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::{
19 AsArg, ClassId, Element, FromGodot, GodotConvert, GodotNullableType, GodotType, RefArg, ToGodot,
20};
21use crate::obj::{
22 Bounds, DynGd, GdDerefTarget, GdMut, GdRef, GodotClass, Inherits, InstanceId, OnEditor, RawGd,
23 WithBaseField, WithSignals, bounds, cap,
24};
25use crate::private::{PanicPayload, callbacks};
26use crate::registry::class::try_dynify_object;
27use crate::registry::info::PropertyHintInfo;
28use crate::registry::property::{Export, SimpleVar, Var};
29use crate::{classes, meta, out};
30
31/// Smart pointer to objects owned by the Godot engine.
32///
33/// See also [chapter about objects][book] in the book.
34///
35/// This smart pointer can only hold _objects_ in the Godot sense: instances of Godot classes (`Node`, `RefCounted`, etc.)
36/// or user-declared structs (declared with `#[derive(GodotClass)]`). It does **not** hold built-in types (`Vector3`, `Color`, `i32`).
37///
38/// `Gd<T>` never holds null objects. If you need nullability, use `Option<Gd<T>>`. To pass null objects to engine APIs, you can
39/// additionally use [`Gd::null_arg()`] as a shorthand.
40///
41/// # Memory management
42///
43/// This smart pointer behaves differently depending on `T`'s associated types, see [`GodotClass`] for their documentation.
44/// In particular, the memory management strategy is fully dependent on `T`:
45///
46/// - **Reference-counted**<br>
47/// Objects of type [`RefCounted`] or inherited from it are **reference-counted**. This means that every time a smart pointer is
48/// shared using [`Clone::clone()`], the reference counter is incremented, and every time one is dropped, it is decremented.
49/// This ensures that the last reference (either in Rust or Godot) will deallocate the object and call `T`'s destructor.<br><br>
50///
51/// - **Manual**<br>
52/// Objects inheriting from [`Object`] which are not `RefCounted` (or inherited) are **manually-managed**.
53/// Their destructor is not automatically called (unless they are part of the scene tree). Creating a `Gd<T>` means that
54/// you are responsible for explicitly deallocating such objects using [`free()`][Self::free].<br><br>
55///
56/// - **Dynamic**<br>
57/// For `T=Object`, the memory strategy is determined **dynamically**. Due to polymorphism, a `Gd<Object>` can point to either
58/// reference-counted or manually-managed types at runtime. The behavior corresponds to one of the two previous points.
59/// Note that if the dynamic type is also `Object`, the memory is manually-managed.
60///
61/// # Construction
62///
63/// To construct default instances of various `Gd<T>` types, there are extension methods on the type `T` itself:
64///
65/// - Manually managed: [`NewAlloc::new_alloc()`][crate::obj::NewAlloc::new_alloc]
66/// - Reference-counted: [`NewGd::new_gd()`][crate::obj::NewGd::new_gd]
67/// - Singletons: `T::singleton()` (inherent)
68///
69/// In addition, the smart pointer can be constructed in multiple ways:
70///
71/// * [`Gd::default()`] for reference-counted types that are constructible. For user types, this means they must expose an `init` function
72/// or have a generated one. `Gd::<T>::default()` is equivalent to the shorter `T::new_gd()` and primarily useful for derives or generics.
73/// * [`Gd::from_init_fn(function)`][Gd::from_init_fn] for Rust objects with `Base<T>` field, which are constructed inside the smart pointer.
74/// This is a very handy function if you want to pass extra parameters to your object upon construction.
75/// * [`Gd::from_object(rust_obj)`][Gd::from_object] for existing Rust objects without a `Base<T>` field that are moved _into_ the smart pointer.
76/// * [`Gd::from_instance_id(id)`][Gd::from_instance_id] and [`Gd::try_from_instance_id(id)`][Gd::try_from_instance_id]
77/// to obtain a pointer to an object which is already alive in the engine.
78///
79/// # Bind guards
80///
81/// The [`bind()`][Self::bind] and [`bind_mut()`][Self::bind_mut] methods allow you to obtain a shared or exclusive guard to the user instance.
82/// These provide interior mutability similar to [`RefCell`][std::cell::RefCell], with the addition that `Gd` simultaneously handles reference
83/// counting (for some types `T`).
84///
85/// Holding a bind guard will prevent other code paths from obtaining their own shared/mutable bind. As such, you should drop the guard
86/// as soon as you don't need it anymore, by closing a `{ }` block or calling `std::mem::drop()`.
87///
88/// When you declare a `#[func]` method on your own class, and it accepts `&self` or `&mut self`, an implicit `bind()` or `bind_mut()` call
89/// 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
90/// 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).
91///
92/// # Conversions
93///
94/// For type conversions, please read the [`godot::meta` module docs](../meta/index.html).
95///
96/// # Exporting
97///
98/// The [`Export`][crate::registry::property::Export] trait is not directly implemented for `Gd<T>`, because the editor expects object-based
99/// properties to be nullable, while `Gd<T>` can't be null. Instead, `Export` is implemented for [`OnEditor<Gd<T>>`][crate::obj::OnEditor],
100/// which validates that objects have been set by the editor. For the most flexible but least ergonomic option, you can also export
101/// `Option<Gd<T>>` fields.
102///
103/// Objects can only be exported if `T: Inherits<Node>` or `T: Inherits<Resource>`, just like GDScript.
104/// This means you cannot use `#[export]` with `OnEditor<Gd<RefCounted>>`, for example.
105///
106/// [book]: https://godot-rust.github.io/book/godot-api/objects.html
107/// [`Object`]: classes::Object
108/// [`RefCounted`]: classes::RefCounted
109#[repr(C)] // must be layout compatible with engine classes
110pub struct Gd<T: GodotClass> {
111 // Note: `opaque` has the same layout as GDExtensionObjectPtr == Object* in C++, i.e. the bytes represent a pointer
112 // To receive a GDExtensionTypePtr == GDExtensionObjectPtr* == Object**, we need to get the address of this
113 // Hence separate sys() for GDExtensionTypePtr, and obj_sys() for GDExtensionObjectPtr.
114 // The former is the standard FFI type, while the latter is used in object-specific GDExtension engines.
