/**************************************************************************/ /* 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. */ /**************************************************************************/ #include "gd_mono.h" #include #include #include #include #include #include #include "core/os/dir_access.h" #include "core/os/file_access.h" #include "core/os/os.h" #include "core/os/thread.h" #include "core/project_settings.h" #include "../csharp_script.h" #include "../godotsharp_dirs.h" #include "../utils/path_utils.h" #include "gd_mono_cache.h" #include "gd_mono_class.h" #include "gd_mono_marshal.h" #include "gd_mono_utils.h" #ifdef TOOLS_ENABLED #include "main/main.h" #endif #ifdef ANDROID_ENABLED #include "android_mono_config.h" #include "support/android_support.h" #elif defined(IPHONE_ENABLED) #include "support/ios_support.h" #endif #if defined(TOOL_ENABLED) && defined(GD_MONO_SINGLE_APPDOMAIN) // This will no longer be the case if we replace appdomains with AssemblyLoadContext #error "Editor build requires support for multiple appdomains" #endif #if defined(GD_MONO_HOT_RELOAD) && defined(GD_MONO_SINGLE_APPDOMAIN) #error "Hot reloading requires multiple appdomains" #endif // TODO: // This has turn into a gigantic mess. There's too much going on here. Too much #ifdef as well. // It's just painful to read... It needs to be re-structured. Please, clean this up, future me. GDMono *GDMono::singleton = NULL; namespace { #if defined(JAVASCRIPT_ENABLED) extern "C" { void mono_wasm_load_runtime(const char *managed_path, int enable_debugging); } #endif #if !defined(JAVASCRIPT_ENABLED) void gd_mono_setup_runtime_main_args() { CharString execpath = OS::get_singleton()->get_executable_path().utf8(); List cmdline_args = OS::get_singleton()->get_cmdline_args(); List cmdline_args_utf8; Vector main_args; main_args.resize(cmdline_args.size() + 1); main_args.write[0] = execpath.ptrw(); int i = 1; for (List::Element *E = cmdline_args.front(); E; E = E->next()) { CharString &stored = cmdline_args_utf8.push_back(E->get().utf8())->get(); main_args.write[i] = stored.ptrw(); i++; } mono_runtime_set_main_args(main_args.size(), main_args.ptrw()); } void gd_mono_profiler_init() { String profiler_args = GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd"); bool profiler_enabled = GLOBAL_DEF("mono/profiler/enabled", false); if (profiler_enabled) { mono_profiler_load(profiler_args.utf8()); return; } const String env_var_name = "MONO_ENV_OPTIONS"; if (OS::get_singleton()->has_environment(env_var_name)) { const auto mono_env_ops = OS::get_singleton()->get_environment(env_var_name); // Usually MONO_ENV_OPTIONS looks like: --profile=jb:prof=timeline,ctl=remote,host=127.0.0.1:55467 const String prefix = "--profile="; if (mono_env_ops.begins_with(prefix)) { const auto ops = mono_env_ops.substr(prefix.length(), mono_env_ops.length()); mono_profiler_load(ops.utf8()); } } } void gd_mono_debug_init() { CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8(); if (da_args.length()) { // Clear to avoid passing it to child processes OS::get_singleton()->set_environment("GODOT_MONO_DEBUGGER_AGENT", String()); } else { // Try with command line arguments. This is useful on platforms where it's difficult to pass // environment variables. The command line arguments can be specified in the export options. String da_cmdline_arg; List cmdline_args = OS::get_singleton()->get_cmdline_args(); for (List::Element *E = cmdline_args.front(); E; E = E->next()) { const String &arg = E->get(); if (arg.begins_with("--mono-debugger-agent=")) { da_cmdline_arg = arg; break; } } if (da_cmdline_arg.length()) { da_cmdline_arg.replace_first("--mono-debugger-agent=", "--debugger-agent="); da_args = da_cmdline_arg.utf8(); } } #ifdef TOOLS_ENABLED // Define debugger_agent settings even if we end up ignoring the current values. This makes sure // they show up in Editor Settings. int da_port = GLOBAL_DEF("mono/debugger_agent/port", 