Result<usize, ()>> {
321 // May become infallible if implemented via call() on Object, if ref-count bit of instance ID is set.
322 // This would likely be more efficient, too.
323
324 // Fast check if ref-counted without downcast.
325 if !self.instance_id().is_ref_counted() {
326 return None;
327 }
328
329 // Optimization: call `get_reference_count()` directly. Might also increase reliability and obviate the need for Result.
330
331 let rc = self
332 .raw
333 .try_with_ref_counted(|refc| refc.get_reference_count());
334
335 Some(rc.map(|i| i as usize))
336 }
337
338 /// Create a non-owning pointer from this.
339 ///
340 /// # Safety
341 /// Must be destroyed with [`drop_weak()`][Self::drop_weak]; regular `Drop` will cause use-after-free.
342 pub(crate) unsafe fn clone_weak(&self) -> Self {
343 // SAFETY: delegated to caller.
344 unsafe { Gd::from_obj_sys_weak(self.obj_sys()) }
345 }
346
347 /// Drop without decrementing ref-counter.
348 ///
349 /// Needed in situations where the instance should effectively be forgotten, but without leaking other associated data.
350 pub(crate) fn drop_weak(self) {
351 // As soon as fields need custom Drop, this won't be enough anymore.
352 std::mem::forget(self);
353 }
354
355 #[cfg(feature = "trace")] // itest only.
356 #[doc(hidden)]
357 pub fn test_refcount(&self) -> Option<usize> {
358 self.maybe_refcount()
359 .transpose()
360 .expect("failed to obtain refcount")
361 }
362
363 /// **Upcast:** convert into a smart pointer to a base class. Always succeeds.
364 ///
365 /// Moves out of this value. If you want to create _another_ smart pointer instance,
366 /// use this idiom:
367 /// ```no_run
368 /// # use godot::prelude::*;
369 /// #[derive(GodotClass)]
370 /// #[class(init, base=Node2D)]
371 /// struct MyClass {}
372 ///
373 /// let obj: Gd<MyClass> = MyClass::new_alloc();
374 /// let base = obj.clone().upcast::<Node>();
375 /// ```
376 pub fn upcast<Base>(self) -> Gd<Base>
377 where
378 Base: GodotClass,
379 T: Inherits<Base>,
380 {
381 self.owned_cast()
382 .expect("Upcast failed. This is a bug; please report it.")
383 }
384
385 /// Equivalent to [`upcast::<Object>()`][Self::upcast], but without bounds.
386 // Not yet public because it might need _mut/_ref overloads, and 6 upcast methods are a bit much...
387 #[doc(hidden)] // no public API, but used by #[signal].
388 pub fn upcast_object(self) -> Gd<classes::Object> {
389 self.owned_cast()
390 .expect("Upcast to Object failed. This is a bug; please report it.")
391 }
392
393 // /// Equivalent to [`upcast_mut::<Object>()`][Self::upcast_mut], but without bounds.
394 // pub(crate) fn upcast_object_ref(&self) -> &classes::Object {
395 // self.raw.as_object_ref()
396 // }
397
398 /// Equivalent to [`upcast_mut::<Object>()`][Self::upcast_mut], but without bounds.
399 pub(crate) fn upcast_object_mut(&mut self) -> &mut classes::Object {
400 self.raw.as_object_mut()
401 }
402
403 // pub(crate) fn upcast_object_mut_from_ref(&self) -> &mut classes::Object {
404 // self.raw.as_object_mut()
405 // }
406
407 /// **Upcast shared-ref:** access this object as a shared reference to a base class.