115 // pub(crate) because accessed in obj::dom
116 pub(crate) raw: RawGd<T>,
117}
118
119// Size equality check (should additionally be covered by mem::transmute())
120static_assert_eq_size_align!(
121 sys::GDExtensionObjectPtr,
122 sys::types::OpaqueObject,
123 "Godot FFI: pointer type `Object*` should have size advertised in JSON extension file"
124);
125
126/// _The methods in this impl block are only available for user-declared `T`, that is,
127/// structs with `#[derive(GodotClass)]` but not Godot classes like `Node` or `RefCounted`._ <br><br>
128impl<T> Gd<T>
129where
130 T: GodotClass + Bounds<Declarer = bounds::DeclUser>,
131{
132 /// Creates a `Gd<T>` using a function that constructs a `T` from a provided base.
133 ///
134 /// Imagine you have a type `T`, which has a base field that you cannot default-initialize.
135 /// The `init` function provides you with a `Base<T::Base>` object that you can use inside your `T`, which
136 /// is then wrapped in a `Gd<T>`.
137 ///
138 /// # Example
139 /// ```no_run
140 /// # use godot::prelude::*;
141 /// #[derive(GodotClass)]
142 /// #[class(init, base=Node2D)]
143 /// struct MyClass {
144 /// my_base: Base<Node2D>,
145 /// other_field: i32,
146 /// }
147 ///
148 /// let obj = Gd::from_init_fn(|my_base| {
149 /// // accepts the base and returns a constructed object containing it
150 /// MyClass { my_base, other_field: 732 }
151 /// });
152 /// ```
153 ///
154 /// # Panics
155 /// Panics occurring in the `init` function are propagated to the caller.
156 pub fn from_init_fn<F>(init: F) -> Self
157 where
158 F: FnOnce(crate::obj::Base<T::Base>) -> T,
159 {
160 let object_ptr = callbacks::create_custom(init, true) // or propagate panic.
161 .unwrap_or_else(|payload| PanicPayload::repanic(payload));
162
163 unsafe { Gd::from_obj_sys(object_ptr) }
164 }
165
166 /// Moves a user-created object into this smart pointer, submitting ownership to the Godot engine.
167 ///
168 /// This is only useful for types `T` which do not store their base objects (if they have a base,
169 /// you cannot construct them standalone).
170 pub fn from_object(user_object: T) -> Self {
171 Self::from_init_fn(move |_base| user_object)
172 }
173
174 /// Hands out a guard for a shared borrow, through which the user instance can be read.
175 ///
176 /// The pattern is very similar to interior mutability with standard [`RefCell`][std::cell::RefCell].
177 /// You can either have multiple `GdRef` shared guards, or a single `GdMut` exclusive guard to a Rust
178 /// `GodotClass` instance, independently of how many `Gd` smart pointers point to it. There are runtime
179 /// checks to ensure that Rust safety rules (e.g. no `&` and `&mut` coexistence) are upheld.
180 ///
181 /// Drop the guard as soon as you don't need it anymore. See also [Bind guards](#bind-guards).
182 ///
183 /// # Panics
184 /// * If another `Gd` smart pointer pointing to the same Rust instance has a live `GdMut` guard bound.
185 /// * If there is an ongoing function call from GDScript to Rust, which currently holds a `&mut T`
186 /// reference to the user instance. This can happen through re-entrancy (Rust -> GDScript -> Rust call).
187 // Note: possible names: write/read, hold/hold_mut, r/w, r/rw, ...
188 pub fn bind(&self) -> GdRef<'_, T> {
189 self.raw.bind()
190 }
191
192 /// Hands out a guard for an exclusive borrow, through which the user instance can be read and written.
193 ///
194 /// The pattern is very similar to interior mutability with standard [`RefCell`][std::cell::RefCell].
195 /// You can either have multiple `GdRef` shared guards, or a single `GdMut` exclusive guard to a Rust
196 /// `GodotClass` instance, independently of how many `Gd` smart pointers point to it. There are runtime
197 /// checks to ensure that Rust safety rules (e.g. no `&mut` aliasing) are upheld.
198 ///
199 /// Drop the guard as soon as you don't need it anymore. See also [Bind guards](#bind-guards).
200 ///
201 /// # Panics
202 /// * If another `Gd` smart pointer pointing to the same Rust instance has a live `GdRef` or `GdMut` guard bound.
203 /// * If there is an ongoing function call from GDScript to Rust, which currently holds a `&T` or `&mut T`
204 /// reference to the user instance. This can happen through re-entrancy (Rust -> GDScript -> Rust call).
205 pub fn bind_mut(&mut self) -> GdMut<'_, T> {
206 self.raw.bind_mut()
207 }
208}
209
210/// _The methods in this impl block are available for any `T`._ <br><br>
211impl<T: GodotClass> Gd<T> {
212 /// Looks up the given instance ID and returns the associated object, if possible.
213 ///
214 /// If no such instance ID is registered, or if the dynamic type of the object behind that instance ID
215 /// is not compatible with `T`, then `None` is returned.
216 pub fn try_from_instance_id(instance_id: InstanceId) -> Result<Self, ConvertError> {
217 let ptr = classes::object_ptr_from_id(instance_id);
218
219 // SAFETY: assumes that the returned GDExtensionObjectPtr is convertible to Object* (i.e. C++ upcast doesn't modify the pointer)
220 let untyped = unsafe { Gd::<classes::Object>::from_obj_sys_or_none(ptr)? };
221 untyped
222 .owned_cast::<T>()
223 .map_err(|obj| FromFfiError::WrongObjectType.into_error(obj))
224 }
225
226 /// ⚠️ Looks up the given instance ID and returns the associated object.
227 ///
228 /// Corresponds to Godot's global function `instance_from_id()`.
229 ///
230 /// # Panics
231 /// If no such instance ID is registered, or if the dynamic type of the object behind that instance ID
232 /// is not compatible with `T`.
233 #[doc(alias = "instance_from_id")]
234 pub fn from_instance_id(instance_id: InstanceId) -> Self {
235 Self::try_from_instance_id(instance_id).unwrap_or_else(|err| {
236 panic!(
237 "Instance ID {} does not belong to a valid object of class '{}': {}",
238 instance_id,
239 T::class_id(),
240 err
241 )
242 })
243 }
244
245 /// Returns the instance ID of this object, or `None` if the object is dead or null.
