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) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "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 "../glue/runtime_interop.h"
#include "../godotsharp_dirs.h"
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#include "../utils/path_utils.h"
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#include "gd_mono_cache.h"
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#include "../thirdparty/coreclr_delegates.h"
#include "../thirdparty/hostfxr.h"
#ifdef TOOLS_ENABLED
#include "../editor/hostfxr_resolver.h"
#endif
#ifdef UNIX_ENABLED
#include <dlfcn.h>
#endif
// TODO mobile
#if 0
#ifdef ANDROID_ENABLED
#include "support/android_support.h"
#elif defined(IOS_ENABLED)
#include "support/ios_support.h"
#endif
#endif
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GDMono *GDMono::singleton = nullptr;
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namespace {
hostfxr_initialize_for_dotnet_command_line_fn hostfxr_initialize_for_dotnet_command_line = nullptr;
hostfxr_initialize_for_runtime_config_fn hostfxr_initialize_for_runtime_config = nullptr;
hostfxr_get_runtime_delegate_fn hostfxr_get_runtime_delegate = nullptr;
hostfxr_close_fn hostfxr_close = nullptr;
#ifdef _WIN32
static_assert(sizeof(char_t) == sizeof(char16_t));
using HostFxrCharString = Char16String;
#define HOSTFXR_STR(m_str) L##m_str
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#else
static_assert(sizeof(char_t) == sizeof(char));
using HostFxrCharString = CharString;
#define HOSTFXR_STR(m_str) m_str
#endif
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HostFxrCharString str_to_hostfxr(const String &p_str) {
#ifdef _WIN32
return p_str.utf16();
#else
return p_str.utf8();
#endif
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}
const char_t *get_data(const HostFxrCharString &p_char_str) {
return (const char_t *)p_char_str.get_data();
}
String find_hostfxr() {
#ifdef TOOLS_ENABLED
String dotnet_root;
String fxr_path;
if (godotsharp::hostfxr_resolver::try_get_path(dotnet_root, fxr_path)) {
return fxr_path;
}
// hostfxr_resolver doesn't look for dotnet in `PATH`. If it fails, we try to find the dotnet
// executable in `PATH` here and pass its location as `dotnet_root` to `get_hostfxr_path`.
String dotnet_exe = path::find_executable("dotnet");
if (!dotnet_exe.is_empty()) {
// The file found in PATH may be a symlink
dotnet_exe = path::abspath(path::realpath(dotnet_exe));
// TODO:
// Sometimes, the symlink may not point to the dotnet executable in the dotnet root.
// That's the case with snaps. The snap install should have been found with the
// previous `get_hostfxr_path`, but it would still be better to do this properly
// and use something like `dotnet --list-sdks/runtimes` to find the actual location.
// This way we could also check if the proper sdk or runtime is installed. This would
// allow us to fail gracefully and show some helpful information in the editor.
dotnet_root = dotnet_exe.get_base_dir();
if (godotsharp::hostfxr_resolver::try_get_path_from_dotnet_root(dotnet_root, fxr_path)) {
return fxr_path;
}
}
ERR_PRINT(String() + ".NET: One of the dependent libraries is missing. " +
"Typically when the `hostfxr`, `hostpolicy` or `coreclr` dynamic " +
"libraries are not present in the expected locations.");
return String();
#else
#if defined(WINDOWS_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("hostfxr.dll");
#elif defined(MACOS_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("libhostfxr.dylib");
#elif defined(UNIX_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("libhostfxr.so");
#else
#error "Platform not supported (yet?)"
#endif
if (FileAccess::exists(probe_path)) {
return probe_path;
}
return String();
#endif
}
bool load_hostfxr(void *&r_hostfxr_dll_handle) {
String hostfxr_path = find_hostfxr();
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if (hostfxr_path.is_empty()) {
return false;
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}
print_verbose("Found hostfxr: " + hostfxr_path);
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.
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Error err = OS::get_singleton()->open_dynamic_library(hostfxr_path, r_hostfxr_dll_handle);
if (err != OK) {
return false;
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.