408 ///
409 /// This is semantically equivalent to multiple applications of [`Self::deref()`]. Not really useful on its own, but combined with
410 /// generic programming:
411 /// ```no_run
412 /// # use godot::prelude::*;
413 /// fn print_node_name<T>(node: &Gd<T>)
414 /// where
415 /// T: Inherits<Node>,
416 /// {
417 /// println!("Node name: {}", node.upcast_ref().get_name());
418 /// }
419 /// ```
420 ///
421 /// Note that this cannot be used to get a reference to Rust classes, for that you should use [`Gd::bind()`]. For instance this
422 /// will fail:
423 /// ```compile_fail
424 /// # use godot::prelude::*;
425 /// #[derive(GodotClass)]
426 /// #[class(init, base = Node)]
427 /// struct SomeClass {}
428 ///
429 /// #[godot_api]
430 /// impl INode for SomeClass {
431 /// fn ready(&mut self) {
432 /// let other = SomeClass::new_alloc();
433 /// let _ = other.upcast_ref::<SomeClass>();
434 /// }
435 /// }
436 /// ```
437 pub fn upcast_ref<Base>(&self) -> &Base
438 where
439 Base: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
440 T: Inherits<Base>,
441 {
442 // SAFETY: `Base` is guaranteed to be an engine base class of `T` because of the generic bounds.
443 unsafe { self.raw.as_upcast_ref::<Base>() }
444 }
445
446 /// **Upcast exclusive-ref:** access this object as an exclusive reference to a base class.
447 ///
448 /// This is semantically equivalent to multiple applications of [`Self::deref_mut()`]. Not really useful on its own, but combined with
449 /// generic programming:
450 /// ```no_run
451 /// # use godot::prelude::*;
452 /// fn set_node_name<T>(node: &mut Gd<T>, name: &str)
453 /// where
454 /// T: Inherits<Node>,
455 /// {
456 /// node.upcast_mut().set_name(name);
457 /// }
458 /// ```
459 ///
460 /// 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
461 /// will fail:
462 /// ```compile_fail
463 /// # use godot::prelude::*;
464 /// #[derive(GodotClass)]
465 /// #[class(init, base = Node)]
466 /// struct SomeClass {}
467 ///
468 /// #[godot_api]
469 /// impl INode for SomeClass {
470 /// fn ready(&mut self) {
471 /// let mut other = SomeClass::new_alloc();
472 /// let _ = other.upcast_mut::<SomeClass>();
473 /// }
474 /// }
475 /// ```
476 pub fn upcast_mut<Base>(&mut self) -> &mut Base
477 where
478 Base: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
479 T: Inherits<Base>,
480 {
481 // SAFETY: `Base` is guaranteed to be an engine base class of `T` because of the generic bounds.
482 unsafe { self.raw.as_upcast_mut::<Base>() }
483 }
484
485 /// **Downcast:** try to convert into a smart pointer to a derived class.
486 ///
487 /// If `T`'s dynamic type is not `Derived` or one of its subclasses, `Err(self)` is returned, meaning you can reuse the original
488 /// object for further casts.
489 pub fn try_cast<Derived>(self) -> Result<Gd<Derived>, Self>
490 where
491 Derived: Inherits<T>,
492 {
493 // Separate method due to more restrictive bounds.
494 self.owned_cast()
495 }
496
497 /// ⚠️ **Downcast:** convert into a smart pointer to a derived class. Panics on error.
498 ///
499 /// # Panics
500 /// If the class' dynamic type is not `Derived` or one of its subclasses. Use [`Self::try_cast()`] if you want to check the result.
501 pub fn cast<Derived>(self) -> Gd<Derived>
502 where
503 Derived: Inherits<T>,
504 {
505 self.owned_cast().unwrap_or_else(|from_obj| {
506 panic!(
507 "downcast from {from} to {to} failed; instance {from_obj:?}",
508 from = T::class_id(),
509 to = Derived::class_id(),
510 )
511 })
512 }
513
514 /// Returns `Ok(cast_obj)` on success, `Err(self)` on error.
515 // Visibility: used by DynGd.