246 pub(crate) fn instance_id_or_none(&self) -> Option<InstanceId> {
247 let known_id = self.instance_id_unchecked();
248
249 // Refreshes the internal cached ID on every call, as we cannot be sure that the object has not been
250 // destroyed since last time. The only reliable way to find out is to call is_instance_id_valid().
251 if self.raw.is_instance_valid() {
252 Some(known_id)
253 } else {
254 None
255 }
256 }
257
258 /// ⚠️ Returns the instance ID of this object (panics when dead).
259 ///
260 /// # Panics
261 /// If this object is no longer alive (registered in Godot's object database).
262 pub fn instance_id(&self) -> InstanceId {
263 self.instance_id_or_none().unwrap_or_else(|| {
264 panic!(
265 "failed to call instance_id() on destroyed object; \
266 use instance_id_or_none() or keep your objects alive"
267 )
268 })
269 }
270
271 /// Returns the last known, possibly invalid instance ID of this object.
272 ///
273 /// This function does not check that the returned instance ID points to a valid instance!
274 /// Unless performance is a problem, use [`instance_id()`][Self::instance_id] instead.
275 ///
276 /// This method is safe and never panics.
277 pub fn instance_id_unchecked(&self) -> InstanceId {
278 let instance_id = self.raw.instance_id_unchecked();
279
280 // SAFETY: a `Gd` can only be created from a non-null `RawGd`, meaning `raw.instance_id_unchecked()` will
281 // always return `Some`.
282 unsafe { instance_id.unwrap_unchecked() }
283 }
284
285 /// Checks if this smart pointer points to a live object (read description!).
286 ///
287 /// Using this method is often indicative of bad design -- you should dispose of your pointers once an object is
288 /// destroyed. However, this method exists because GDScript offers it and there may be **rare** use cases.
289 ///
290 /// Do not use this method to check if you can safely access an object. Accessing dead objects is generally safe
291 /// and will panic in a defined manner. Encountering such panics is almost always a bug you should fix, and not a
292 /// runtime condition to check against.
293 pub fn is_instance_valid(&self) -> bool {
294 self.raw.is_instance_valid()
295 }
296
297 /// Returns the dynamic class name of the object as `StringName`.
298 ///
299 /// This method retrieves the class name of the object at runtime, which can be different from [`T::class_id()`][GodotClass::class_id]
300 /// if derived classes are involved.
301 ///
302 /// Unlike [`Object::get_class()`][crate::classes::Object::get_class], this returns `StringName` instead of `GString` and needs no
303 /// `Inherits<Object>` bound.
304 pub(crate) fn dynamic_class_string(&self) -> StringName {
305 unsafe {
306 StringName::new_with_string_uninit(|ptr| {
307 let success = sys::interface_fn!(object_get_class_name)(
308 self.obj_sys().as_const(),
309 sys::get_library(),
310 ptr,
311 );
312
313 let success = sys::conv::bool_from_sys(success);
314 assert!(success, "failed to get class name for object {self:?}");
315 })
316 }
317 }
318
319 /// Returns the reference count, if the dynamic object inherits `RefCounted`; and `None` otherwise.
320 ///
321 /// Returns `Err(())` if obtaining reference count failed, due to being called during init/drop.
322 pub(crate) fn maybe_refcount(&self) -> Option<Result<usize, ()>> {
323 // May become infallible if implemented via call() on Object, if ref-count bit of instance ID is set.
324 // This would likely be more efficient, too.
325
326 // Fast check if ref-counted without downcast.
327 if !self.instance_id().is_ref_counted() {
328 return None;
329 }
330
331 // Optimization: call `get_reference_count()` directly. Might also increase reliability and obviate the need for Result.
332
333 let rc = self
334 .raw
335 .try_with_ref_counted(|refc| refc.get_reference_count());
336
337 Some(rc.map(|i| i as usize))
338 }
339
340 /// Create a non-owning pointer from this.
341 ///
342 /// # Safety
343 /// Must be destroyed with [`drop_weak()`][Self::drop_weak]; regular `Drop` will cause use-after-free.
344 pub(crate) unsafe fn clone_weak(&self) -> Self {
345 // SAFETY: delegated to caller.
346 unsafe { Gd::from_obj_sys_weak(self.obj_sys()) }
347 }
348
349 /// Drop without decrementing ref-counter.
350 ///
351 /// Needed in situations where the instance should effectively be forgotten, but without leaking other associated data.
352 pub(crate) fn drop_weak(self) {
353 // As soon as fields need custom Drop, this won't be enough anymore.
354 std::mem::forget(self);
355 }
356
357 #[cfg(feature = "trace")] // itest only.
358 #[doc(hidden)]
359 pub fn test_refcount(&self) -> Option<usize> {
360 self.maybe_refcount()
361 .transpose()
362 .expect("failed to obtain refcount")
363 }
364
365 /// **Upcast:** convert into a smart pointer to a base class. Always succeeds.
366 ///
367 /// Moves out of this value. If you want to create _another_ smart pointer instance,
368 /// use this idiom:
369 /// ```no_run
370 /// # use godot::prelude::*;
371 /// #[derive(GodotClass)]
372 /// #[class(init, base=Node2D)]
373 /// struct MyClass {}
374 ///
375 /// let obj: Gd<MyClass> = MyClass::new_alloc();
376 /// let base = obj.clone().upcast::<Node>();
377 /// ```
378 pub fn upcast<Base>(self) -> Gd<Base>
379 where
380 Base: GodotClass,
381 T: Inherits<Base>,
382 {
383 self.owned_cast()
384 .expect("Upcast failed. This is a bug; please report it.")
385 }
386
387 /// Equivalent to [`upcast::<Object>()`][Self::upcast], but without bounds.
388 // Not yet public because it might need _mut/_ref overloads, and 6 upcast methods are a bit much...
389 #[doc(hidden)] // no public API, but used by #[signal].
390 pub fn upcast_object(self) -> Gd<classes::Object> {
391 self.owned_cast()
392 .expect("Upcast to Object failed. This is a bug; please report it.")
393 }
394
395 // /// Equivalent to [`upcast_mut::<Object>()`][Self::upcast_mut], but without bounds.
396 // pub(crate) fn upcast_object_ref(&self) -> &classes::Object {
397 // self.raw.as_object_ref()
398 // }
399
400 /// Equivalent to [`upcast_mut::<Object>()`][Self::upcast_mut], but without bounds.