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}
void *lib = r_hostfxr_dll_handle;
void *symbol = nullptr;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_dotnet_command_line", symbol);
ERR_FAIL_COND_V(err != OK, false);
hostfxr_initialize_for_dotnet_command_line = (hostfxr_initialize_for_dotnet_command_line_fn)symbol;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_runtime_config", symbol);
ERR_FAIL_COND_V(err != OK, false);
hostfxr_initialize_for_runtime_config = (hostfxr_initialize_for_runtime_config_fn)symbol;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_get_runtime_delegate", symbol);
ERR_FAIL_COND_V(err != OK, false);
hostfxr_get_runtime_delegate = (hostfxr_get_runtime_delegate_fn)symbol;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_close", symbol);
ERR_FAIL_COND_V(err != OK, false);
hostfxr_close = (hostfxr_close_fn)symbol;
return (hostfxr_initialize_for_runtime_config &&
hostfxr_get_runtime_delegate &&
hostfxr_close);
}
#ifdef TOOLS_ENABLED
load_assembly_and_get_function_pointer_fn initialize_hostfxr_for_config(const char_t *p_config_path) {
hostfxr_handle cxt = nullptr;
int rc = hostfxr_initialize_for_runtime_config(p_config_path, nullptr, &cxt);
if (rc != 0 || cxt == nullptr) {
hostfxr_close(cxt);
ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_runtime_config failed with code: " + itos(rc));
}
void *load_assembly_and_get_function_pointer = nullptr;
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rc = hostfxr_get_runtime_delegate(cxt,
hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
}
hostfxr_close(cxt);
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.
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return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
}
#else
load_assembly_and_get_function_pointer_fn initialize_hostfxr_self_contained(
const char_t *p_main_assembly_path) {
hostfxr_handle cxt = nullptr;
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
List<HostFxrCharString> argv_store;
Vector<const char_t *> argv;
argv.resize(cmdline_args.size() + 1);
argv.write[0] = p_main_assembly_path;
int i = 1;
for (const String &E : cmdline_args) {
HostFxrCharString &stored = argv_store.push_back(str_to_hostfxr(E))->get();
argv.write[i] = get_data(stored);
i++;
}
int rc = hostfxr_initialize_for_dotnet_command_line(argv.size(), argv.ptrw(), nullptr, &cxt);
if (rc != 0 || cxt == nullptr) {
hostfxr_close(cxt);
ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_dotnet_command_line failed with code: " + itos(rc));
}
void *load_assembly_and_get_function_pointer = nullptr;
rc = hostfxr_get_runtime_delegate(cxt,
hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
}
hostfxr_close(cxt);
return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
}
#endif
#ifdef TOOLS_ENABLED
using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
#else
using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
#endif
#ifdef TOOLS_ENABLED
godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
HostFxrCharString godot_plugins_path = str_to_hostfxr(
GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.dll"));
HostFxrCharString config_path = str_to_hostfxr(
GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.runtimeconfig.json"));
load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
initialize_hostfxr_for_config(get_data(config_path));
if (load_assembly_and_get_function_pointer == nullptr) {
// Show a message box to the user to make the problem explicit (and explain a potential crash).
OS::get_singleton()->alert(TTR("Unable to load .NET runtime, no compatible version was found.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
ERR_FAIL_V_MSG(nullptr, ".NET: Failed to load compatible .NET runtime");
}
r_runtime_initialized = true;
print_verbose(".NET: hostfxr initialized");
int rc = load_assembly_and_get_function_pointer(get_data(godot_plugins_path),
HOSTFXR_STR("GodotPlugins.Main, GodotPlugins"),
HOSTFXR_STR("InitializeFromEngine"),
UNMANAGEDCALLERSONLY_METHOD,
nullptr,
(void **)&godot_plugins_initialize);
ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
return godot_plugins_initialize;
}
#else
static String get_assembly_name() {
String assembly_name = GLOBAL_GET("dotnet/project/assembly_name");
if (assembly_name.is_empty()) {
assembly_name = ProjectSettings::get_singleton()->get_safe_project_name();
}
return assembly_name;
}
godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
String assembly_name = get_assembly_name();
HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
.path_join(assembly_name + ".dll"));
load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
initialize_hostfxr_self_contained(get_data(assembly_path));
ERR_FAIL_NULL_V(load_assembly_and_get_function_pointer, nullptr);
r_runtime_initialized = true;
print_verbose(".NET: hostfxr initialized");
int rc = load_assembly_and_get_function_pointer(get_data(assembly_path),
get_data(str_to_hostfxr("GodotPlugins.Game.Main, " + assembly_name)),
HOSTFXR_STR("InitializeFromGameProject"),
UNMANAGEDCALLERSONLY_METHOD,
nullptr,
(void **)&godot_plugins_initialize);
ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
return godot_plugins_initialize;
}
godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
String assembly_name = get_assembly_name();
#if defined(WINDOWS_ENABLED)
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dll");
#elif defined(MACOS_ENABLED)
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dylib");
#elif defined(UNIX_ENABLED)
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".so");
#else
#error "Platform not supported (yet?)"
