virtualx-engine/modules/mono/mono_gd/gd_mono.cpp

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/*************************************************************************/
/* gd_mono.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "gd_mono.h"
#include <mono/metadata/environment.h>
#include <mono/metadata/exception.h>
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#include <mono/metadata/mono-config.h>
#include <mono/metadata/mono-debug.h>
#include <mono/metadata/mono-gc.h>
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#include <mono/metadata/profiler.h>
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#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/os/os.h"
#include "core/os/thread.h"
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#include "../csharp_script.h"
#include "../godotsharp_dirs.h"
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#include "../utils/path_utils.h"
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#include "gd_mono_cache.h"
#include "gd_mono_class.h"
#include "gd_mono_marshal.h"
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#include "gd_mono_utils.h"
#ifdef TOOLS_ENABLED
#include "main/main.h"
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#endif
#ifdef ANDROID_ENABLED
#include "android_mono_config.h"
#include "support/android_support.h"
#elif defined(IPHONE_ENABLED)
#include "support/ios_support.h"
#endif
#if defined(TOOL_ENABLED) && defined(GD_MONO_SINGLE_APPDOMAIN)
// This will no longer be the case if we replace appdomains with AssemblyLoadContext
#error "Editor build requires support for multiple appdomains"
#endif
#if defined(GD_MONO_HOT_RELOAD) && defined(GD_MONO_SINGLE_APPDOMAIN)
#error "Hot reloading requires multiple appdomains"
#endif
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// TODO:
// This has turn into a gigantic mess. There's too much going on here. Too much #ifdef as well.
// It's just painful to read... It needs to be re-structured. Please, clean this up, future me.
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GDMono *GDMono::singleton = nullptr;
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namespace {
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#if defined(JAVASCRIPT_ENABLED)
extern "C" {
void mono_wasm_load_runtime(const char *managed_path, int enable_debugging);
}
#endif
#if !defined(JAVASCRIPT_ENABLED)
void gd_mono_setup_runtime_main_args() {
CharString execpath = OS::get_singleton()->get_executable_path().utf8();
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
List<CharString> cmdline_args_utf8;
Vector<char *> main_args;
main_args.resize(cmdline_args.size() + 1);
main_args.write[0] = execpath.ptrw();
int i = 1;
for (const String &E : cmdline_args) {
CharString &stored = cmdline_args_utf8.push_back(E.utf8())->get();
main_args.write[i] = stored.ptrw();
i++;
}
mono_runtime_set_main_args(main_args.size(), main_args.ptrw());
}
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void gd_mono_profiler_init() {
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String profiler_args = GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd");
bool profiler_enabled = GLOBAL_DEF("mono/profiler/enabled", false);
if (profiler_enabled) {
mono_profiler_load(profiler_args.utf8());
return;
}
const String env_var_name = "MONO_ENV_OPTIONS";
if (OS::get_singleton()->has_environment(env_var_name)) {
const String mono_env_ops = OS::get_singleton()->get_environment(env_var_name);
// Usually MONO_ENV_OPTIONS looks like: --profile=jb:prof=timeline,ctl=remote,host=127.0.0.1:55467
const String prefix = "--profile=";
if (mono_env_ops.begins_with(prefix)) {
const String ops = mono_env_ops.substr(prefix.length(), mono_env_ops.length());
mono_profiler_load(ops.utf8());
}
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}
}
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void gd_mono_debug_init() {
CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8();
if (da_args.length()) {
OS::get_singleton()->set_environment("GODOT_MONO_DEBUGGER_AGENT", String());
}
#ifdef TOOLS_ENABLED
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int da_port = GLOBAL_DEF("mono/debugger_agent/port", 23685);
bool da_suspend = GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false);
int da_timeout = GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000);
if (Engine::get_singleton()->is_editor_hint() ||
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ProjectSettings::get_singleton()->get_resource_path().is_empty() ||
Main::is_project_manager()) {
if (da_args.size() == 0) {
return;
}
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}
if (da_args.length() == 0) {
da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) +
",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n"))
.utf8();
}
#else
if (da_args.length() == 0)
return; // Exported games don't use the project settings to setup the debugger agent
#endif
// Debugging enabled
mono_debug_init(MONO_DEBUG_FORMAT_MONO);
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// --debugger-agent=help
const char *options[] = {
"--soft-breakpoints",
da_args.get_data()
};
mono_jit_parse_options(2, (char **)options);
}
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#endif // !defined(JAVASCRIPT_ENABLED)
#if defined(JAVASCRIPT_ENABLED)
MonoDomain *gd_initialize_mono_runtime() {
const char *vfs_prefix = "managed";
int enable_debugging = 0;
// TODO: Provide a way to enable debugging on WASM release builds.
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#ifdef DEBUG_ENABLED
enable_debugging = 1;
#endif
mono_wasm_load_runtime(vfs_prefix, enable_debugging);
return mono_get_root_domain();
}
#else
MonoDomain *gd_initialize_mono_runtime() {
gd_mono_debug_init();
#if defined(IPHONE_ENABLED) || defined(ANDROID_ENABLED)
// I don't know whether this actually matters or not
const char *runtime_version = "mobile";
#else
const char *runtime_version = "v4.0.30319";
#endif
return mono_jit_init_version("GodotEngine.RootDomain", runtime_version);
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}
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#endif
} // namespace
void GDMono::add_mono_shared_libs_dir_to_path() {
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// TODO: Replace this with a mono_dl_fallback
// By default Mono seems to search shared libraries in the following directories:
// Current working directory, @executable_path@ and PATH
// The parent directory of the image file (assembly where the dllimport method is declared)
// @executable_path@/../lib
// @executable_path@/../Libraries (__MACH__ only)
// This does not work when embedding Mono unless we use the same directory structure.
// To fix this we append the directory containing our shared libraries to PATH.