401 pub(crate) fn upcast_object_mut(&mut self) -> &mut classes::Object {
402 self.raw.as_object_mut()
403 }
404
405 // pub(crate) fn upcast_object_mut_from_ref(&self) -> &mut classes::Object {
406 // self.raw.as_object_mut()
407 // }
408
409 /// **Upcast shared-ref:** access this object as a shared reference to a base class.
410 ///
411 /// This is semantically equivalent to multiple applications of [`Self::deref()`]. Not really useful on its own, but combined with
412 /// generic programming:
413 /// ```no_run
414 /// # use godot::prelude::*;
415 /// fn print_node_name<T>(node: &Gd<T>)
416 /// where
417 /// T: Inherits<Node>,
418 /// {
419 /// println!("Node name: {}", node.upcast_ref().get_name());
420 /// }
421 /// ```
422 ///
423 /// Note that this cannot be used to get a reference to Rust classes, for that you should use [`Gd::bind()`]. For instance this
424 /// will fail:
425 /// ```compile_fail
426 /// # use godot::prelude::*;
427 /// #[derive(GodotClass)]
428 /// #[class(init, base = Node)]
429 /// struct SomeClass {}
430 ///
431 /// #[godot_api]
432 /// impl INode for SomeClass {
433 /// fn ready(&mut self) {
434 /// let other = SomeClass::new_alloc();
435 /// let _ = other.upcast_ref::<SomeClass>();
436 /// }
437 /// }
438 /// ```
439 pub fn upcast_ref<Base>(&self) -> &Base
440 where
441 Base: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
442 T: Inherits<Base>,
443 {
444 // SAFETY: `Base` is guaranteed to be an engine base class of `T` because of the generic bounds.
445 unsafe { self.raw.as_upcast_ref::<Base>() }
446 }
447
448 /// **Upcast exclusive-ref:** access this object as an exclusive reference to a base class.
449 ///
450 /// This is semantically equivalent to multiple applications of [`Self::deref_mut()`]. Not really useful on its own, but combined with
451 /// generic programming:
452 /// ```no_run
453 /// # use godot::prelude::*;
454 /// fn set_node_name<T>(node: &mut Gd<T>, name: &str)
455 /// where
456 /// T: Inherits<Node>,
457 /// {
458 /// node.upcast_mut().set_name(name);
459 /// }
460 /// ```
461 ///
462 /// 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
463 /// will fail:
464 /// ```compile_fail
465 /// # use godot::prelude::*;
466 /// #[derive(GodotClass)]
467 /// #[class(init, base = Node)]
468 /// struct SomeClass {}
469 ///
470 /// #[godot_api]
471 /// impl INode for SomeClass {
472 /// fn ready(&mut self) {
473 /// let mut other = SomeClass::new_alloc();
474 /// let _ = other.upcast_mut::<SomeClass>();
475 /// }
476 /// }
477 /// ```
478 pub fn upcast_mut<Base>(&mut self) -> &mut Base
479 where
480 Base: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
481 T: Inherits<Base>,
482 {
483 // SAFETY: `Base` is guaranteed to be an engine base class of `T` because of the generic bounds.
484 unsafe { self.raw.as_upcast_mut::<Base>() }
485 }
486
487 /// **Downcast:** try to convert into a smart pointer to a derived class.
488 ///
489 /// If `T`'s dynamic type is not `Derived` or one of its subclasses, `Err(self)` is returned, meaning you can reuse the original
490 /// object for further casts.
491 pub fn try_cast<Derived>(self) -> Result<Gd<Derived>, Self>
492 where
493 Derived: Inherits<T>,
494 {
495 // Separate method due to more restrictive bounds.
496 self.owned_cast()
497 }
498
499 /// ⚠️ **Downcast:** convert into a smart pointer to a derived class. Panics on error.
500 ///
501 /// # Panics
502 /// If the class' dynamic type is not `Derived` or one of its subclasses. Use [`Self::try_cast()`] if you want to check the result.
503 pub fn cast<Derived>(self) -> Gd<Derived>
504 where
505 Derived: Inherits<T>,
506 {
507 self.owned_cast().unwrap_or_else(|from_obj| {
508 panic!(
509 "downcast from {from} to {to} failed; instance {from_obj:?}",
510 from = T::class_id(),
511 to = Derived::class_id(),
512 )
513 })
514 }
515
516 /// Returns `Ok(cast_obj)` on success, `Err(self)` on error.
517 // Visibility: used by DynGd.
518 pub(crate) fn owned_cast<U>(self) -> Result<Gd<U>, Self>
519 where
520 U: GodotClass,
521 {
522 self.raw
523 .owned_cast()
524 .map(Gd::from_ffi)
525 .map_err(Self::from_ffi)
526 }
527
528 /// Create default instance for all types that have `GodotDefault`.
529 ///
530 /// Deliberately more loose than `Gd::default()`, does not require ref-counted memory strategy for user types.
531 pub(crate) fn default_instance() -> Self
532 where
533 T: cap::GodotDefault,
534 {
535 unsafe {
536 // Default value (and compat one) for `p_notify_postinitialize` is true in Godot.
537 #[cfg(since_api = "4.4")] #[cfg_attr(published_docs, doc(cfg(since_api = "4.4")))]
538 let object_ptr = callbacks::create::<T>(std::ptr::null_mut(), sys::conv::SYS_TRUE);
539 #[cfg(before_api = "4.4")] #[cfg_attr(published_docs, doc(cfg(before_api = "4.4")))]
540 let object_ptr = callbacks::create::<T>(std::ptr::null_mut());
541
542 Gd::from_obj_sys(object_ptr)
543 }
544 }
545
546 /// Upgrades to a `DynGd<T, D>` pointer, enabling the `D` abstraction.
547 ///
548 /// The `D` parameter can typically be inferred when there is a single `AsDyn<...>` implementation for `T`. \
549 /// Otherwise, use it as `gd.into_dyn::<dyn MyTrait>()`.
550 #[must_use]
551 pub fn into_dyn<D>(self) -> DynGd<T, D>
552 where
553 T: crate::obj::AsDyn<D> + Bounds<Declarer = bounds::DeclUser>,
554 D: ?Sized + 'static,
555 {
556 DynGd::<T, D>::from_gd(self)
557 }
558
559 /// Tries to upgrade to a `DynGd<T, D>` pointer, enabling the `D` abstraction.