516 pub(crate) fn owned_cast<U>(self) -> Result<Gd<U>, Self>
517 where
518 U: GodotClass,
519 {
520 self.raw
521 .owned_cast()
522 .map(Gd::from_ffi)
523 .map_err(Self::from_ffi)
524 }
525
526 /// Create default instance for all types that have `GodotDefault`.
527 ///
528 /// Deliberately more loose than `Gd::default()`, does not require ref-counted memory strategy for user types.
529 pub(crate) fn default_instance() -> Self
530 where
531 T: cap::GodotDefault,
532 {
533 unsafe {
534 // Default value (and compat one) for `p_notify_postinitialize` is true in Godot.
535 #[cfg(since_api = "4.4")] #[cfg_attr(published_docs, doc(cfg(since_api = "4.4")))]
536 let object_ptr = callbacks::create::<T>(std::ptr::null_mut(), sys::conv::SYS_TRUE);
537 #[cfg(before_api = "4.4")] #[cfg_attr(published_docs, doc(cfg(before_api = "4.4")))]
538 let object_ptr = callbacks::create::<T>(std::ptr::null_mut());
539
540 Gd::from_obj_sys(object_ptr)
541 }
542 }
543
544 /// Upgrades to a `DynGd<T, D>` pointer, enabling the `D` abstraction.
545 ///
546 /// The `D` parameter can typically be inferred when there is a single `AsDyn<...>` implementation for `T`. \
547 /// Otherwise, use it as `gd.into_dyn::<dyn MyTrait>()`.
548 #[must_use]
549 pub fn into_dyn<D>(self) -> DynGd<T, D>
550 where
551 T: crate::obj::AsDyn<D> + Bounds<Declarer = bounds::DeclUser>,
552 D: ?Sized + 'static,
553 {
554 DynGd::<T, D>::from_gd(self)
555 }
556
557 /// Tries to upgrade to a `DynGd<T, D>` pointer, enabling the `D` abstraction.
558 ///
559 /// If `T`'s dynamic class doesn't implement `AsDyn<D>`, `Err(self)` is returned, meaning you can reuse the original
560 /// object for further casts.
561 pub fn try_dynify<D>(self) -> Result<DynGd<T, D>, Self>
562 where
563 T: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
564 D: ?Sized + 'static,
565 {
566 match try_dynify_object(self) {
567 Ok(dyn_gd) => Ok(dyn_gd),
568 Err((_convert_err, obj)) => Err(obj),
569 }
570 }
571
572 /// Returns a callable referencing a method from this object named `method_name`.
573 ///
574 /// This is shorter syntax for [`Callable::from_object_method(self, method_name)`][Callable::from_object_method].
575 pub fn callable(&self, method_name: impl AsArg<StringName>) -> Callable {
576 Callable::from_object_method(self, method_name)
577 }
578
579 /// Creates a new callable linked to the given object from **single-threaded** Rust function or closure.
580 /// This is shorter syntax for [`Callable::from_linked_fn()`].
581 ///
582 /// `name` is used for the string representation of the closure, which helps with debugging.
583 ///
584 /// Such a callable will be automatically invalidated by Godot when a linked Object is freed.
585 /// If you need a Callable which can live indefinitely, use [`Callable::from_fn()`].
586 pub fn linked_callable<R, F>(
587 &self,
588 method_name: impl Into<crate::builtin::CowStr>,
589 rust_function: F,
590 ) -> Callable
591 where
592 R: ToGodot,
593 F: 'static + FnMut(&[&Variant]) -> R,
594 {
595 Callable::from_linked_fn(method_name, self, rust_function)
596 }
597
598 pub(crate) unsafe fn from_obj_sys_or_none(
599 ptr: sys::GDExtensionObjectPtr,
600 ) -> Result<Self, ConvertError> {
601 unsafe {
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
609 /// Initializes this `Gd<T>` from the object pointer as a **strong ref**, meaning it initializes/increments the reference counter and keeps
610 /// the object alive.
611 ///
612 /// This is the default for most initializations from FFI. In cases where the reference counter should explicitly **not** be updated,
613 /// [`Self::from_obj_sys_weak`] is available.