#if defined(WINDOWS_ENABLED) || defined(UNIX_ENABLED)
String path_var("PATH");
String path_value = OS::get_singleton()->get_environment(path_var);
#ifdef WINDOWS_ENABLED
path_value += ';';
String bundled_bin_dir = GodotSharpDirs::get_data_mono_bin_dir();
#ifdef TOOLS_ENABLED
if (DirAccess::exists(bundled_bin_dir)) {
path_value += bundled_bin_dir;
} else {
path_value += mono_reg_info.bin_dir;
}
#else
if (DirAccess::exists(bundled_bin_dir))
path_value += bundled_bin_dir;
#endif // TOOLS_ENABLED
#else
path_value += ':';
String bundled_lib_dir = GodotSharpDirs::get_data_mono_lib_dir();
if (DirAccess::exists(bundled_lib_dir)) {
path_value += bundled_lib_dir;
} else {
// TODO: Do we need to add the lib dir when using the system installed Mono on Unix platforms?
}
#endif // WINDOWS_ENABLED
OS::get_singleton()->set_environment(path_var, path_value);
#endif // WINDOWS_ENABLED || UNIX_ENABLED
}
void GDMono::determine_mono_dirs(String &r_assembly_rootdir, String &r_config_dir) {
String bundled_assembly_rootdir = GodotSharpDirs::get_data_mono_lib_dir();
String bundled_config_dir = GodotSharpDirs::get_data_mono_etc_dir();
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
#ifdef TOOLS_ENABLED
#if defined(WINDOWS_ENABLED)
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mono_reg_info = MonoRegUtils::find_mono();
if (mono_reg_info.assembly_dir.length() && DirAccess::exists(mono_reg_info.assembly_dir)) {
r_assembly_rootdir = mono_reg_info.assembly_dir;
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}
if (mono_reg_info.config_dir.length() && DirAccess::exists(mono_reg_info.config_dir)) {
r_config_dir = mono_reg_info.config_dir;
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}
#elif defined(OSX_ENABLED)
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
const char *c_assembly_rootdir = mono_assembly_getrootdir();
const char *c_config_dir = mono_get_config_dir();
if (!c_assembly_rootdir || !c_config_dir || !DirAccess::exists(c_assembly_rootdir) || !DirAccess::exists(c_config_dir)) {
Vector<const char *> locations;
locations.push_back("/Library/Frameworks/Mono.framework/Versions/Current/");
locations.push_back("/usr/local/var/homebrew/linked/mono/");
for (int i = 0; i < locations.size(); i++) {
String hint_assembly_rootdir = path::join(locations[i], "lib");
String hint_mscorlib_path = path::join(hint_assembly_rootdir, "mono", "4.5", "mscorlib.dll");
String hint_config_dir = path::join(locations[i], "etc");
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
if (FileAccess::exists(hint_mscorlib_path) && DirAccess::exists(hint_config_dir)) {
r_assembly_rootdir = hint_assembly_rootdir;
r_config_dir = hint_config_dir;
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
break;
}
}
}
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
#endif
if (DirAccess::exists(bundled_assembly_rootdir)) {
r_assembly_rootdir = bundled_assembly_rootdir;
}
if (DirAccess::exists(bundled_config_dir)) {
r_config_dir = bundled_config_dir;
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
}
#ifdef WINDOWS_ENABLED
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if (r_assembly_rootdir.is_empty() || r_config_dir.is_empty()) {
ERR_PRINT("Cannot find Mono in the registry.");
// Assertion: if they are not set, then they weren't found in the registry
CRASH_COND(mono_reg_info.assembly_dir.length() > 0 || mono_reg_info.config_dir.length() > 0);
}
#endif // WINDOWS_ENABLED
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#else
// Export templates always use the bundled directories
r_assembly_rootdir = bundled_assembly_rootdir;
r_config_dir = bundled_config_dir;
#endif
}
void GDMono::initialize() {
ERR_FAIL_NULL(Engine::get_singleton());
print_verbose("Mono: Initializing module...");
char *runtime_build_info = mono_get_runtime_build_info();
print_verbose("Mono JIT compiler version " + String(runtime_build_info));
mono_free(runtime_build_info);
_init_godot_api_hashes();
_init_exception_policy();
GDMonoLog::get_singleton()->initialize();
2017-10-02 23:24:00 +02:00
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#if !defined(JAVASCRIPT_ENABLED)
String assembly_rootdir;
String config_dir;
determine_mono_dirs(assembly_rootdir, config_dir);
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
// Leak if we call mono_set_dirs more than once
2020-04-02 01:20:12 +02:00
mono_set_dirs(assembly_rootdir.length() ? assembly_rootdir.utf8().get_data() : nullptr,
config_dir.length() ? config_dir.utf8().get_data() : nullptr);
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
add_mono_shared_libs_dir_to_path();
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#endif
#ifdef ANDROID_ENABLED
mono_config_parse_memory(get_godot_android_mono_config().utf8().get_data());
#else
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mono_config_parse(nullptr);
#endif
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#if defined(ANDROID_ENABLED)
gdmono::android::support::initialize();
#elif defined(IPHONE_ENABLED)
gdmono::ios::support::initialize();
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#endif
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GDMonoAssembly::initialize();
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#if !defined(JAVASCRIPT_ENABLED)
gd_mono_profiler_init();
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#endif
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mono_install_unhandled_exception_hook(&unhandled_exception_hook, nullptr);
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#ifndef TOOLS_ENABLED
// Exported games that don't use C# must still work. They likely don't ship with mscorlib.
// We only initialize the Mono runtime if we can find mscorlib. Otherwise it would crash.
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if (GDMonoAssembly::find_assembly("mscorlib.dll").is_empty()) {
print_verbose("Mono: Skipping runtime initialization because 'mscorlib.dll' could not be found");
return;
}
#endif
#if !defined(NO_MONO_THREADS_SUSPEND_WORKAROUND)
// FIXME: Temporary workaround. See: https://github.com/godotengine/godot/issues/29812
if (!OS::get_singleton()->has_environment("MONO_THREADS_SUSPEND")) {
OS::get_singleton()->set_environment("MONO_THREADS_SUSPEND", "preemptive");
}
#endif
// NOTE: Internal calls must be registered after the Mono runtime initialization.
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// Otherwise registration fails with the error: 'assertion 'hash != nullptr' failed'.