560 ///
561 /// If `T`'s dynamic class doesn't implement `AsDyn<D>`, `Err(self)` is returned, meaning you can reuse the original
562 /// object for further casts.
563 pub fn try_dynify<D>(self) -> Result<DynGd<T, D>, Self>
564 where
565 T: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
566 D: ?Sized + 'static,
567 {
568 match try_dynify_object(self) {
569 Ok(dyn_gd) => Ok(dyn_gd),
570 Err((_convert_err, obj)) => Err(obj),
571 }
572 }
573
574 /// Returns a callable referencing a method from this object named `method_name`.
575 ///
576 /// This is shorter syntax for [`Callable::from_object_method(self, method_name)`][Callable::from_object_method].
577 pub fn callable(&self, method_name: impl AsArg<StringName>) -> Callable {
578 Callable::from_object_method(self, method_name)
579 }
580
581 /// Creates a new callable linked to the given object from **single-threaded** Rust function or closure.
582 /// This is shorter syntax for [`Callable::from_linked_fn()`].
583 ///
584 /// `name` is used for the string representation of the closure, which helps with debugging.
585 ///
586 /// Such a callable will be automatically invalidated by Godot when a linked Object is freed.
587 /// If you need a Callable which can live indefinitely, use [`Callable::from_fn()`].
588 pub fn linked_callable<R, F>(
589 &self,
590 method_name: impl Into<crate::builtin::CowStr>,
591 rust_function: F,
592 ) -> Callable
593 where
594 R: ToGodot,
595 F: 'static + FnMut(&[&Variant]) -> R,
596 {
597 Callable::from_linked_fn(method_name, self, rust_function)
598 }
599
600 pub(crate) unsafe fn from_obj_sys_or_none(
601 ptr: sys::GDExtensionObjectPtr,
602 ) -> Result<Self, ConvertError> {
603 unsafe {
604 // Used to have a flag to select RawGd::from_obj_sys_weak(ptr) for Base::to_init_gd(), but solved differently in the end.
605 let obj = RawGd::from_obj_sys(ptr);
606
607 Self::try_from_ffi(obj)
608 }
609 }
610
611 /// Initializes this `Gd<T>` from the object pointer as a **strong ref**, meaning it initializes/increments the reference counter and keeps
612 /// the object alive.
613 ///
614 /// This is the default for most initializations from FFI. In cases where the reference counter should explicitly **not** be updated,
615 /// [`Self::from_obj_sys_weak`] is available.
616 ///
617 /// # Safety
618 /// `ptr` must point to a valid object of this type.
619 pub(crate) unsafe fn from_obj_sys(ptr: sys::GDExtensionObjectPtr) -> Self {
620 sys::strict_assert!(
621 !ptr.is_null(),
622 "Gd::from_obj_sys() called with null pointer"
623 );
624
625 unsafe { Self::from_obj_sys_or_none(ptr) }.unwrap()
626 }
627
628 /// # Safety
629 /// `ptr` must point to a valid object of this type, or null.
630 pub(crate) unsafe fn from_obj_sys_weak_or_none(
631 ptr: sys::GDExtensionObjectPtr,
632 ) -> Result<Self, ConvertError> {
633 unsafe { Self::try_from_ffi(RawGd::from_obj_sys_weak(ptr)) }
634 }
635
636 /// # Safety
637 /// `ptr` must point to a valid object of this type.
638 pub(crate) unsafe fn from_obj_sys_weak(ptr: sys::GDExtensionObjectPtr) -> Self {
639 unsafe { Self::from_obj_sys_weak_or_none(ptr).unwrap() }
640 }
641
642 #[cfg(feature = "trace")] // itest only.
643 #[doc(hidden)]
644 pub unsafe fn __from_obj_sys_weak(ptr: sys::GDExtensionObjectPtr) -> Self {
645 unsafe { Self::from_obj_sys_weak(ptr) }
646 }
647
648 #[doc(hidden)]
649 pub fn obj_sys(&self) -> sys::GDExtensionObjectPtr {
650 self.raw.obj_sys()
651 }
652
653 #[doc(hidden)]
654 pub fn script_sys(&self) -> sys::GDExtensionScriptLanguagePtr
655 where
656 T: Inherits<classes::ScriptLanguage>,
657 {
658 self.raw.script_sys()
659 }
660
661 /// Runs `init_fn` on the address of a pointer (initialized to null). If that pointer is still null after the `init_fn` call,
662 /// then `None` will be returned; otherwise `Gd::from_obj_sys(ptr)`.
663 ///
664 /// This method will **NOT** increment the reference-count of the object, as it assumes the input to come from a Godot API
665 /// return value.
666 ///
667 /// # Safety
668 /// `init_fn` must be a function that correctly handles a _type pointer_ pointing to an _object pointer_.
669 #[doc(hidden)]
670 pub unsafe fn from_sys_init_opt(init_fn: impl FnOnce(sys::GDExtensionTypePtr)) -> Option<Self> {
671 // TODO(uninit) - should we use GDExtensionUninitializedTypePtr instead? Then update all the builtin codegen...
672 let init_fn = |ptr| {
673 init_fn(sys::SysPtr::force_init(ptr));
674 };
675
676 // Note: see _call_native_mb_ret_obj() in godot-cpp, which does things quite different (e.g. querying the instance binding).
677
678 // Initialize pointer with given function. Return Some(ptr) on success, and None otherwise.
679 // SAFETY: init_fn takes a type-ptr pointing to an object-ptr.
680 let object_ptr = unsafe { super::raw_object_init(init_fn) };
681
682 // Do not increment ref-count; assumed to be return value from FFI.
683 sys::ptr_then(object_ptr, |ptr| unsafe { Gd::from_obj_sys_weak(ptr) })
684 }
685
686 /// Defers the given closure to run during [idle time](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-call-deferred).
687 ///
688 /// This is a type-safe alternative to [`Object::call_deferred()`][crate::classes::Object::call_deferred]. The closure receives
689 /// `&mut Self` allowing direct access to Rust fields and methods.
690 ///
691 /// This method is only available for user-defined classes with a `Base<T>` field.
692 /// For engine classes, use [`run_deferred_gd()`][Self::run_deferred_gd] instead.
693 ///
694 /// See also [`WithBaseField::run_deferred()`] if you are within an `impl` block and have access to `self`.