614 ///
615 /// # Safety
616 /// `ptr` must point to a valid object of this type.
617 pub(crate) unsafe fn from_obj_sys(ptr: sys::GDExtensionObjectPtr) -> Self {
618 sys::strict_assert!(
619 !ptr.is_null(),
620 "Gd::from_obj_sys() called with null pointer"
621 );
622
623 unsafe { Self::from_obj_sys_or_none(ptr) }.unwrap()
624 }
625
626 /// # Safety
627 /// `ptr` must point to a valid object of this type, or null.
628 pub(crate) unsafe fn from_obj_sys_weak_or_none(
629 ptr: sys::GDExtensionObjectPtr,
630 ) -> Result<Self, ConvertError> {
631 unsafe { Self::try_from_ffi(RawGd::from_obj_sys_weak(ptr)) }
632 }
633
634 /// # Safety
635 /// `ptr` must point to a valid object of this type.
636 pub(crate) unsafe fn from_obj_sys_weak(ptr: sys::GDExtensionObjectPtr) -> Self {
637 unsafe { Self::from_obj_sys_weak_or_none(ptr).unwrap() }
638 }
639
640 #[cfg(feature = "trace")] // itest only.
641 #[doc(hidden)]
642 pub unsafe fn __from_obj_sys_weak(ptr: sys::GDExtensionObjectPtr) -> Self {
643 unsafe { Self::from_obj_sys_weak(ptr) }
644 }
645
646 #[doc(hidden)]
647 pub fn obj_sys(&self) -> sys::GDExtensionObjectPtr {
648 self.raw.obj_sys()
649 }
650
651 #[doc(hidden)]
652 pub fn script_sys(&self) -> sys::GDExtensionScriptLanguagePtr
653 where
654 T: Inherits<classes::ScriptLanguage>,
655 {
656 self.raw.script_sys()
657 }
658
659 /// Runs `init_fn` on the address of a pointer (initialized to null). If that pointer is still null after the `init_fn` call,
660 /// then `None` will be returned; otherwise `Gd::from_obj_sys(ptr)`.
661 ///
662 /// This method will **NOT** increment the reference-count of the object, as it assumes the input to come from a Godot API
663 /// return value.
664 ///
665 /// # Safety
666 /// `init_fn` must be a function that correctly handles a _type pointer_ pointing to an _object pointer_.
667 #[doc(hidden)]
668 pub unsafe fn from_sys_init_opt(init_fn: impl FnOnce(sys::GDExtensionTypePtr)) -> Option<Self> {
669 // TODO(uninit) - should we use GDExtensionUninitializedTypePtr instead? Then update all the builtin codegen...
670 let init_fn = |ptr| {
671 init_fn(sys::SysPtr::force_init(ptr));
672 };
673
674 // Note: see _call_native_mb_ret_obj() in godot-cpp, which does things quite different (e.g. querying the instance binding).
675
676 // Initialize pointer with given function. Return Some(ptr) on success, and None otherwise.
677 // SAFETY: init_fn takes a type-ptr pointing to an object-ptr.
678 let object_ptr = unsafe { super::raw_object_init(init_fn) };
679
680 // Do not increment ref-count; assumed to be return value from FFI.
681 sys::ptr_then(object_ptr, |ptr| unsafe { Gd::from_obj_sys_weak(ptr) })
682 }
683
684 /// Defers the given closure to run during [idle time](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-call-deferred).
685 ///
686 /// This is a type-safe alternative to [`Object::call_deferred()`][crate::classes::Object::call_deferred]. The closure receives
687 /// `&mut Self` allowing direct access to Rust fields and methods.
688 ///
689 /// This method is only available for user-defined classes with a `Base<T>` field.
690 /// For engine classes, use [`run_deferred_gd()`][Self::run_deferred_gd] instead.
