using System.Text; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.Text; namespace Godot.SourceGenerators { [Generator] public class GodotPluginsInitializerGenerator : ISourceGenerator { public void Initialize(GeneratorInitializationContext context) { } public void Execute(GeneratorExecutionContext context) { if (context.IsGodotToolsProject()) return; string source = @"using System; using System.Runtime.InteropServices; using Godot.Bridge; using Godot.NativeInterop; namespace GodotPlugins.Game { internal static partial class Main { [UnmanagedCallersOnly(EntryPoint = ""godotsharp_game_main_init"")] private static godot_bool InitializeFromGameProject(IntPtr godotDllHandle, IntPtr outManagedCallbacks, IntPtr unmanagedCallbacks, int unmanagedCallbacksSize) { try { DllImportResolver dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport; var coreApiAssembly = typeof(global::Godot.GodotObject).Assembly; NativeLibrary.SetDllImportResolver(coreApiAssembly, dllImportResolver); NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize); ManagedCallbacks.Create(outManagedCallbacks); ScriptManagerBridge.LookupScriptsInAssembly(typeof(global::GodotPlugins.Game.Main).Assembly); return godot_bool.True; } catch (Exception e) { global::System.Console.Error.WriteLine(e); return false.ToGodotBool(); } } } } "; context.AddSource("GodotPlugins.Game.generated", SourceText.From(source, Encoding.UTF8)); } } }