695 ///
696 /// # Panics
697 /// If called outside the main thread.
698 pub fn run_deferred<F>(&mut self, mut_self_method: F)
699 where
700 T: WithBaseField,
701 F: FnOnce(&mut T) + 'static,
702 {
703 self.run_deferred_gd(move |mut gd| {
704 let mut guard = gd.bind_mut();
705 mut_self_method(&mut *guard);
706 });
707 }
708
709 /// Defers the given closure to run during [idle time](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-call-deferred).
710 ///
711 /// This is a type-safe alternative to [`Object::call_deferred()`][crate::classes::Object::call_deferred]. The closure receives
712 /// `Gd<T>`, which can be used to call engine methods or [`bind()`][Gd::bind]/[`bind_mut()`][Gd::bind_mut] to access the Rust object.
713 ///
714 /// See also [`WithBaseField::run_deferred_gd()`] if you are within an `impl` block and have access to `self`.
715 ///
716 /// # Panics
717 /// If called outside the main thread.
718 pub fn run_deferred_gd<F>(&mut self, gd_function: F)
719 where
720 F: FnOnce(Gd<T>) + 'static,
721 {
722 let obj = self.clone();
723 assert!(
724 is_main_thread(),
725 "`run_deferred` must be called on the main thread"
726 );
727
728 let callable = Callable::from_once_fn("run_deferred", move |_| {
729 gd_function(obj);
730 });
731 callable.call_deferred(&[]);
732 }
733}
734
735/// _The methods in this impl block are only available for objects `T` that are manually managed,
736/// i.e. anything that is not `RefCounted` or inherited from it._ <br><br>
737impl<T> Gd<T>
738where
739 T: GodotClass + Bounds<Memory = bounds::MemManual>,
740{
741 /// Destroy the manually-managed Godot object.
742 ///
743 /// Consumes this smart pointer and renders all other `Gd` smart pointers (as well as any GDScript references) to the same object
744 /// immediately invalid. Using those `Gd` instances will lead to panics, but not undefined behavior.
745 ///
746 /// This operation is **safe** and effectively prevents double-free.
747 ///
748 /// Not calling `free()` on manually-managed instances causes memory leaks, unless their ownership is delegated, for
749 /// example to the node tree in case of nodes.
750 ///
751 /// # Panics
752 /// - When the referred-to object has already been destroyed.
753 /// - When this is invoked on an upcast `Gd<Object>` that dynamically points to a reference-counted type (i.e. operation not supported).
754 /// - When the object is bound by an ongoing `bind()` or `bind_mut()` call (through a separate `Gd` pointer).
755 pub fn free(self) {
756 // Note: this method is NOT invoked when the free() call happens dynamically (e.g. through GDScript or reflection).
757 // As such, do not use it for operations and validations to perform upon destruction.
758
759 // free() is likely to be invoked in destructors during panic unwind. In this case, we cannot panic again.
760 // Instead, we print an error and exit free() immediately. The closure is supposed to be used in a unit return statement.
761 let is_panic_unwind = std::thread::panicking();
762 let error_or_panic = |msg: String| {
763 if is_panic_unwind {
764 if crate::private::has_error_print_level(1) {
765 crate::godot_error!(
766 "Encountered 2nd panic in free() during panic unwind; will skip destruction:\n{msg}"
767 );
768 }
769 } else {
770 panic!("{}", msg);
771 }
772 };
773
774 // TODO disallow for singletons, either only at runtime or both at compile time (new memory policy) and runtime
775 use bounds::Declarer;
776
777 // Runtime check in case of T=Object, no-op otherwise
778 let ref_counted =
779 <<T as Bounds>::DynMemory as bounds::DynMemory>::is_ref_counted(&self.raw);
780 if ref_counted == Some(true) {
781 return error_or_panic(format!(
782 "Called free() on Gd<Object> which points to a RefCounted dynamic type; free() only supported for manually managed types\n\
783 Object: {self:?}"
784 ));
785 }
786
787 // If ref_counted returned None, that means the instance was destroyed
788 if ref_counted != Some(false) || (cfg!(safeguards_balanced) && !self.is_instance_valid()) {
789 return error_or_panic("called free() on already destroyed object".to_string());
790 }
791
792 // If the object is still alive, make sure the dynamic type matches. Necessary because subsequent checks may rely on the
793 // static type information to be correct. This is a no-op in Release mode.
794 // Skip check during panic unwind; would need to rewrite whole thing to use Result instead. Having BOTH panic-in-panic and bad type is
795 // a very unlikely corner case.
796 #[cfg(safeguards_strict)] #[cfg_attr(published_docs, doc(cfg(safeguards_strict)))]
797 if !is_panic_unwind {
798 self.raw
799 .check_dynamic_type(&crate::meta::CallContext::gd::<T>("free"));
800 }
801
802 // SAFETY: object must be alive, which was just checked above. No multithreading here.
803 // Also checked in the C free_instance_func callback, however error message can be more precise here, and we don't need to instruct
804 // the engine about object destruction. Both paths are tested.
805 let bound = unsafe { T::Declarer::is_currently_bound(&self.raw) };
806 if bound {
807 return error_or_panic(
808 "called free() while a bind() or bind_mut() call is active".to_string(),
809 );
810 }
811
812 // SAFETY: object alive as checked.
813 // This destroys the Storage instance, no need to run destructor again.
814 unsafe {
815 sys::interface_fn!(object_destroy)(self.raw.obj_sys());
816 }
817
818 // Deallocate associated data in Gd, without destroying the object pointer itself (already done above).
819 self.drop_weak()
820 }
821}
822
823/// _The methods in this impl block are only available for objects `T` that are reference-counted,
824/// i.e. anything that inherits `RefCounted`._ <br><br>
825impl<T> Gd<T>
826where
827 T: GodotClass + Bounds<Memory = bounds::MemRefCounted>,
828{
829 /// Makes sure that `self` does not share references with other `Gd` instances.
830 ///
831 /// Succeeds if the reference count is 1.
832 /// Otherwise, returns the shared object and its reference count.
833 ///
834 /// ## Example
835 ///
836 /// ```no_run
837 /// use godot::prelude::*;
838 ///
839 /// let obj = RefCounted::new_gd();
840 /// match obj.try_to_unique() {
841 /// Ok(unique_obj) => {
842 /// // No other Gd<T> shares a reference with `unique_obj`.