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root_domain = gd_initialize_mono_runtime();
ERR_FAIL_NULL_MSG(root_domain, "Mono: Failed to initialize runtime.");
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GDMonoUtils::set_main_thread(GDMonoUtils::get_current_thread());
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#if !defined(JAVASCRIPT_ENABLED)
gd_mono_setup_runtime_main_args(); // Required for System.Environment.GetCommandLineArgs
#endif
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runtime_initialized = true;
print_verbose("Mono: Runtime initialized");
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#if defined(ANDROID_ENABLED)
gdmono::android::support::register_internal_calls();
#endif
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// mscorlib assembly MUST be present at initialization
bool corlib_loaded = _load_corlib_assembly();
ERR_FAIL_COND_MSG(!corlib_loaded, "Mono: Failed to load mscorlib assembly.");
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#ifndef GD_MONO_SINGLE_APPDOMAIN
Error domain_load_err = _load_scripts_domain();
ERR_FAIL_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain.");
#else
scripts_domain = root_domain;
#endif
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_register_internal_calls();
print_verbose("Mono: INITIALIZED");
}
void GDMono::initialize_load_assemblies() {
#ifndef MONO_GLUE_ENABLED
CRASH_NOW_MSG("Mono: This binary was built with 'mono_glue=no'; cannot load assemblies.");
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
2018-10-03 19:01:57 +02:00
#endif
// Load assemblies. The API and tools assemblies are required,
// the application is aborted if these assemblies cannot be loaded.
_load_api_assemblies();
#if defined(TOOLS_ENABLED)
bool tool_assemblies_loaded = _load_tools_assemblies();
CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
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if (Main::is_project_manager()) {
return;
}
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#endif
// Load the project's main assembly. This doesn't necessarily need to succeed.
// The game may not be using .NET at all, or if the project does use .NET and
// we're running in the editor, it may just happen to be it wasn't built yet.
if (!_load_project_assembly()) {
if (OS::get_singleton()->is_stdout_verbose()) {
print_error("Mono: Failed to load project assembly");
}
}
}
bool GDMono::_are_api_assemblies_out_of_sync() {
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bool out_of_sync = core_api_assembly.assembly && (core_api_assembly.out_of_sync || !GDMonoCache::cached_data.godot_api_cache_updated);
#ifdef TOOLS_ENABLED
if (!out_of_sync) {
out_of_sync = editor_api_assembly.assembly && editor_api_assembly.out_of_sync;
}
#endif
return out_of_sync;
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}
namespace GodotSharpBindings {
#ifdef MONO_GLUE_ENABLED
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uint64_t get_core_api_hash();
#ifdef TOOLS_ENABLED
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uint64_t get_editor_api_hash();
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#endif
uint32_t get_bindings_version();
uint32_t get_cs_glue_version();
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void register_generated_icalls();
#else
uint64_t get_core_api_hash() {
GD_UNREACHABLE();
}
#ifdef TOOLS_ENABLED
uint64_t get_editor_api_hash() {
GD_UNREACHABLE();
}
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#endif
uint32_t get_bindings_version() {
GD_UNREACHABLE();
}
uint32_t get_cs_glue_version() {
GD_UNREACHABLE();
}
void register_generated_icalls() {
/* Fine, just do nothing */
}
#endif // MONO_GLUE_ENABLED
} // namespace GodotSharpBindings
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void GDMono::_register_internal_calls() {
GodotSharpBindings::register_generated_icalls();
}
void GDMono::_init_godot_api_hashes() {
#if defined(MONO_GLUE_ENABLED) && defined(DEBUG_METHODS_ENABLED)
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if (get_api_core_hash() != GodotSharpBindings::get_core_api_hash()) {
ERR_PRINT("Mono: Core API hash mismatch.");
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}
#ifdef TOOLS_ENABLED
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if (get_api_editor_hash() != GodotSharpBindings::get_editor_api_hash()) {
ERR_PRINT("Mono: Editor API hash mismatch.");
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}
#endif // TOOLS_ENABLED
#endif // MONO_GLUE_ENABLED && DEBUG_METHODS_ENABLED
}
void GDMono::_init_exception_policy() {
PropertyInfo exc_policy_prop = PropertyInfo(Variant::INT, "mono/unhandled_exception_policy", PROPERTY_HINT_ENUM,
vformat("Terminate Application:%s,Log Error:%s", (int)POLICY_TERMINATE_APP, (int)POLICY_LOG_ERROR));
unhandled_exception_policy = (UnhandledExceptionPolicy)(int)GLOBAL_DEF(exc_policy_prop.name, (int)POLICY_TERMINATE_APP);
ProjectSettings::get_singleton()->set_custom_property_info(exc_policy_prop.name, exc_policy_prop);
if (Engine::get_singleton()->is_editor_hint()) {
// Unhandled exceptions should not terminate the editor
unhandled_exception_policy = POLICY_LOG_ERROR;
}
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}
void GDMono::add_assembly(int32_t p_domain_id, GDMonoAssembly *p_assembly) {
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assemblies[p_domain_id][p_assembly->get_name()] = p_assembly;
}
GDMonoAssembly *GDMono::get_loaded_assembly(const String &p_name) {
if (p_name == "mscorlib" && corlib_assembly) {
return corlib_assembly;
}
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MonoDomain *domain = mono_domain_get();
int32_t domain_id = domain ? mono_domain_get_id(domain) : 0;
GDMonoAssembly **result = assemblies[domain_id].getptr(p_name);
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return result ? *result : nullptr;
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}
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bool GDMono::load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly) {
#ifdef DEBUG_ENABLED
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CRASH_COND(!r_assembly);
#endif
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MonoAssemblyName *aname = mono_assembly_name_new(p_name.utf8());
bool result = load_assembly(p_name, aname, r_assembly, p_refonly);
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mono_assembly_name_free(aname);
mono_free(aname);
return result;
}
bool GDMono::load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly) {
#ifdef DEBUG_ENABLED
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CRASH_COND(!r_assembly);
#endif
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return load_assembly(p_name, p_aname, r_assembly, p_refonly, GDMonoAssembly::get_default_search_dirs());
}
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bool GDMono::load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly, const Vector<String> &p_search_dirs) {
#ifdef DEBUG_ENABLED
CRASH_COND(!r_assembly);
#endif
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print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "...");
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GDMonoAssembly *assembly = GDMonoAssembly::load(p_name, p_aname, p_refonly, p_search_dirs);
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if (!assembly) {
return false;
}
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*r_assembly = assembly;
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print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path());
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return true;
}
bool GDMono::load_assembly_from(const String &p_name, const String &p_path, GDMonoAssembly **r_assembly, bool p_refonly) {
CRASH_COND(!r_assembly);
print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "...");
GDMonoAssembly *assembly = GDMonoAssembly::load_from(p_name, p_path, p_refonly);
if (!assembly) {
return false;
}
*r_assembly = assembly;
print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path());
return true;
}
ApiAssemblyInfo::Version ApiAssemblyInfo::Version::get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, ApiAssemblyInfo::Type p_api_type) {
ApiAssemblyInfo::Version api_assembly_version;
const char *nativecalls_name = p_api_type == ApiAssemblyInfo::API_CORE ?