691 ///
692 /// See also [`WithBaseField::run_deferred()`] if you are within an `impl` block and have access to `self`.
693 ///
694 /// # Panics
695 /// If called outside the main thread.
696 pub fn run_deferred<F>(&mut self, mut_self_method: F)
697 where
698 T: WithBaseField,
699 F: FnOnce(&mut T) + 'static,
700 {
701 self.run_deferred_gd(move |mut gd| {
702 let mut guard = gd.bind_mut();
703 mut_self_method(&mut *guard);
704 });
705 }
706
707 /// Defers the given closure to run during [idle time](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-call-deferred).
708 ///
709 /// This is a type-safe alternative to [`Object::call_deferred()`][crate::classes::Object::call_deferred]. The closure receives
710 /// `Gd<T>`, which can be used to call engine methods or [`bind()`][Gd::bind]/[`bind_mut()`][Gd::bind_mut] to access the Rust object.
711 ///
712 /// See also [`WithBaseField::run_deferred_gd()`] if you are within an `impl` block and have access to `self`.
713 ///
714 /// # Panics
715 /// If called outside the main thread.
716 pub fn run_deferred_gd<F>(&mut self, gd_function: F)
717 where
718 F: FnOnce(Gd<T>) + 'static,
719 {
720 let obj = self.clone();
721 assert!(
722 is_main_thread(),
723 "`run_deferred` must be called on the main thread"
724 );
725
726 let callable = Callable::from_once_fn("run_deferred", move |_| {
727 gd_function(obj);
728 });
729 callable.call_deferred(&[]);
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) || (cfg!(safeguards_balanced) && !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 #[cfg(safeguards_strict)] #[cfg_attr(published_docs, doc(cfg(safeguards_strict)))]
795 if !is_panic_unwind {
796 self.raw
797 .check_dynamic_type(&crate::meta::CallContext::gd::<T>("free"));
798 }
799
800 // SAFETY: object must be alive, which was just checked above. No multithreading here.
801 // Also checked in the C free_instance_func callback, however error message can be more precise here, and we don't need to instruct
802 // the engine about object destruction. Both paths are tested.
803 let bound = unsafe { T::Declarer::is_currently_bound(&self.raw) };
804 if bound {
805 return error_or_panic(
806 "called free() while a bind() or bind_mut() call is active".to_string(),
807 );
808 }
809
810 // SAFETY: object alive as checked.
811 // This destroys the Storage instance, no need to run destructor again.
812 unsafe {
813 sys::interface_fn!(object_destroy)(self.raw.obj_sys());
814 }
815
816 // Deallocate associated data in Gd, without destroying the object pointer itself (already done above).
817 self.drop_weak()
818 }
819}
820
821/// _The methods in this impl block are only available for objects `T` that are reference-counted,
822/// i.e. anything that inherits `RefCounted`._ <br><br>
823impl<T> Gd<T>
824where
825 T: GodotClass + Bounds<Memory = bounds::MemRefCounted>,
826{
827 /// Makes sure that `self` does not share references with other `Gd` instances.
828 ///
829 /// Succeeds if the reference count is 1.
830 /// Otherwise, returns the shared object and its reference count.
831 ///
832 /// ## Example
833 ///
834 /// ```no_run
835 /// use godot::prelude::*;
836 ///
837 /// let obj = RefCounted::new_gd();
838 /// match obj.try_to_unique() {
839 /// Ok(unique_obj) => {
840 /// // No other Gd<T> shares a reference with `unique_obj`.
841 /// },
842 /// Err((shared_obj, ref_count)) => {
843 /// // `shared_obj` is the original object `obj`.
844 /// // `ref_count` is the total number of references (including one held by `shared_obj`).
