/*************************************************************************/ /* gd_mono_assembly.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). */ /* */ /* 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 "gd_mono_assembly.h" #include #include #include "core/list.h" #include "core/os/file_access.h" #include "core/os/os.h" #include "core/project_settings.h" #include "../godotsharp_dirs.h" #include "gd_mono_cache.h" #include "gd_mono_class.h" bool GDMonoAssembly::no_search = false; bool GDMonoAssembly::in_preload = false; Vector GDMonoAssembly::search_dirs; void GDMonoAssembly::fill_search_dirs(Vector &r_search_dirs, const String &p_custom_config, const String &p_custom_bcl_dir) { String framework_dir; if (!p_custom_bcl_dir.empty()) { framework_dir = p_custom_bcl_dir; } else if (mono_assembly_getrootdir()) { framework_dir = String::utf8(mono_assembly_getrootdir()).plus_file("mono").plus_file("4.5"); } if (!framework_dir.empty()) { r_search_dirs.push_back(framework_dir); r_search_dirs.push_back(framework_dir.plus_file("Facades")); } #if !defined(TOOLS_ENABLED) String data_game_assemblies_dir = GodotSharpDirs::get_data_game_assemblies_dir(); if (!data_game_assemblies_dir.empty()) { r_search_dirs.push_back(data_game_assemblies_dir); } #endif if (p_custom_config.length()) { r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(p_custom_config)); } else { r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_dir()); } if (p_custom_config.empty()) { r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_dir()); } else { String api_config = p_custom_config == "ExportRelease" ? "Release" : "Debug"; r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir().plus_file(api_config)); } r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir()); r_search_dirs.push_back(OS::get_singleton()->get_resource_dir()); r_search_dirs.push_back(OS::get_singleton()->get_executable_path().get_base_dir()); #ifdef TOOLS_ENABLED r_search_dirs.push_back(GodotSharpDirs::get_data_editor_tools_dir()); // For GodotTools to find the api assemblies r_search_dirs.push_back(GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug")); #endif } void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, void *user_data) { if (no_search) return; // If our search and preload hooks fail to load the assembly themselves, the mono runtime still might. // Just do Assembly.LoadFrom("/Full/Path/On/Disk.dll"); // In this case, we wouldn't have the assembly known in GDMono, which causes crashes // if any class inside the assembly is looked up by Godot. // And causing a lookup like that is as easy as throwing an exception defined in it... // No, we can't make the assembly load hooks smart enough because they get passed a MonoAssemblyName* only, // not the disk path passed to say Assembly.LoadFrom(). _wrap_mono_assembly(assembly); } MonoAssembly *GDMonoAssembly::assembly_search_hook(MonoAssemblyName *aname, void *user_data) { return GDMonoAssembly::_search_hook(aname, user_data, false); } MonoAssembly *GDMonoAssembly::assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data) { return GDMonoAssembly::_search_hook(aname, user_data, true); } MonoAssembly *GDMonoAssembly::assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) { return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, false); } MonoAssembly *GDMonoAssembly::assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) { return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, true); } MonoAssembly *GDMonoAssembly::_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly) { (void)user_data; // UNUSED String name = String::utf8(mono_assembly_name_get_name(aname)); bool has_extension = name.ends_with(".dll") || name.ends_with(".exe"); if (no_search) return NULL; GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name); if (loaded_asm) return (*loaded_asm)->get_assembly(); no_search = true; // Avoid the recursion madness GDMonoAssembly *res = _load_assembly_search(name, search_dirs, refonly); no_search = false; return res ? res->get_assembly() : NULL; } static thread_local MonoImage *image_corlib_loading = NULL; MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, void *user_data, bool refonly) { (void)user_data; // UNUSED { // If we find the assembly here, we load it with 'mono_assembly_load_from_full', // which in turn invokes load hooks before returning the MonoAssembly to us. // One of the load hooks is 'load_aot_module'. This hook can end up calling preload hooks // again for the same assembly in certain in certain circumstances (the 'do_load_image' part). // If