843 /// },
844 /// Err((shared_obj, ref_count)) => {
845 /// // `shared_obj` is the original object `obj`.
846 /// // `ref_count` is the total number of references (including one held by `shared_obj`).
847 /// }
848 /// }
849 /// ```
850 pub fn try_to_unique(self) -> Result<Self, (Self, usize)> {
851 use crate::obj::bounds::DynMemory as _;
852
853 match <T as Bounds>::DynMemory::get_ref_count(&self.raw) {
854 Some(1) => Ok(self),
855 Some(ref_count) => Err((self, ref_count)),
856 None => unreachable!(),
857 }
858 }
859}
860
861impl<T> Gd<T>
862where
863 T: GodotClass + Bounds<Declarer = bounds::DeclEngine>,
864{
865 /// Represents `null` when passing an object argument to Godot.
866 ///
867 /// This expression is only intended for function argument lists. It can be used whenever a Godot signature accepts
868 /// [`AsArg<Option<Gd<T>>>`][crate::meta::AsArg]. `Gd::null_arg()` as an argument is equivalent to `Option::<Gd<T>>::None`, but less wordy.
869 ///
870 /// To work with objects that can be null, use `Option<Gd<T>>` instead. For APIs that accept `Variant`, you can pass [`Variant::nil()`].
871 ///
872 /// # Nullability
873 /// <div class="warning">
874 /// The GDExtension API does not inform about nullability of its function parameters. It is up to you to verify that the arguments you pass
875 /// are only null when this is allowed. Doing this wrong should be safe, but can lead to the function call failing.
876 /// </div>
877 ///
878 /// # Example
879 /// ```no_run
880 /// # fn some_node() -> Gd<Node> { unimplemented!() }
881 /// use godot::prelude::*;
882 ///
883 /// let mut shape: Gd<Node> = some_node();
884 /// shape.set_owner(Gd::null_arg());
885 pub fn null_arg() -> impl AsArg<Option<Gd<T>>> {
886 meta::NullArg(std::marker::PhantomData)
887 }
888}
889
890impl<T> Gd<T>
891where
892 T: WithSignals,
893{
894 /// Access user-defined signals of this object.
895 ///
896 /// For classes that have at least one `#[signal]` defined, returns a collection of signal names. Each returned signal has a specialized
897 /// API for connecting and emitting signals in a type-safe way. This method is the equivalent of [`WithUserSignals::signals()`], but when
898 /// called externally (not from `self`). Furthermore, this is also available for engine classes, not just user-defined ones.
899 ///
900 /// When you are within the `impl` of a class, use `self.signals()` directly instead.
901 ///
902 /// If you haven't already, read the [book chapter about signals](https://godot-rust.github.io/book/register/signals.html) for a
903 /// walkthrough.
904 ///
905 /// [`WithUserSignals::signals()`]: crate::obj::WithUserSignals::signals()
906 pub fn signals(&self) -> T::SignalCollection<'_, T> {
907 T::__signals_from_external(self)
908 }
909}
910
911// ----------------------------------------------------------------------------------------------------------------------------------------------
912// Trait impls
913
914/// Dereferences to the nearest engine class, enabling direct calls to its `&self` methods.
915///
916/// For engine classes, returns `T` itself. For user classes, returns `T::Base` (the direct engine base class).
917/// The bound ensures that the target is always an engine-provided class.
918impl<T: GodotClass> Deref for Gd<T>
919where
920 GdDerefTarget<T>: Bounds<Declarer = bounds::DeclEngine>,
921{
922 // Target is always an engine class:
923 // * if T is an engine class => T
924 // * if T is a user class => T::Base
925 type Target = GdDerefTarget<T>;
926
927 fn deref(&self) -> &Self::Target {
928 self.raw.as_target()
929 }
930}
931
932/// Mutably dereferences to the nearest engine class, enabling direct calls to its `&mut self` methods.
933///
934/// For engine classes, returns `T` itself. For user classes, returns `T::Base` (the direct engine base class).
935/// The bound ensures that the target is always an engine-provided class.
936impl<T: GodotClass> DerefMut for Gd<T>
937where
938 GdDerefTarget<T>: Bounds<Declarer = bounds::DeclEngine>,
939{
940 fn deref_mut(&mut self) -> &mut Self::Target {
941 self.raw.as_target_mut()
942 }
943}
944
945impl<T: GodotClass> GodotConvert for Gd<T> {
946 type Via = Gd<T>;
947
948 fn godot_shape() -> GodotShape {
949 use crate::meta::shape::ClassHeritage;
950
951 let heritage = if T::inherits::<classes::Resource>() {
952 ClassHeritage::Resource
953 } else if T::inherits::<classes::Node>() {
954 ClassHeritage::Node
955 } else {
956 ClassHeritage::Other
957 };
958
959 let class_id = T::class_id();
960 GodotShape::Class {
961 class_id,
962 heritage,
963 is_nullable: false,
964 }
965 }
966}
967
968impl<T: GodotClass> ToGodot for Gd<T> {
969 type Pass = meta::ByObject;
970
971 fn to_godot(&self) -> &Self {
972 // Note: Gd<T> never null, so no need to check raw.is_null().
973 self.raw.check_rtti("to_godot");
974 self
975 }
976}
977
978impl<T: GodotClass> FromGodot for Gd<T> {
979 fn try_from_godot(via: Self::Via) -> Result<Self, ConvertError> {
980 Ok(via)
981 }
982}
983
984// Keep in sync with DynGd.
985impl<T: GodotClass> GodotType for Gd<T> {
986 // Some #[doc(hidden)] are repeated despite already declared in trait; some IDEs suggest in auto-complete otherwise.
987 type Ffi = RawGd<T>;
988
989 type ToFfi<'f>
990 = RefArg<'f, RawGd<T>>
991 where
992 Self: 'f;
993
994 #[doc(hidden)]
995 fn to_ffi(&self) -> Self::ToFfi<'_> {
996 RefArg::new(&self.raw)
997 }
998
999 #[doc(hidden)]
1000 fn into_ffi(self) -> Self::Ffi {
1001 self.raw
1002 }
1003
1004 fn try_from_ffi(raw: Self::Ffi) -> Result<Self, ConvertError> {
1005 if raw.is_null() {
1006 Err(FromFfiError::NullRawGd.into_error(raw))
1007 } else {
1008 Ok(Self { raw })
1009 }
1010 }
1011
1012 fn qualifies_as_special_none(from_variant: &Variant) -> bool {
1013 // Behavior in Godot 4.2 when unsetting an #[export]'ed property:
1014 // 🔁 reset button: passes null object pointer inside Variant (as expected).