845 /// }
846 /// }
847 /// ```
848 pub fn try_to_unique(self) -> Result<Self, (Self, usize)> {
849 use crate::obj::bounds::DynMemory as _;
850
851 match <T as Bounds>::DynMemory::get_ref_count(&self.raw) {
852 Some(1) => Ok(self),
853 Some(ref_count) => Err((self, ref_count)),
854 None => unreachable!(),
855 }
856 }
857}
858
859impl<T> Gd<T>
860where
861 T: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
862{
863 /// Represents `null` when passing an object argument to Godot.
864 ///
865 /// This expression is only intended for function argument lists. It can be used whenever a Godot signature accepts
866 /// [`AsArg<Option<Gd<T>>>`][crate::meta::AsArg]. `Gd::null_arg()` as an argument is equivalent to `Option::<Gd<T>>::None`, but less wordy.
867 ///
868 /// To work with objects that can be null, use `Option<Gd<T>>` instead. For APIs that accept `Variant`, you can pass [`Variant::nil()`].
869 ///
870 /// # Nullability
871 /// <div class="warning">
872 /// The GDExtension API does not inform about nullability of its function parameters. It is up to you to verify that the arguments you pass
873 /// are only null when this is allowed. Doing this wrong should be safe, but can lead to the function call failing.
874 /// </div>
875 ///
876 /// # Example
877 /// ```no_run
878 /// # fn some_node() -> Gd<Node> { unimplemented!() }
879 /// use godot::prelude::*;
880 ///
881 /// let mut shape: Gd<Node> = some_node();
882 /// shape.set_owner(Gd::null_arg());
883 pub fn null_arg() -> impl AsArg<Option<Gd<T>>> {
884 meta::NullArg(std::marker::PhantomData)
885 }
886}
887
888impl<T> Gd<T>
889where
890 T: WithSignals,
891{
892 /// Access user-defined signals of this object.
893 ///
894 /// For classes that have at least one `#[signal]` defined, returns a collection of signal names. Each returned signal has a specialized
895 /// API for connecting and emitting signals in a type-safe way. This method is the equivalent of [`WithUserSignals::signals()`], but when
896 /// called externally (not from `self`). Furthermore, this is also available for engine classes, not just user-defined ones.
897 ///
898 /// When you are within the `impl` of a class, use `self.signals()` directly instead.
899 ///
900 /// If you haven't already, read the [book chapter about signals](https://godot-rust.github.io/book/register/signals.html) for a
901 /// walkthrough.
902 ///
903 /// [`WithUserSignals::signals()`]: crate::obj::WithUserSignals::signals()
904 pub fn signals(&self) -> T::SignalCollection<'_, T> {
905 T::__signals_from_external(self)
906 }
907}
908
909// ----------------------------------------------------------------------------------------------------------------------------------------------
910// Trait impls
911
912/// Dereferences to the nearest engine class, enabling direct calls to its `&self` methods.
913///
914/// For engine classes, returns `T` itself. For user classes, returns `T::Base` (the direct engine base class).
915/// The bound ensures that the target is always an engine-provided class.
916impl<T: GodotClass> Deref for Gd<T>
917where
918 GdDerefTarget<T>: Bounds<Declarer = bounds::DeclEngine>,
919{
920 // Target is always an engine class:
921 // * if T is an engine class => T
922 // * if T is a user class => T::Base
923 type Target = GdDerefTarget<T>;
924
925 fn deref(&self) -> &Self::Target {
926 self.raw.as_target()
927 }
928}
929
930/// Mutably dereferences to the nearest engine class, enabling direct calls to its `&mut self` methods.
931///
932/// For engine classes, returns `T` itself. For user classes, returns `T::Base` (the direct engine base class).
933/// The bound ensures that the target is always an engine-provided class.