23685); bool da_suspend = GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false); int da_timeout = GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000); if (Engine::get_singleton()->is_editor_hint() || ProjectSettings::get_singleton()->get_resource_path().empty() || Main::is_project_manager()) { if (da_args.size() == 0) return; } if (da_args.length() == 0) { // Use project settings defaults for the editor player da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) + ",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n")) .utf8(); } #else if (da_args.length() == 0) return; // Exported games don't use the project settings to setup the debugger agent #endif // Debugging enabled mono_debug_init(MONO_DEBUG_FORMAT_MONO); // --debugger-agent=help const char *options[] = { "--soft-breakpoints", da_args.get_data() }; mono_jit_parse_options(2, (char **)options); } #endif // !defined(JAVASCRIPT_ENABLED) #if defined(JAVASCRIPT_ENABLED) MonoDomain *gd_initialize_mono_runtime() { const char *vfs_prefix = "managed"; int enable_debugging = 0; // TODO: Provide a way to enable debugging on WASM release builds. #ifdef DEBUG_ENABLED enable_debugging = 1; #endif mono_wasm_load_runtime(vfs_prefix, enable_debugging); return mono_get_root_domain(); } #else MonoDomain *gd_initialize_mono_runtime() { gd_mono_debug_init(); #if defined(IPHONE_ENABLED) || defined(ANDROID_ENABLED) // I don't know whether this actually matters or not const char *runtime_version = "mobile"; #else const char *runtime_version = "v4.0.30319"; #endif return mono_jit_init_version("GodotEngine.RootDomain", runtime_version); } #endif } // namespace void GDMono::add_mono_shared_libs_dir_to_path() { // TODO: Replace this with a mono_dl_fallback // By default Mono seems to search shared libraries in the following directories: // Current working directory, @executable_path@ and PATH // The parent directory of the image file (assembly where the dllimport method is declared) // @executable_path@/../lib // @executable_path@/../Libraries (__MACH__ only) // This does not work when embedding Mono unless we use the same directory structure. // To fix this we append the directory containing our shared libraries to PATH. #if defined(WINDOWS_ENABLED) || defined(UNIX_ENABLED) String path_var("PATH"); String path_value = OS::get_singleton()->get_environment(path_var); #ifdef WINDOWS_ENABLED path_value += ';'; String bundled_bin_dir = GodotSharpDirs::get_data_mono_bin_dir(); #ifdef TOOLS_ENABLED if (DirAccess::exists(bundled_bin_dir)) { path_value += bundled_bin_dir; } else { path_value += mono_reg_info.bin_dir; } #else if (DirAccess::exists(bundled_bin_dir)) path_value += bundled_bin_dir; #endif // TOOLS_ENABLED #else path_value += ':'; String bundled_lib_dir = GodotSharpDirs::get_data_mono_lib_dir(); if (DirAccess::exists(bundled_lib_dir)) { path_value += bundled_lib_dir; } else { // TODO: Do we need to add the lib dir when using the system installed Mono on Unix platforms? } #endif // WINDOWS_ENABLED OS::get_singleton()->set_environment(path_var, path_value); #endif // WINDOWS_ENABLED || UNIX_ENABLED } void GDMono::determine_mono_dirs(String &r_assembly_rootdir, String &r_config_dir) { String bundled_assembly_rootdir = GodotSharpDirs::get_data_mono_lib_dir(); String bundled_config_dir = GodotSharpDirs::get_data_mono_etc_dir(); #ifdef TOOLS_ENABLED #if defined(WINDOWS_ENABLED) mono_reg_info = MonoRegUtils::find_mono(); if (mono_reg_info.assembly_dir.length() && DirAccess::exists(mono_reg_info.assembly_dir)) { r_assembly_rootdir = mono_reg_info.assembly_dir; } if (mono_reg_info.config_dir.length() && DirAccess::exists(mono_reg_info.config_dir)) { r_config_dir = mono_reg_info.config_dir; } #elif defined(OSX_ENABLED) const char *c_assembly_rootdir = mono_assembly_getrootdir(); const char *c_config_dir = mono_get_config_dir(); if (!c_assembly_rootdir || !c_config_dir || !DirAccess::exists(c_assembly_rootdir) || !DirAccess::exists(c_config_dir)) { Vector