#endif
if (FileAccess::exists(native_aot_so_path)) {
Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
if (err != OK) {
return nullptr;
}
void *lib = r_aot_dll_handle;
void *symbol = nullptr;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
ERR_FAIL_COND_V(err != OK, nullptr);
return (godot_plugins_initialize_fn)symbol;
}
return nullptr;
}
#endif
} // namespace
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static bool _on_core_api_assembly_loaded() {
if (!GDMonoCache::godot_api_cache_updated) {
return false;
}
bool debug;
#ifdef DEBUG_ENABLED
debug = true;
#else
debug = false;
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#endif
GDMonoCache::managed_callbacks.GD_OnCoreApiAssemblyLoaded(debug);
return true;
}
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void GDMono::initialize() {
print_verbose(".NET: Initializing module...");
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_init_godot_api_hashes();
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
if (!load_hostfxr(hostfxr_dll_handle)) {
#if !defined(TOOLS_ENABLED)
godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
if (godot_plugins_initialize != nullptr) {
is_native_aot = true;
} else {
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
}
#else
// Show a message box to the user to make the problem explicit (and explain a potential crash).
OS::get_singleton()->alert(TTR("Unable to load .NET runtime, specifically hostfxr.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
#endif
}
if (!is_native_aot) {
godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
ERR_FAIL_NULL(godot_plugins_initialize);
}
int32_t interop_funcs_size = 0;
const void **interop_funcs = godotsharp::get_runtime_interop_funcs(interop_funcs_size);
GDMonoCache::ManagedCallbacks managed_callbacks{};
void *godot_dll_handle = nullptr;
#if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
// Managed code can access it on its own on other platforms
godot_dll_handle = dlopen(nullptr, RTLD_NOW);
#endif
#ifdef TOOLS_ENABLED
gdmono::PluginCallbacks plugin_callbacks_res;
bool init_ok = godot_plugins_initialize(godot_dll_handle,
Engine::get_singleton()->is_editor_hint(),
&plugin_callbacks_res, &managed_callbacks,
interop_funcs, interop_funcs_size);
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
plugin_callbacks = plugin_callbacks_res;
#else
bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks,
interop_funcs, interop_funcs_size);
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
#endif
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GDMonoCache::update_godot_api_cache(managed_callbacks);
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print_verbose(".NET: GodotPlugins initialized");
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_on_core_api_assembly_loaded();
}
#ifdef TOOLS_ENABLED
void GDMono::initialize_load_assemblies() {
if (Engine::get_singleton()->is_project_manager_hint()) {
return;
}
// 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(".NET: Failed to load project assembly");
}
}
}
#endif
void GDMono::_init_godot_api_hashes() {
C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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#ifdef DEBUG_METHODS_ENABLED
get_api_core_hash();
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#ifdef TOOLS_ENABLED
C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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get_api_editor_hash();
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#endif // TOOLS_ENABLED
C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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#endif // DEBUG_METHODS_ENABLED
}
#ifdef TOOLS_ENABLED
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bool GDMono::_load_project_assembly() {
String assembly_name = GLOBAL_GET("dotnet/project/assembly_name");
if (assembly_name.is_empty()) {
assembly_name = ProjectSettings::get_singleton()->get_safe_project_name();
}
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String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
.path_join(assembly_name + ".dll");
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
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if (!FileAccess::exists(assembly_path)) {
return false;
}
String loaded_assembly_path;
bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path);
if (success) {
project_assembly_path = loaded_assembly_path.simplify_path();
project_assembly_modified_time = FileAccess::get_modified_time(loaded_assembly_path);
}
return success;
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}
#endif
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#ifdef GD_MONO_HOT_RELOAD
Error GDMono::reload_project_assemblies() {
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ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
finalizing_scripts_domain = true;
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CSharpLanguage::get_singleton()->_on_scripts_domain_about_to_unload();
if (!get_plugin_callbacks().UnloadProjectPluginCallback()) {
ERR_FAIL_V_MSG(Error::FAILED, ".NET: Failed to unload assemblies.");
C#: Restructure code prior move to .NET Core The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
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}
finalizing_scripts_domain = false;
// 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.
if (!_load_project_assembly()) {
print_error(".NET: Failed to load project assembly.");
return ERR_CANT_OPEN;
}
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return OK;
}
#endif
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GDMono::GDMono() {
singleton = this;
runtime_initialized = false;
finalizing_scripts_domain = false;
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api_core_hash = 0;
#ifdef TOOLS_ENABLED
api_editor_hash = 0;
#endif
}
GDMono::~GDMono() {
finalizing_scripts_domain = true;
if (is_runtime_initialized()) {
if (GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.DisposablesTracker_OnGodotShuttingDown();
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}
}
if (hostfxr_dll_handle) {
OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle);
}
finalizing_scripts_domain = false;
runtime_initialized = false;
#if defined(ANDROID_ENABLED)
gdmono::android::support::cleanup();
#endif
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singleton = nullptr;
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}
namespace mono_bind {
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GodotSharp *GodotSharp::singleton = nullptr;
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
}
void GodotSharp::_bind_methods() {
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() {
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singleton = this;
}
GodotSharp::~GodotSharp() {
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singleton = nullptr;
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}
} // namespace mono_bind