BINDINGS_CLASS_NATIVECALLS :
BINDINGS_CLASS_NATIVECALLS_EDITOR;
GDMonoClass *nativecalls_klass = p_api_assembly->get_class(BINDINGS_NAMESPACE, nativecalls_name);
if (nativecalls_klass) {
GDMonoField *api_hash_field = nativecalls_klass->get_field("godot_api_hash");
if (api_hash_field) {
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api_assembly_version.godot_api_hash = GDMonoMarshal::unbox<uint64_t>(api_hash_field->get_value(nullptr));
}
GDMonoField *binds_ver_field = nativecalls_klass->get_field("bindings_version");
if (binds_ver_field) {
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api_assembly_version.bindings_version = GDMonoMarshal::unbox<uint32_t>(binds_ver_field->get_value(nullptr));
}
GDMonoField *cs_glue_ver_field = nativecalls_klass->get_field("cs_glue_version");
if (cs_glue_ver_field) {
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api_assembly_version.cs_glue_version = GDMonoMarshal::unbox<uint32_t>(cs_glue_ver_field->get_value(nullptr));
}
}
return api_assembly_version;
}
String ApiAssemblyInfo::to_string(ApiAssemblyInfo::Type p_type) {
return p_type == ApiAssemblyInfo::API_CORE ? "API_CORE" : "API_EDITOR";
}
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bool GDMono::_load_corlib_assembly() {
if (corlib_assembly) {
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return true;
}
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bool success = load_assembly("mscorlib", &corlib_assembly);
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if (success) {
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GDMonoCache::update_corlib_cache();
}
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return success;
}
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#ifdef TOOLS_ENABLED
bool GDMono::copy_prebuilt_api_assembly(ApiAssemblyInfo::Type p_api_type, const String &p_config) {
String src_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config);
String dst_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config);
String assembly_name = p_api_type == ApiAssemblyInfo::API_CORE ? CORE_API_ASSEMBLY_NAME : EDITOR_API_ASSEMBLY_NAME;
// Create destination directory if needed
if (!DirAccess::exists(dst_dir)) {
DirAccess *da = DirAccess::create_for_path(dst_dir);
Error err = da->make_dir_recursive(dst_dir);
memdelete(da);
if (err != OK) {
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ERR_PRINT("Failed to create destination directory for the API assemblies. Error: " + itos(err) + ".");
return false;
}
}
DirAccessRef da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
String xml_file = assembly_name + ".xml";
if (da->copy(src_dir.plus_file(xml_file), dst_dir.plus_file(xml_file)) != OK) {
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WARN_PRINT("Failed to copy '" + xml_file + "'.");
}
String pdb_file = assembly_name + ".pdb";
if (da->copy(src_dir.plus_file(pdb_file), dst_dir.plus_file(pdb_file)) != OK) {
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WARN_PRINT("Failed to copy '" + pdb_file + "'.");
}
String assembly_file = assembly_name + ".dll";
if (da->copy(src_dir.plus_file(assembly_file), dst_dir.plus_file(assembly_file)) != OK) {
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ERR_PRINT("Failed to copy '" + assembly_file + "'.");
return false;
}
return true;
}
static bool try_get_cached_api_hash_for(const String &p_api_assemblies_dir, bool &r_out_of_sync) {
String core_api_assembly_path = p_api_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll");
String editor_api_assembly_path = p_api_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
if (!FileAccess::exists(core_api_assembly_path) || !FileAccess::exists(editor_api_assembly_path)) {
return false;
}
String cached_api_hash_path = p_api_assemblies_dir.plus_file("api_hash_cache.cfg");
if (!FileAccess::exists(cached_api_hash_path)) {
return false;
}
Ref<ConfigFile> cfg;
cfg.instantiate();
Error cfg_err = cfg->load(cached_api_hash_path);
ERR_FAIL_COND_V(cfg_err != OK, false);
// Checking the modified time is good enough
if (FileAccess::get_modified_time(core_api_assembly_path) != (uint64_t)cfg->get_value("core", "modified_time") ||
FileAccess::get_modified_time(editor_api_assembly_path) != (uint64_t)cfg->get_value("editor", "modified_time")) {
return false;
}
r_out_of_sync = GodotSharpBindings::get_bindings_version() != (uint32_t)cfg->get_value("core", "bindings_version") ||
GodotSharpBindings::get_cs_glue_version() != (uint32_t)cfg->get_value("core", "cs_glue_version") ||
GodotSharpBindings::get_bindings_version() != (uint32_t)cfg->get_value("editor", "bindings_version") ||
GodotSharpBindings::get_cs_glue_version() != (uint32_t)cfg->get_value("editor", "cs_glue_version") ||
GodotSharpBindings::get_core_api_hash() != (uint64_t)cfg->get_value("core", "api_hash") ||
GodotSharpBindings::get_editor_api_hash() != (uint64_t)cfg->get_value("editor", "api_hash");
return true;
}
static void create_cached_api_hash_for(const String &p_api_assemblies_dir) {
String core_api_assembly_path = p_api_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll");
String editor_api_assembly_path = p_api_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
String cached_api_hash_path = p_api_assemblies_dir.plus_file("api_hash_cache.cfg");
Ref<ConfigFile> cfg;
cfg.instantiate();
cfg->set_value("core", "modified_time", FileAccess::get_modified_time(core_api_assembly_path));
cfg->set_value("editor", "modified_time", FileAccess::get_modified_time(editor_api_assembly_path));
cfg->set_value("core", "bindings_version", GodotSharpBindings::get_bindings_version());
cfg->set_value("core", "cs_glue_version", GodotSharpBindings::get_cs_glue_version());
cfg->set_value("editor", "bindings_version", GodotSharpBindings::get_bindings_version());