locations; locations.push_back("/Library/Frameworks/Mono.framework/Versions/Current/"); locations.push_back("/usr/local/var/homebrew/linked/mono/"); for (int i = 0; i < locations.size(); i++) { String hint_assembly_rootdir = path::join(locations[i], "lib"); String hint_mscorlib_path = path::join(hint_assembly_rootdir, "mono", "4.5", "mscorlib.dll"); String hint_config_dir = path::join(locations[i], "etc"); if (FileAccess::exists(hint_mscorlib_path) && DirAccess::exists(hint_config_dir)) { r_assembly_rootdir = hint_assembly_rootdir; r_config_dir = hint_config_dir; break; } } } #endif if (DirAccess::exists(bundled_assembly_rootdir)) { r_assembly_rootdir = bundled_assembly_rootdir; } if (DirAccess::exists(bundled_config_dir)) { r_config_dir = bundled_config_dir; } #ifdef WINDOWS_ENABLED if (r_assembly_rootdir.empty() || r_config_dir.empty()) { ERR_PRINT("Cannot find Mono in the registry."); // Assertion: if they are not set, then they weren't found in the registry CRASH_COND(mono_reg_info.assembly_dir.length() > 0 || mono_reg_info.config_dir.length() > 0); } #endif // WINDOWS_ENABLED #else // Export templates always use the bundled directories r_assembly_rootdir = bundled_assembly_rootdir; r_config_dir = bundled_config_dir; #endif } void GDMono::initialize() { ERR_FAIL_NULL(Engine::get_singleton()); print_verbose("Mono: Initializing module..."); char *runtime_build_info = mono_get_runtime_build_info(); print_verbose("Mono JIT compiler version " + String(runtime_build_info)); mono_free(runtime_build_info); _init_godot_api_hashes(); _init_exception_policy(); GDMonoLog::get_singleton()->initialize(); #if !defined(JAVASCRIPT_ENABLED) String assembly_rootdir; String config_dir; determine_mono_dirs(assembly_rootdir, config_dir); // Leak if we call mono_set_dirs more than once mono_set_dirs(assembly_rootdir.length() ? assembly_rootdir.utf8().get_data() : NULL, config_dir.length() ? config_dir.utf8().get_data() : NULL); add_mono_shared_libs_dir_to_path(); #endif #ifdef ANDROID_ENABLED mono_config_parse_memory(get_godot_android_mono_config().utf8().get_data()); #else mono_config_parse(NULL); #endif #if defined(ANDROID_ENABLED) gdmono::android::support::initialize(); #elif defined(IPHONE_ENABLED) gdmono::ios::support::initialize(); #endif GDMonoAssembly::initialize(); #if !defined(JAVASCRIPT_ENABLED) gd_mono_profiler_init(); #endif mono_install_unhandled_exception_hook(&unhandled_exception_hook, NULL); #ifndef TOOLS_ENABLED // Exported games that don't use C# must still work. They likely don't ship with mscorlib. // We only initialize the Mono runtime if we can find mscorlib. Otherwise it would crash. if (GDMonoAssembly::find_assembly("mscorlib.dll").empty()) { print_verbose("Mono: Skipping runtime initialization because 'mscorlib.dll' could not be found"); return; } #endif #if !defined(NO_MONO_THREADS_SUSPEND_WORKAROUND) // FIXME: Temporary workaround. See: https://github.com/godotengine/godot/issues/29812 if (!OS::get_singleton()->has_environment("MONO_THREADS_SUSPEND")) { OS::get_singleton()->set_environment("MONO_THREADS_SUSPEND", "preemptive"); } #endif // NOTE: Internal calls must be registered after the Mono runtime initialization. // Otherwise registration fails with the error: 'assertion 'hash != NULL' failed'. root_domain = gd_initialize_mono_runtime(); ERR_FAIL_NULL_MSG(root_domain, "Mono: Failed to initialize runtime."); GDMonoUtils::set_main_thread(GDMonoUtils::get_current_thread()); #if !defined(JAVASCRIPT_ENABLED) gd_mono_setup_runtime_main_args(); // Required for System.Environment.GetCommandLineArgs #endif runtime_initialized = true; print_verbose("Mono: Runtime initialized"); #if defined(ANDROID_ENABLED) gdmono::android::support::register_internal_calls(); #endif // mscorlib assembly MUST be present at initialization bool corlib_loaded = _load_corlib_assembly(); ERR_FAIL_COND_MSG(!corlib_loaded, "Mono: Failed to load mscorlib