934impl<T: GodotClass> DerefMut for Gd<T>
935where
936 GdDerefTarget<T>: Bounds<Declarer = bounds::DeclEngine>,
937{
938 fn deref_mut(&mut self) -> &mut Self::Target {
939 self.raw.as_target_mut()
940 }
941}
942
943impl<T: GodotClass> GodotConvert for Gd<T> {
944 type Via = Gd<T>;
945
946 fn godot_shape() -> GodotShape {
947 use crate::meta::shape::ClassHeritage;
948
949 let heritage = if T::inherits::<classes::Resource>() {
950 ClassHeritage::Resource
951 } else if T::inherits::<classes::Node>() {
952 ClassHeritage::Node
953 } else {
954 ClassHeritage::Other
955 };
956
957 let class_id = T::class_id();
958 GodotShape::Class {
959 class_id,
960 heritage,
961 is_nullable: false,
962 }
963 }
964}
965
966impl<T: GodotClass> ToGodot for Gd<T> {
967 type Pass = meta::ByObject;
968
969 fn to_godot(&self) -> &Self {
970 // Note: Gd<T> never null, so no need to check raw.is_null().
971 self.raw.check_rtti("to_godot");
972 self
973 }
974}
975
976impl<T: GodotClass> FromGodot for Gd<T> {
977 fn try_from_godot(via: Self::Via) -> Result<Self, ConvertError> {
978 Ok(via)
979 }
980}
981
982// Keep in sync with DynGd.
983impl<T: GodotClass> GodotType for Gd<T> {
984 // Some #[doc(hidden)] are repeated despite already declared in trait; some IDEs suggest in auto-complete otherwise.
985 type Ffi = RawGd<T>;
986
987 type ToFfi<'f>
988 = RefArg<'f, RawGd<T>>
989 where
990 Self: 'f;
991
992 #[doc(hidden)]
993 fn to_ffi(&self) -> Self::ToFfi<'_> {
994 RefArg::new(&self.raw)
995 }
996
997 #[doc(hidden)]
998 fn into_ffi(self) -> Self::Ffi {
999 self.raw
1000 }
1001
1002 fn try_from_ffi(raw: Self::Ffi) -> Result<Self, ConvertError> {
1003 if raw.is_null() {
1004 Err(FromFfiError::NullRawGd.into_error(raw))
1005 } else {
1006 Ok(Self { raw })
1007 }
1008 }
1009
1010 fn qualifies_as_special_none(from_variant: &Variant) -> bool {
1011 // Behavior in Godot 4.2 when unsetting an #[export]'ed property:
1012 // 🔁 reset button: passes null object pointer inside Variant (as expected).
1013 // 🧹 clear button: sends a NodePath with an empty string (!?).
1014
1015 // We recognize the latter case and return a Gd::null() instead of failing to convert the NodePath.
1016 if let Ok(node_path) = from_variant.try_to::<NodePath>()
1017 && node_path.is_empty()
1018 {
1019 return true;
1020 }
1021
1022 false
1023 }
1024
1025 fn as_object_arg(&self) -> meta::ObjectArg<'_> {
1026 meta::ObjectArg::from_gd(self)
1027 }
1028}
1029
1030impl<T: GodotClass> Element for Gd<T> {}
1031
1032impl<T: GodotClass> Element for Option<Gd<T>> {}
1033
1034impl<T> Default for Gd<T>
1035where
1036 T: cap::GodotDefault + Bounds<Memory = bounds::MemRefCounted>,
1037{
1038 /// Creates a default-constructed `T` inside a smart pointer.
1039 ///
1040 /// This is equivalent to the GDScript expression `T.new()`, and to the shorter Rust expression `T::new_gd()`.
1041 ///
1042 /// This trait is only implemented for reference-counted classes. Classes with manually-managed memory (e.g. `Node`) are not covered,
1043 /// because they need explicit memory management, and deriving `Default` has a high chance of the user forgetting to call `free()` on those.
1044 /// `T::new_alloc()` should be used for those instead.
1045 fn default() -> Self {
1046 T::__godot_default()
1047 }
1048}
1049
1050impl<T: GodotClass> Clone for Gd<T> {
1051 fn clone(&self) -> Self {
1052 out!("Gd::clone");
1053 Self {
1054 raw: self.raw.clone(),
1055 }
1056 }
1057}
1058
1059impl<T: GodotClass> SimpleVar for Gd<T> {}
1060
1061/// See [`Gd` Exporting](struct.Gd.html#exporting) section.