cfg->set_value("editor", "cs_glue_version", GodotSharpBindings::get_cs_glue_version());
// This assumes the prebuilt api assemblies we copied to the project are not out of sync
cfg->set_value("core", "api_hash", GodotSharpBindings::get_core_api_hash());
cfg->set_value("editor", "api_hash", GodotSharpBindings::get_editor_api_hash());
Error err = cfg->save(cached_api_hash_path);
ERR_FAIL_COND(err != OK);
}
bool GDMono::_temp_domain_load_are_assemblies_out_of_sync(const String &p_config) {
MonoDomain *temp_domain = GDMonoUtils::create_domain("GodotEngine.Domain.CheckApiAssemblies");
ERR_FAIL_NULL_V(temp_domain, "Failed to create temporary domain to check API assemblies");
_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(temp_domain);
_GDMONO_SCOPE_DOMAIN_(temp_domain);
GDMono::LoadedApiAssembly temp_core_api_assembly;
GDMono::LoadedApiAssembly temp_editor_api_assembly;
if (!_try_load_api_assemblies(temp_core_api_assembly, temp_editor_api_assembly,
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p_config, /* refonly: */ true, /* loaded_callback: */ nullptr)) {
return temp_core_api_assembly.out_of_sync || temp_editor_api_assembly.out_of_sync;
}
return true; // Failed to load, assume they're outdated assemblies
}
String GDMono::update_api_assemblies_from_prebuilt(const String &p_config, const bool *p_core_api_out_of_sync, const bool *p_editor_api_out_of_sync) {
#define FAIL_REASON(m_out_of_sync, m_prebuilt_exists) \
( \
(m_out_of_sync ? \
String("The assembly is invalidated ") : \
String("The assembly was not found ")) + \
(m_prebuilt_exists ? \
String("and the prebuilt assemblies are missing.") : \
String("and we failed to copy the prebuilt assemblies.")))
String dst_assemblies_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config);
String core_assembly_path = dst_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll");
String editor_assembly_path = dst_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
bool api_assemblies_out_of_sync = false;
if (p_core_api_out_of_sync && p_editor_api_out_of_sync) {
api_assemblies_out_of_sync = p_core_api_out_of_sync || p_editor_api_out_of_sync;
} else if (FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) {
// Determine if they're out of sync
if (!try_get_cached_api_hash_for(dst_assemblies_dir, api_assemblies_out_of_sync)) {
api_assemblies_out_of_sync = _temp_domain_load_are_assemblies_out_of_sync(p_config);
}
}
// Note: Even if only one of the assemblies if missing or out of sync, we update both
if (!api_assemblies_out_of_sync && FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) {
return String(); // No update needed
}
print_verbose("Updating '" + p_config + "' API assemblies");
String prebuilt_api_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config);
String prebuilt_core_dll_path = prebuilt_api_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll");
String prebuilt_editor_dll_path = prebuilt_api_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
if (!FileAccess::exists(prebuilt_core_dll_path) || !FileAccess::exists(prebuilt_editor_dll_path)) {
return FAIL_REASON(api_assemblies_out_of_sync, /* prebuilt_exists: */ false);
}
// Copy the prebuilt Api
if (!copy_prebuilt_api_assembly(ApiAssemblyInfo::API_CORE, p_config) ||
!copy_prebuilt_api_assembly(ApiAssemblyInfo::API_EDITOR, p_config)) {
return FAIL_REASON(api_assemblies_out_of_sync, /* prebuilt_exists: */ true);
}
// Cache the api hash of the assemblies we just copied
create_cached_api_hash_for(dst_assemblies_dir);
return String(); // Updated successfully
#undef FAIL_REASON
}
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#endif
bool GDMono::_load_core_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, const String &p_config, bool p_refonly) {
if (r_loaded_api_assembly.assembly) {
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return true;
}
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#ifdef TOOLS_ENABLED
// For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date
// If running the project manager, load it from the prebuilt API directory
String assembly_dir = !Main::is_project_manager() ?
GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config) :
GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config);
String assembly_path = assembly_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll");
bool success = FileAccess::exists(assembly_path) &&
load_assembly_from(CORE_API_ASSEMBLY_NAME, assembly_path, &r_loaded_api_assembly.assembly, p_refonly);
#else
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bool success = load_assembly(CORE_API_ASSEMBLY_NAME, &r_loaded_api_assembly.assembly, p_refonly);
#endif
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if (success) {
ApiAssemblyInfo::Version api_assembly_ver = ApiAssemblyInfo::Version::get_from_loaded_assembly(r_loaded_api_assembly.assembly, ApiAssemblyInfo::API_CORE);
r_loaded_api_assembly.out_of_sync = GodotSharpBindings::get_core_api_hash() != api_assembly_ver.godot_api_hash ||
GodotSharpBindings::get_bindings_version() != api_assembly_ver.bindings_version ||
GodotSharpBindings::get_cs_glue_version() != api_assembly_ver.cs_glue_version;
} else {
r_loaded_api_assembly.out_of_sync = false;
}
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return success;
}
#ifdef TOOLS_ENABLED
bool GDMono::_load_editor_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, const String &p_config, bool p_refonly) {
if (r_loaded_api_assembly.assembly) {
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return true;
}
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// For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date
// If running the project manager, load it from the prebuilt API directory
String assembly_dir = !Main::is_project_manager() ?
GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config) :
GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config);
String assembly_path = assembly_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll");
bool success = FileAccess::exists(assembly_path) &&
load_assembly_from(EDITOR_API_ASSEMBLY_NAME, assembly_path, &r_loaded_api_assembly.assembly, p_refonly);
if (success) {
ApiAssemblyInfo::Version api_assembly_ver = ApiAssemblyInfo::Version::get_from_loaded_assembly(r_loaded_api_assembly.assembly, ApiAssemblyInfo::API_EDITOR);
r_loaded_api_assembly.out_of_sync = GodotSharpBindings::get_editor_api_hash() != api_assembly_ver.godot_api_hash ||
GodotSharpBindings::get_bindings_version() != api_assembly_ver.bindings_version ||
GodotSharpBindings::get_cs_glue_version() != api_assembly_ver.cs_glue_version;
} else {
r_loaded_api_assembly.out_of_sync = false;
}
return success;
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}
#endif
bool GDMono::_try_load_api_assemblies(LoadedApiAssembly &r_core_api_assembly, LoadedApiAssembly &r_editor_api_assembly,
const String &p_config, bool p_refonly, CoreApiAssemblyLoadedCallback p_callback) {
if (!_load_core_api_assembly(r_core_api_assembly, p_config, p_refonly)) {
if (OS::get_singleton()->is_stdout_verbose()) {
print_error("Mono: Failed to load Core API assembly");
}
return false;
}
#ifdef TOOLS_ENABLED
if (!_load_editor_api_assembly(r_editor_api_assembly, p_config, p_refonly)) {
if (OS::get_singleton()->is_stdout_verbose()) {
print_error("Mono: Failed to load Editor API assembly");
}
return false;
}
if (r_editor_api_assembly.out_of_sync) {
return false;
}
#endif
// Check if the core API assembly is out of sync only after trying to load the
// editor API assembly. Otherwise, if both assemblies are out of sync, we would
// only update the former as we won't know the latter also needs to be updated.
if (r_core_api_assembly.out_of_sync) {
return false;
}
if (p_callback) {
return p_callback();
}
return true;
}
bool GDMono::_on_core_api_assembly_loaded() {
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GDMonoCache::update_godot_api_cache();
if (!GDMonoCache::cached_data.godot_api_cache_updated) {
return false;
}
get_singleton()->_install_trace_listener();
return true;
}
bool GDMono::_try_load_api_assemblies_preset() {
return _try_load_api_assemblies(core_api_assembly, editor_api_assembly,
get_expected_api_build_config(), /* refonly: */ false, _on_core_api_assembly_loaded);
}
void GDMono::_load_api_assemblies() {
bool api_assemblies_loaded = _try_load_api_assemblies_preset();
#if defined(TOOLS_ENABLED) && !defined(GD_MONO_SINGLE_APPDOMAIN)
if (!api_assemblies_loaded) {
// The API assemblies are out of sync or some other error happened. Fine, try one more time, but
// this time update them from the prebuilt assemblies directory before trying to load them again.
// Shouldn't happen. The project manager loads the prebuilt API assemblies
CRASH_COND_MSG(Main::is_project_manager(), "Failed to load one of the prebuilt API assemblies.");
// 1. Unload the scripts domain
Error domain_unload_err = _unload_scripts_domain();
CRASH_COND_MSG(domain_unload_err != OK, "Mono: Failed to unload scripts domain.");
// 2. Update the API assemblies
String update_error = update_api_assemblies_from_prebuilt("Debug", &core_api_assembly.out_of_sync, &editor_api_assembly.out_of_sync);
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CRASH_COND_MSG(!update_error.is_empty(), update_error);
// 3. Load the scripts domain again
Error domain_load_err = _load_scripts_domain();
CRASH_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain.");
// 4. Try loading the updated assemblies
api_assemblies_loaded = _try_load_api_assemblies_preset();
}
#endif
if (!api_assemblies_loaded) {
// welp... too bad
if (_are_api_assemblies_out_of_sync()) {
if (core_api_assembly.out_of_sync) {
ERR_PRINT("The assembly '" CORE_API_ASSEMBLY_NAME "' is out of sync.");
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} else if (!GDMonoCache::cached_data.godot_api_cache_updated) {
ERR_PRINT("The loaded assembly '" CORE_API_ASSEMBLY_NAME "' is in sync, but the cache update failed.");
}
#ifdef TOOLS_ENABLED
if (editor_api_assembly.out_of_sync) {
ERR_PRINT("The assembly '" EDITOR_API_ASSEMBLY_NAME "' is out of sync.");
}
#endif
CRASH_NOW();
} else {
CRASH_NOW_MSG("Failed to load one of the API assemblies.");
}
}
}
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#ifdef TOOLS_ENABLED
bool GDMono::_load_tools_assemblies() {
if (tools_assembly && tools_project_editor_assembly) {
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return true;
}
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bool success = load_assembly(TOOLS_ASM_NAME, &tools_assembly) &&
load_assembly(TOOLS_PROJECT_EDITOR_ASM_NAME, &tools_project_editor_assembly);
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return success;
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}
#endif
bool GDMono::_load_project_assembly() {
if (project_assembly) {
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return true;
}
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.is_empty()) {
appname_safe = "UnnamedProject";
}
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bool success = load_assembly(appname_safe, &project_assembly);
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if (success) {
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mono_assembly_set_main(project_assembly->get_assembly());
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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CSharpLanguage::get_singleton()->lookup_scripts_in_assembly(project_assembly);
}
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return success;
}
void GDMono::_install_trace_listener() {
#ifdef DEBUG_ENABLED
// Install the trace listener now before the project assembly is loaded
GDMonoClass *debug_utils = get_core_api_assembly()->get_class(BINDINGS_NAMESPACE, "DebuggingUtils");
GDMonoMethod *install_func = debug_utils->get_method("InstallTraceListener");
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MonoException *exc = nullptr;
install_func->invoke_raw(nullptr, nullptr, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
ERR_PRINT("Failed to install 'System.Diagnostics.Trace' listener.");
}
#endif
}
#ifndef GD_MONO_SINGLE_APPDOMAIN
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Error GDMono::_load_scripts_domain() {
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ERR_FAIL_COND_V(scripts_domain != nullptr, ERR_BUG);
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print_verbose("Mono: Loading scripts domain...");
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scripts_domain = GDMonoUtils::create_domain("GodotEngine.Domain.Scripts");
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ERR_FAIL_NULL_V_MSG(scripts_domain, ERR_CANT_CREATE, "Mono: Could not create scripts app domain.");
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mono_domain_set(scripts_domain, true);
return OK;
}
Error GDMono::_unload_scripts_domain() {
ERR_FAIL_NULL_V(scripts_domain, ERR_BUG);
print_verbose("Mono: Finalizing scripts domain...");
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if (mono_domain_get() != root_domain) {
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mono_domain_set(root_domain, true);
}