1015 // 🧹 clear button: sends a NodePath with an empty string (!?).
1016
1017 // We recognize the latter case and return a Gd::null() instead of failing to convert the NodePath.
1018 if let Ok(node_path) = from_variant.try_to::<NodePath>()
1019 && node_path.is_empty()
1020 {
1021 return true;
1022 }
1023
1024 false
1025 }
1026
1027 fn as_object_arg(&self) -> meta::ObjectArg<'_> {
1028 meta::ObjectArg::from_gd(self)
1029 }
1030}
1031
1032impl<T: GodotClass> Element for Gd<T> {}
1033
1034impl<T: GodotClass> GodotNullableType for Gd<T> {
1035 fn ffi_null() -> RawGd<T> {
1036 RawGd::null()
1037 }
1038
1039 fn ffi_null_ref<'f>() -> RefArg<'f, RawGd<T>>
1040 where
1041 Self: 'f,
1042 {
1043 RefArg::null_ref()
1044 }
1045
1046 fn ffi_is_null(ffi: &RawGd<T>) -> bool {
1047 ffi.is_null()
1048 }
1049}
1050
1051impl<T: GodotClass> Element for Option<Gd<T>> {}
1052
1053impl<T> Default for Gd<T>
1054where
1055 T: cap::GodotDefault + Bounds<Memory = bounds::MemRefCounted>,
1056{
1057 /// Creates a default-constructed `T` inside a smart pointer.
1058 ///
1059 /// This is equivalent to the GDScript expression `T.new()`, and to the shorter Rust expression `T::new_gd()`.
1060 ///
1061 /// This trait is only implemented for reference-counted classes. Classes with manually-managed memory (e.g. `Node`) are not covered,
1062 /// because they need explicit memory management, and deriving `Default` has a high chance of the user forgetting to call `free()` on those.
1063 /// `T::new_alloc()` should be used for those instead.
1064 fn default() -> Self {
1065 T::__godot_default()
1066 }
1067}
1068
1069impl<T: GodotClass> Clone for Gd<T> {
1070 fn clone(&self) -> Self {
1071 out!("Gd::clone");
1072 Self {
1073 raw: self.raw.clone(),
1074 }
1075 }
1076}
1077
1078impl<T: GodotClass> SimpleVar for Gd<T> {}
1079
1080/// See [`Gd` Exporting](struct.Gd.html#exporting) section.
1081impl<T> Export for Option<Gd<T>>
1082where
1083 T: GodotClass + Bounds<Exportable = bounds::Yes>,
1084 Option<Gd<T>>: Var,
1085{
1086 #[doc(hidden)]
1087 fn as_node_class() -> Option<ClassId> {
1088 PropertyHintInfo::object_as_node_class::<T>()
1089 }
1090}
1091
1092impl<T: GodotClass> Default for OnEditor<Gd<T>> {
1093 fn default() -> Self {
1094 OnEditor::gd_invalid()
1095 }
1096}
1097
1098impl<T> GodotConvert for OnEditor<Gd<T>>
1099where
1100 T: GodotClass,
1101 Option<<Gd<T> as GodotConvert>::Via>: GodotType,
1102{
1103 type Via = Option<<Gd<T> as GodotConvert>::Via>;
1104
1105 fn godot_shape() -> GodotShape {
1106 Gd::<T>::godot_shape()
1107 }
1108}
1109
1110impl<T> Var for OnEditor<Gd<T>>
1111where
1112 T: GodotClass,
1113{
1114 // Not Option<...> -- accessing from Rust through Var trait should not expose larger API than OnEditor itself.
1115 type PubType = <Gd<T> as GodotConvert>::Via;
1116
1117 fn var_get(field: &Self) -> Self::Via {
1118 Self::get_property_inner(field)
1119 }
1120
1121 fn var_set(field: &mut Self, value: Self::Via) {
1122 Self::set_property_inner(field, value);
1123 }
1124
1125 fn var_pub_get(field: &Self) -> Self::PubType {
1126 Self::var_get(field).expect("generated #[var(pub)] getter: uninitialized OnEditor<Gd<T>>")
1127 }
1128
1129 fn var_pub_set(field: &mut Self, value: Self::PubType) {
1130 Self::var_set(field, Some(value))
1131 }
1132}
1133
1134/// See [`Gd` Exporting](struct.Gd.html#exporting) section.
1135impl<T> Export for OnEditor<Gd<T>>
1136where
1137 Self: Var,
1138 T: GodotClass + Bounds<Exportable = bounds::Yes>,
1139{
1140 #[doc(hidden)]
1141 fn as_node_class() -> Option<ClassId> {
1142 PropertyHintInfo::object_as_node_class::<T>()
1143 }
1144}
1145
1146impl<T: GodotClass> PartialEq for Gd<T> {
1147 /// ⚠️ Returns whether two `Gd` pointers point to the same object.
1148 ///
1149 /// # Panics
1150 /// When `self` or `other` is dead.
1151 fn eq(&self, other: &Self) -> bool {
1152 // Panics when one is dead
1153 self.instance_id() == other.instance_id()
1154 }
1155}
1156
1157impl<T: GodotClass> Eq for Gd<T> {}
1158
1159impl<T: GodotClass> Display for Gd<T> {
1160 fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
1161 classes::display_string(self, f)
1162 }
1163}
1164
1165impl<T: GodotClass> Debug for Gd<T> {
1166 fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
1167 classes::debug_string(self, f, "Gd")
1168 }
1169}
1170
1171impl<T: GodotClass> std::hash::Hash for Gd<T> {
1172 /// ⚠️ Hashes this object based on its instance ID.
1173 ///
1174 /// # Panics
1175 /// When `self` is dead.
1176 fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
1177 self.instance_id().hash(state);
1178 }
1179}
1180
1181// Gd unwinding across panics does not invalidate any invariants;
1182// its mutability is anyway present, in the Godot engine.
1183impl<T: GodotClass> std::panic::UnwindSafe for Gd<T> {}
1184impl<T: GodotClass> std::panic::RefUnwindSafe for Gd<T> {}