1062impl<T> Export for Option<Gd<T>>
1063where
1064 T: GodotClass + Bounds<Exportable = bounds::Yes>,
1065 Option<Gd<T>>: Var,
1066{
1067 #[doc(hidden)]
1068 fn as_node_class() -> Option<ClassId> {
1069 PropertyHintInfo::object_as_node_class::<T>()
1070 }
1071}
1072
1073impl<T: GodotClass> Default for OnEditor<Gd<T>> {
1074 fn default() -> Self {
1075 OnEditor::gd_invalid()
1076 }
1077}
1078
1079impl<T> GodotConvert for OnEditor<Gd<T>>
1080where
1081 T: GodotClass,
1082 Option<<Gd<T> as GodotConvert>::Via>: GodotType,
1083{
1084 type Via = Option<<Gd<T> as GodotConvert>::Via>;
1085
1086 fn godot_shape() -> GodotShape {
1087 Gd::<T>::godot_shape()
1088 }
1089}
1090
1091impl<T> Var for OnEditor<Gd<T>>
1092where
1093 T: GodotClass,
1094{
1095 // Not Option<...> -- accessing from Rust through Var trait should not expose larger API than OnEditor itself.
1096 type PubType = <Gd<T> as GodotConvert>::Via;
1097
1098 fn var_get(field: &Self) -> Self::Via {
1099 Self::get_property_inner(field)
1100 }
1101
1102 fn var_set(field: &mut Self, value: Self::Via) {
1103 Self::set_property_inner(field, value);
1104 }
1105
1106 fn var_pub_get(field: &Self) -> Self::PubType {
1107 Self::var_get(field).expect("generated #[var(pub)] getter: uninitialized OnEditor<Gd<T>>")
1108 }
1109
1110 fn var_pub_set(field: &mut Self, value: Self::PubType) {
1111 Self::var_set(field, Some(value))
1112 }
1113}
1114
1115/// See [`Gd` Exporting](struct.Gd.html#exporting) section.
1116impl<T> Export for OnEditor<Gd<T>>
1117where
1118 Self: Var,
1119 T: GodotClass + Bounds<Exportable = bounds::Yes>,
1120{
1121 #[doc(hidden)]
1122 fn as_node_class() -> Option<ClassId> {
1123 PropertyHintInfo::object_as_node_class::<T>()
1124 }
1125}
1126
1127impl<T: GodotClass> PartialEq for Gd<T> {
1128 /// ⚠️ Returns whether two `Gd` pointers point to the same object.
1129 ///
1130 /// # Panics
1131 /// When `self` or `other` is dead.
1132 fn eq(&self, other: &Self) -> bool {
1133 // Panics when one is dead
1134 self.instance_id() == other.instance_id()
1135 }
1136}
1137
1138impl<T: GodotClass> Eq for Gd<T> {}
1139
1140impl<T: GodotClass> Display for Gd<T> {
1141 fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
1142 classes::display_string(self, f)
1143 }
1144}
1145
1146impl<T: GodotClass> Debug for Gd<T> {
1147 fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
1148 classes::debug_string(self, f, "Gd")
1149 }
1150}
1151
1152impl<T: GodotClass> std::hash::Hash for Gd<T> {
1153 /// ⚠️ Hashes this object based on its instance ID.
1154 ///
1155 /// # Panics
1156 /// When `self` is dead.
1157 fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
1158 self.instance_id().hash(state);
1159 }
1160}
1161
1162// Gd unwinding across panics does not invalidate any invariants;
1163// its mutability is anyway present, in the Godot engine.
1164impl<T: GodotClass> std::panic::UnwindSafe for Gd<T> {}
1165impl<T: GodotClass> std::panic::RefUnwindSafe for Gd<T> {}