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finalizing_scripts_domain = true;
if (!mono_domain_finalize(scripts_domain, 2000)) {
ERR_PRINT("Mono: Domain finalization timeout.");
}
finalizing_scripts_domain = false;
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mono_gc_collect(mono_gc_max_generation());
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GDMonoCache::clear_godot_api_cache();
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_domain_assemblies_cleanup(mono_domain_get_id(scripts_domain));
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core_api_assembly.assembly = nullptr;
#ifdef TOOLS_ENABLED
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editor_api_assembly.assembly = nullptr;
#endif
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project_assembly = nullptr;
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#ifdef TOOLS_ENABLED
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tools_assembly = nullptr;
tools_project_editor_assembly = nullptr;
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#endif
MonoDomain *domain = scripts_domain;
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scripts_domain = nullptr;
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print_verbose("Mono: Unloading scripts domain...");
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MonoException *exc = nullptr;
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mono_domain_try_unload(domain, (MonoObject **)&exc);
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if (exc) {
ERR_PRINT("Exception thrown when unloading scripts domain.");
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GDMonoUtils::debug_unhandled_exception(exc);
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return FAILED;
}
return OK;
}
#endif
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#ifdef GD_MONO_HOT_RELOAD
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Error GDMono::reload_scripts_domain() {
ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
if (scripts_domain) {
Error domain_unload_err = _unload_scripts_domain();
ERR_FAIL_COND_V_MSG(domain_unload_err != OK, domain_unload_err, "Mono: Failed to unload scripts domain.");
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}
CSharpLanguage::get_singleton()->_on_scripts_domain_unloaded();
Error domain_load_err = _load_scripts_domain();
ERR_FAIL_COND_V_MSG(domain_load_err != OK, domain_load_err, "Mono: Failed to load scripts domain.");
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// Load assemblies. The API and tools assemblies are required,
// the application is aborted if these assemblies cannot be loaded.
_load_api_assemblies();
#if defined(TOOLS_ENABLED)
bool tools_assemblies_loaded = _load_tools_assemblies();
CRASH_COND_MSG(!tools_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
#endif
// Load the project's main assembly. Here, during hot-reloading, we do
// consider failing to load the project's main assembly to be an error.
// However, unlike the API and tools assemblies, the application can continue working.
if (!_load_project_assembly()) {
print_error("Mono: Failed to load project assembly");
return ERR_CANT_OPEN;
}
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return OK;
}
#endif
#ifndef GD_MONO_SINGLE_APPDOMAIN
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Error GDMono::finalize_and_unload_domain(MonoDomain *p_domain) {
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CRASH_COND(p_domain == nullptr);
CRASH_COND(p_domain == GDMono::get_singleton()->get_scripts_domain()); // Should use _unload_scripts_domain() instead
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String domain_name = mono_domain_get_friendly_name(p_domain);
print_verbose("Mono: Unloading domain '" + domain_name + "'...");
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if (mono_domain_get() == p_domain) {
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mono_domain_set(root_domain, true);
}
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if (!mono_domain_finalize(p_domain, 2000)) {
ERR_PRINT("Mono: Domain finalization timeout.");
}
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mono_gc_collect(mono_gc_max_generation());
_domain_assemblies_cleanup(mono_domain_get_id(p_domain));
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MonoException *exc = nullptr;
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mono_domain_try_unload(p_domain, (MonoObject **)&exc);
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if (exc) {
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ERR_PRINT("Exception thrown when unloading domain '" + domain_name + "'.");
GDMonoUtils::debug_print_unhandled_exception(exc);
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return FAILED;
}
return OK;
}
#endif
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GDMonoClass *GDMono::get_class(MonoClass *p_raw_class) {
MonoImage *image = mono_class_get_image(p_raw_class);
if (image == corlib_assembly->get_image()) {
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return corlib_assembly->get_class(p_raw_class);
}
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int32_t domain_id = mono_domain_get_id(mono_domain_get());
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HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[domain_id];
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const String *k = nullptr;
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while ((k = domain_assemblies.next(k))) {
GDMonoAssembly *assembly = domain_assemblies.get(*k);
if (assembly->get_image() == image) {
GDMonoClass *klass = assembly->get_class(p_raw_class);
if (klass) {
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return klass;
}
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}
}
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return nullptr;
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}
GDMonoClass *GDMono::get_class(const StringName &p_namespace, const StringName &p_name) {
GDMonoClass *klass = corlib_assembly->get_class(p_namespace, p_name);
if (klass) {
return klass;
}
int32_t domain_id = mono_domain_get_id(mono_domain_get());
HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[domain_id];
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const String *k = nullptr;
while ((k = domain_assemblies.next(k))) {
GDMonoAssembly *assembly = domain_assemblies.get(*k);
klass = assembly->get_class(p_namespace, p_name);
if (klass) {
return klass;
}
}
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return nullptr;
}
void GDMono::_domain_assemblies_cleanup(int32_t p_domain_id) {
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HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[p_domain_id];
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const String *k = nullptr;
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while ((k = domain_assemblies.next(k))) {
memdelete(domain_assemblies.get(*k));
}
assemblies.erase(p_domain_id);
}
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void GDMono::unhandled_exception_hook(MonoObject *p_exc, void *) {
// This method will be called by the runtime when a thrown exception is not handled.
// It won't be called when we manually treat a thrown exception as unhandled.
// We assume the exception was already printed before calling this hook.