this is the case and we return NULL due to the no_search condition below, // it will result in an internal crash later on. Therefore we need to return the assembly we didn't // get yet from 'mono_assembly_load_from_full'. Luckily we have the image, which already got it. // This must be done here. If done in search hooks, it would cause 'mono_assembly_load_from_full' // to think another MonoAssembly for this assembly was already loaded, making it delete its own, // when in fact both pointers were the same... This hooks thing is confusing. if (image_corlib_loading) { return mono_image_get_assembly(image_corlib_loading); } } if (no_search) return NULL; no_search = true; in_preload = true; String name = String::utf8(mono_assembly_name_get_name(aname)); bool has_extension = name.ends_with(".dll"); GDMonoAssembly *res = NULL; if (has_extension ? name == "mscorlib.dll" : name == "mscorlib") { GDMonoAssembly **stored_assembly = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name); if (stored_assembly) return (*stored_assembly)->get_assembly(); res = _load_assembly_search("mscorlib.dll", search_dirs, refonly); } no_search = false; in_preload = false; return res ? res->get_assembly() : NULL; } GDMonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, const Vector &p_search_dirs, bool p_refonly) { GDMonoAssembly *res = NULL; String path; bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe"); for (int i = 0; i < p_search_dirs.size(); i++) { const String &search_dir = p_search_dirs[i]; if (has_extension) { path = search_dir.plus_file(p_name); if (FileAccess::exists(path)) { res = _load_assembly_from(p_name.get_basename(), path, p_refonly); if (res != NULL) return res; } } else { path = search_dir.plus_file(p_name + ".dll"); if (FileAccess::exists(path)) { res = _load_assembly_from(p_name, path, p_refonly); if (res != NULL) return res; } path = search_dir.plus_file(p_name + ".exe"); if (FileAccess::exists(path)) { res = _load_assembly_from(p_name, path, p_refonly); if (res != NULL) return res; } } } return NULL; } String GDMonoAssembly::find_assembly(const String &p_name) { String path; bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe"); for (int i = 0; i < search_dirs.size(); i++) { const String &search_dir = search_dirs[i]; if (has_extension) { path = search_dir.plus_file(p_name); if (FileAccess::exists(path)) return path; } else { path = search_dir.plus_file(p_name + ".dll"); if (FileAccess::exists(path)) return path; path = search_dir.plus_file(p_name + ".exe"); if (FileAccess::exists(path)) return path; } } return String(); } GDMonoAssembly *GDMonoAssembly::_load_assembly_from(const String &p_name, const String &p_path, bool p_refonly) { GDMonoAssembly *assembly = memnew(GDMonoAssembly(p_name, p_path)); Error err = assembly->load(p_refonly); if (err != OK) { memdelete(assembly); ERR_FAIL_V(NULL); } MonoDomain *domain = mono_domain_get(); GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, assembly); return assembly; } void GDMonoAssembly::_wrap_mono_assembly(MonoAssembly *assembly) { String name = String::utf8(mono_assembly_name_get_name(mono_assembly_get_name(assembly))); MonoImage *image = mono_assembly_get_image(assembly); GDMonoAssembly *gdassembly = memnew(GDMonoAssembly(name, mono_image_get_filename(image))); Error err = gdassembly->wrapper_for_image(image); if (err != OK) { memdelete(gdassembly); ERR_FAIL(); } MonoDomain *domain = mono_domain_get(); GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly); } void GDMonoAssembly::initialize() { fill_search_dirs(search_dirs); mono_install_assembly_search_hook(&assembly_search_hook, NULL); mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, NULL); mono_install_assembly_preload_hook(&assembly_preload_hook, NULL); mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, NULL); mono_install_assembly_load_hook(&assembly_load_hook, NULL); } Error GDMonoAssembly::load(bool p_refonly) { ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE); refonly = p_refonly; uint64_t last_modified_time = FileAccess::get_modified_time(path); Vector data = FileAccess::get_file_as_array(path); ERR_FAIL_COND_V(data.empty(), ERR_FILE_CANT_READ); String image_filename; #ifdef ANDROID_ENABLED if (path.begins_with("res://")) { image_filename = path.substr(6, path.length()); } else { image_filename = ProjectSettings::get_singleton()->globalize_path(path); } #else // FIXME: globalize_path does not work on exported games image_filename = ProjectSettings::get_singleton()->globalize_path(path); #endif MonoImageOpenStatus status = MONO_IMAGE_OK; image = mono_image_open_from_data_with_name( (char *)&data[0], data.size(), true, &status, refonly, image_filename.utf8().get_data()); ERR_FAIL_COND_V(status != MONO_IMAGE_OK, ERR_FILE_CANT_OPEN); ERR_FAIL_NULL_V(image, ERR_FILE_CANT_OPEN); #ifdef DEBUG_ENABLED Vector pdb_data; String pdb_path(path + ".pdb"); if (!FileAccess::exists(pdb_path)) { pdb_path = path.get_basename() + ".pdb"; // without .dll if (!FileAccess::exists(pdb_path)) goto no_pdb; } pdb_data = FileAccess::get_file_as_array(pdb_path); // mono_debug_close_image doesn't seem to be needed mono_debug_open_image_from_memory(image, &pdb_data[0], pdb_data.size()); no_pdb: #endif bool is_corlib_preload = in_preload && name == "mscorlib"; if (is_corlib_preload) image_corlib_loading = image; assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, refonly); if (is_corlib_preload) image_corlib_loading = NULL; ERR_FAIL_COND_V(status != MONO_IMAGE_OK || assembly == NULL, ERR_FILE_CANT_OPEN); // Decrement refcount which was previously incremented by mono_image_open_from_data_with_name mono_image_close(image); loaded = true; modified_time = last_modified_time; return OK; } Error GDMonoAssembly::wrapper_for_image(MonoImage *p_image) { ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE); assembly = mono_image_get_assembly(p_image); ERR_FAIL_NULL_V(assembly, FAILED); image = p_image; loaded = true; return OK; } void GDMonoAssembly::unload() { ERR_FAIL_COND(!loaded); for (Map::Element *E = cached_raw.front(); E; E = E->next()) { memdelete(E->value()); } cached_classes.clear(); cached_raw.clear(); assembly = NULL; image = NULL; loaded = false; } GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) { ERR_FAIL_COND_V(!loaded, NULL); ClassKey key(p_namespace, p_name); GDMonoClass **match = cached_classes.getptr(key); if (match) return *match; MonoClass *mono_class = mono_class_from_name(image, String(p_namespace).utf8(), String(p_name).utf8()); if (!mono_class) return NULL; GDMonoClass *wrapped_class = memnew(GDMonoClass(p_namespace, p_name, mono_class, this)); cached_classes[key] = wrapped_class; cached_raw[mono_class] = wrapped_class; return wrapped_class; } GDMonoClass *GDMonoAssembly::get_class(MonoClass *p_mono_class) { ERR_FAIL_COND_V(!loaded, NULL); Map::Element *match = cached_raw.find(p_mono_class); if (match) return match->value(); StringName namespace_name = mono_class_get_namespace(p_mono_class); StringName class_name = mono_class_get_name(p_mono_class); GDMonoClass *wrapped_class = memnew(GDMonoClass(namespace_name, class_name, p_mono_class, this)); cached_classes[ClassKey(namespace_name, class_name)] = wrapped_class; cached_raw[p_mono_class] = wrapped_class; return wrapped_class; } GDMonoClass *GDMonoAssembly::get_object_derived_class(const StringName &p_class) { GDMonoClass *match = NULL; if (gdobject_class_cache_updated) { Map::Element *result = gdobject_class_cache.find(p_class); if (result) match = result->get(); } else { List nested_classes; int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF); for (int i = 1; i < rows; i++) { MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF); if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class)) continue; GDMonoClass *current = get_class(mono_class); if (!current) continue; nested_classes.push_back(current); if (!match && current->get_name() == p_class) match = current; while (!nested_classes.empty()) { GDMonoClass *current_nested = nested_classes.front()->get(); nested_classes.pop_back(); void *iter = NULL; while (true) { MonoClass *raw_nested = mono_class_get_nested_types(current_nested->get_mono_ptr(), &iter); if (!raw_nested) break; GDMonoClass *nested_class = get_class(raw_nested); if (nested_class) { gdobject_class_cache.insert(nested_class->get_name(), nested_class); nested_classes.push_back(nested_class); } } } gdobject_class_cache.insert(current->get_name(), current); } gdobject_class_cache_updated = true; } return match; } GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) { GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name); if (loaded_asm) return *loaded_asm; #ifdef DEBUG_ENABLED CRASH_COND(!FileAccess::exists(p_path)); #endif no_search = true; GDMonoAssembly *res = _load_assembly_from(p_name, p_path, p_refonly); no_search = false; return res; } GDMonoAssembly::GDMonoAssembly(const String &p_name, const String &p_path) { loaded = false; gdobject_class_cache_updated = false; name = p_name; path = p_path; refonly = false; modified_time = 0; assembly = NULL; image = NULL; } GDMonoAssembly::~GDMonoAssembly() { if (loaded) unload(); }