2021-09-12 20:23:05 +02:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Runtime.Loader;
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2021-12-28 23:25:16 +01:00
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using Godot.Bridge;
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2021-09-12 20:23:05 +02:00
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using Godot.NativeInterop;
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namespace GodotPlugins
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{
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public static class Main
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{
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private static readonly List<AssemblyName> SharedAssemblies = new();
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private static readonly Assembly CoreApiAssembly = typeof(Godot.Object).Assembly;
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private static Assembly? _editorApiAssembly;
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private static Assembly? _projectAssembly;
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private static readonly AssemblyLoadContext MainLoadContext =
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AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
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AssemblyLoadContext.Default;
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private static DllImportResolver? _dllImportResolver;
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2021-09-12 20:23:05 +02:00
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// Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later.
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[UnmanagedCallersOnly]
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// ReSharper disable once UnusedMember.Local
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private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint,
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PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks)
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{
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try
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{
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_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
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2021-09-12 20:23:05 +02:00
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SharedAssemblies.Add(CoreApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
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if (editorHint.ToBool())
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{
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_editorApiAssembly = Assembly.Load("GodotSharpEditor");
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SharedAssemblies.Add(_editorApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver);
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}
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*pluginsCallbacks = new()
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{
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LoadProjectAssemblyCallback = &LoadProjectAssembly,
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LoadToolsAssemblyCallback = &LoadToolsAssembly,
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};
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*managedCallbacks = ManagedCallbacks.Create();
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return godot_bool.True;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return false.ToGodotBool();
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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private struct PluginsCallbacks
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{
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public unsafe delegate* unmanaged<char*, godot_bool> LoadProjectAssemblyCallback;
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public unsafe delegate* unmanaged<char*, IntPtr> LoadToolsAssemblyCallback;
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}
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[UnmanagedCallersOnly]
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private static unsafe godot_bool LoadProjectAssembly(char* nAssemblyPath)
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{
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try
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{
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if (_projectAssembly != null)
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return godot_bool.True; // Already loaded
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string assemblyPath = new(nAssemblyPath);
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_projectAssembly = LoadPlugin(assemblyPath);
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ScriptManagerBridge.LookupScriptsInAssembly(_projectAssembly);
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return godot_bool.True;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return false.ToGodotBool();
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}
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}
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[UnmanagedCallersOnly]
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private static unsafe IntPtr LoadToolsAssembly(char* nAssemblyPath)
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{
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try
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{
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string assemblyPath = new(nAssemblyPath);
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if (_editorApiAssembly == null)
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throw new InvalidOperationException("The Godot editor API assembly is not loaded");
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var assembly = LoadPlugin(assemblyPath);
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NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
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var method = assembly.GetType("GodotTools.GodotSharpEditor")?
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.GetMethod("InternalCreateInstance",
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BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public);
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if (method == null)
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{
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throw new MissingMethodException("GodotTools.GodotSharpEditor",
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"InternalCreateInstance");
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}
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return (IntPtr?)method.Invoke(null, null) ?? IntPtr.Zero;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return IntPtr.Zero;
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}
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}
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private static Assembly LoadPlugin(string assemblyPath)
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{
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string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
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var sharedAssemblies = new List<string>();
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foreach (var sharedAssembly in SharedAssemblies)
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{
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string? sharedAssemblyName = sharedAssembly.Name;
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if (sharedAssemblyName != null)
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sharedAssemblies.Add(sharedAssemblyName);
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}
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var loadContext = new PluginLoadContext(assemblyPath, sharedAssemblies, MainLoadContext);
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return loadContext.LoadFromAssemblyName(new AssemblyName(assemblyName));
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}
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}
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}
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