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#ifdef DEBUG_ENABLED
GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
if (EngineDebugger::is_active()) {
EngineDebugger::get_singleton()->poll_events(false);
}
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#endif
exit(mono_environment_exitcode_get());
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GD_UNREACHABLE();
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}
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GDMono::GDMono() {
singleton = this;
gdmono_log = memnew(GDMonoLog);
runtime_initialized = false;
finalizing_scripts_domain = false;
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root_domain = nullptr;
scripts_domain = nullptr;
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corlib_assembly = nullptr;
project_assembly = nullptr;
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#ifdef TOOLS_ENABLED
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tools_assembly = nullptr;
tools_project_editor_assembly = nullptr;
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#endif
api_core_hash = 0;
#ifdef TOOLS_ENABLED
api_editor_hash = 0;
#endif
unhandled_exception_policy = POLICY_TERMINATE_APP;
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}
GDMono::~GDMono() {
if (is_runtime_initialized()) {
#ifndef GD_MONO_SINGLE_APPDOMAIN
if (scripts_domain) {
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Error err = _unload_scripts_domain();
if (err != OK) {
ERR_PRINT("Mono: Failed to unload scripts domain.");
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}
}
#else
CRASH_COND(scripts_domain != root_domain);
print_verbose("Mono: Finalizing scripts domain...");
if (mono_domain_get() != root_domain)
mono_domain_set(root_domain, true);
finalizing_scripts_domain = true;
if (!mono_domain_finalize(root_domain, 2000)) {
ERR_PRINT("Mono: Domain finalization timeout.");
}
finalizing_scripts_domain = false;
mono_gc_collect(mono_gc_max_generation());
GDMonoCache::clear_godot_api_cache();
_domain_assemblies_cleanup(mono_domain_get_id(root_domain));
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core_api_assembly.assembly = nullptr;
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project_assembly = nullptr;
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root_domain = nullptr;
scripts_domain = nullptr;
// Leave the rest to 'mono_jit_cleanup'
#endif
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const int32_t *k = nullptr;
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while ((k = assemblies.next(k))) {
HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies.get(*k);
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const String *kk = nullptr;
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while ((kk = domain_assemblies.next(kk))) {
memdelete(domain_assemblies.get(*kk));
}
}
assemblies.clear();
print_verbose("Mono: Runtime cleanup...");
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mono_jit_cleanup(root_domain);
print_verbose("Mono: Finalized");
runtime_initialized = false;
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}
#if defined(ANDROID_ENABLED)
gdmono::android::support::cleanup();
#endif
if (gdmono_log) {
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memdelete(gdmono_log);
}
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singleton = nullptr;
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}
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_GodotSharp *_GodotSharp::singleton = nullptr;
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void _GodotSharp::attach_thread() {
GDMonoUtils::attach_current_thread();
}
void _GodotSharp::detach_thread() {
GDMonoUtils::detach_current_thread();
}
int32_t _GodotSharp::get_domain_id() {
MonoDomain *domain = mono_domain_get();
ERR_FAIL_NULL_V(domain, -1);
return mono_domain_get_id(domain);
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}
int32_t _GodotSharp::get_scripts_domain_id() {
ERR_FAIL_NULL_V_MSG(GDMono::get_singleton(),
-1, "The Mono runtime is not initialized");
MonoDomain *domain = GDMono::get_singleton()->get_scripts_domain();
ERR_FAIL_NULL_V(domain, -1);
return mono_domain_get_id(domain);
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}
bool _GodotSharp::is_scripts_domain_loaded() {
return GDMono::get_singleton() != nullptr &&
GDMono::get_singleton()->is_runtime_initialized() &&
GDMono::get_singleton()->get_scripts_domain() != nullptr;
}
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bool _GodotSharp::_is_domain_finalizing_for_unload(int32_t p_domain_id) {
return is_domain_finalizing_for_unload(p_domain_id);
}
bool _GodotSharp::is_domain_finalizing_for_unload(int32_t p_domain_id) {
return is_domain_finalizing_for_unload(mono_domain_get_by_id(p_domain_id));
}
bool _GodotSharp::is_domain_finalizing_for_unload(MonoDomain *p_domain) {
GDMono *gd_mono = GDMono::get_singleton();
ERR_FAIL_COND_V_MSG(!gd_mono || !gd_mono->is_runtime_initialized(),
false, "The Mono runtime is not initialized");
ERR_FAIL_NULL_V(p_domain, true);
if (p_domain == gd_mono->get_scripts_domain() && gd_mono->is_finalizing_scripts_domain()) {
return true;
}
return mono_domain_is_unloading(p_domain);
}
bool _GodotSharp::is_runtime_shutting_down() {
return mono_runtime_is_shutting_down();
}
bool _GodotSharp::is_runtime_initialized() {
return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized();
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}
void _GodotSharp::_reload_assemblies(bool p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
// This method may be called more than once with `call_deferred`, so we need to check
// again if reloading is needed to avoid reloading multiple times unnecessarily.
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
CSharpLanguage::get_singleton()->reload_assemblies(p_soft_reload);
}
#endif
}
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void _GodotSharp::_bind_methods() {
ClassDB::bind_method(D_METHOD("attach_thread"), &_GodotSharp::attach_thread);
ClassDB::bind_method(D_METHOD("detach_thread"), &_GodotSharp::detach_thread);
ClassDB::bind_method(D_METHOD("get_domain_id"), &_GodotSharp::get_domain_id);
ClassDB::bind_method(D_METHOD("get_scripts_domain_id"), &_GodotSharp::get_scripts_domain_id);
ClassDB::bind_method(D_METHOD("is_scripts_domain_loaded"), &_GodotSharp::is_scripts_domain_loaded);
ClassDB::bind_method(D_METHOD("is_domain_finalizing_for_unload", "domain_id"), &_GodotSharp::_is_domain_finalizing_for_unload);
ClassDB::bind_method(D_METHOD("is_runtime_shutting_down"), &_GodotSharp::is_runtime_shutting_down);
ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &_GodotSharp::is_runtime_initialized);
ClassDB::bind_method(D_METHOD("_reload_assemblies"), &_GodotSharp::_reload_assemblies);
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}
_GodotSharp::_GodotSharp() {
singleton = this;
}
_GodotSharp::~_GodotSharp() {
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singleton = nullptr;
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}