virtualx-engine/modules/mono/editor/godotsharp_export.cpp

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/*************************************************************************/
/* godotsharp_export.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "godotsharp_export.h"
#include <mono/metadata/image.h>
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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#include "core/os/os.h"
#include "../mono_gd/gd_mono.h"
#include "../mono_gd/gd_mono_assembly.h"
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#include "../mono_gd/gd_mono_cache.h"
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namespace GodotSharpExport {
String get_assemblyref_name(MonoImage *p_image, int index) {
const MonoTableInfo *table_info = mono_image_get_table_info(p_image, MONO_TABLE_ASSEMBLYREF);
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uint32_t cols[MONO_ASSEMBLYREF_SIZE];
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mono_metadata_decode_row(table_info, index, cols, MONO_ASSEMBLYREF_SIZE);
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return String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME]));
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}
Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Dictionary &r_assembly_dependencies) {
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MonoImage *image = p_assembly->get_image();
for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
String ref_name = get_assemblyref_name(image, i);
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if (r_assembly_dependencies.has(ref_name))
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continue;
GDMonoAssembly *ref_assembly = NULL;
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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String path;
bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe");
for (int j = 0; j < p_search_dirs.size(); j++) {
const String &search_dir = p_search_dirs[j];
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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if (has_extension) {
path = search_dir.plus_file(ref_name);
if (FileAccess::exists(path)) {
GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), path, &ref_assembly, true);
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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if (ref_assembly != NULL)
break;
}
} else {
path = search_dir.plus_file(ref_name + ".dll");
if (FileAccess::exists(path)) {
GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
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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if (ref_assembly != NULL)
break;
}
path = search_dir.plus_file(ref_name + ".exe");
if (FileAccess::exists(path)) {
GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
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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if (ref_assembly != NULL)
break;
}
}
}
ERR_FAIL_COND_V_MSG(!ref_assembly, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");
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// Use the path we got from the search. Don't try to get the path from the loaded assembly as we can't trust it will be from the selected BCL dir.
r_assembly_dependencies[ref_name] = path;
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Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_assembly_dependencies);
ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");
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}
return OK;
}
Error get_exported_assembly_dependencies(const Dictionary &p_initial_assemblies,
const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_assembly_dependencies) {
MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.Domain.ProjectExport");
ERR_FAIL_NULL_V(export_domain, FAILED);
_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
_GDMONO_SCOPE_DOMAIN_(export_domain);
Vector<String> search_dirs;
GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir);
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for (const Variant *key = p_initial_assemblies.next(); key; key = p_initial_assemblies.next(key)) {
String assembly_name = *key;
String assembly_path = p_initial_assemblies[*key];
GDMonoAssembly *assembly = NULL;
bool load_success = GDMono::get_singleton()->load_assembly_from(assembly_name, assembly_path, &assembly, /* refonly: */ true);
ERR_FAIL_COND_V_MSG(!load_success, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + assembly_name + "'.");
Error err = get_assembly_dependencies(assembly, search_dirs, r_assembly_dependencies);
if (err != OK)
return err;
}
return OK;
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}
} // namespace GodotSharpExport