assembly."); #ifndef GD_MONO_SINGLE_APPDOMAIN Error domain_load_err = _load_scripts_domain(); ERR_FAIL_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain."); #else scripts_domain = root_domain; #endif _register_internal_calls(); print_verbose("Mono: INITIALIZED"); } void GDMono::initialize_load_assemblies() { #ifndef MONO_GLUE_ENABLED CRASH_NOW_MSG("Mono: This binary was built with 'mono_glue=no'; cannot load assemblies."); #endif // Load assemblies. The API and tools assemblies are required, // the application is aborted if these assemblies cannot be loaded. _load_api_assemblies(); #if defined(TOOLS_ENABLED) bool tool_assemblies_loaded = _load_tools_assemblies(); CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies."); if (Main::is_project_manager()) return; #endif // 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("Mono: Failed to load project assembly"); } } bool GDMono::_are_api_assemblies_out_of_sync() { bool out_of_sync = core_api_assembly.assembly && (core_api_assembly.out_of_sync || !GDMonoCache::cached_data.godot_api_cache_updated); #ifdef TOOLS_ENABLED if (!out_of_sync) out_of_sync = editor_api_assembly.assembly && editor_api_assembly.out_of_sync; #endif return out_of_sync; } namespace GodotSharpBindings { #ifdef MONO_GLUE_ENABLED uint64_t get_core_api_hash(); #ifdef TOOLS_ENABLED uint64_t get_editor_api_hash(); #endif uint32_t get_bindings_version(); uint32_t get_cs_glue_version(); void register_generated_icalls(); #else uint64_t get_core_api_hash() { GD_UNREACHABLE(); } #ifdef TOOLS_ENABLED uint64_t get_editor_api_hash() { GD_UNREACHABLE(); } #endif uint32_t get_bindings_version() { GD_UNREACHABLE(); } uint32_t get_cs_glue_version() { GD_UNREACHABLE(); } void register_generated_icalls() { /* Fine, just do nothing */ } #endif // MONO_GLUE_ENABLED } // namespace GodotSharpBindings void GDMono::_register_internal_calls() { GodotSharpBindings::register_generated_icalls(); } void GDMono::_init_godot_api_hashes() { #if defined(MONO_GLUE_ENABLED) && defined(DEBUG_METHODS_ENABLED) if (get_api_core_hash() != GodotSharpBindings::get_core_api_hash()) { ERR_PRINT("Mono: Core API hash mismatch."); } #ifdef TOOLS_ENABLED if (get_api_editor_hash() != GodotSharpBindings::get_editor_api_hash()) { ERR_PRINT("Mono: Editor API hash mismatch."); } #endif // TOOLS_ENABLED #endif // MONO_GLUE_ENABLED && DEBUG_METHODS_ENABLED } void GDMono::_init_exception_policy() { PropertyInfo exc_policy_prop = PropertyInfo(Variant::INT, "mono/runtime/unhandled_exception_policy", PROPERTY_HINT_ENUM, vformat("Terminate Application:%s,Log Error:%s", (int)POLICY_TERMINATE_APP, (int)POLICY_LOG_ERROR)); unhandled_exception_policy = (UnhandledExceptionPolicy)(int)GLOBAL_DEF(exc_policy_prop.name, (int)POLICY_TERMINATE_APP); ProjectSettings::get_singleton()->set_custom_property_info(exc_policy_prop.name, exc_policy_prop); if (Engine::get_singleton()->is_editor_hint()) { // Unhandled exceptions should not terminate the editor unhandled_exception_policy = POLICY_LOG_ERROR; } } void GDMono::add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly) { assemblies[p_domain_id][p_assembly->get_name()] = p_assembly; } GDMonoAssembly *GDMono::get_loaded_assembly(const String &p_name) { if (p_name == "mscorlib" && corlib_assembly) return corlib_assembly; MonoDomain *domain = mono_domain_get(); uint32_t domain_id = domain ? mono_domain_get_id(domain) : 0; GDMonoAssembly **result = assemblies[domain_id].getptr(p_name); return result ? *result : NULL; } bool GDMono::load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly) { #ifdef DEBUG_ENABLED CRASH_COND(!r_assembly); #endif MonoAssemblyName *aname = mono_assembly_name_new(p_name.utf8()); bool result = load_assembly(p_name, aname, r_assembly, p_refonly); mono_assembly_name_free(aname); mono_free(aname); return result; } bool GDMono::load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly) { #ifdef DEBUG_ENABLED CRASH_COND(!r_assembly); #endif return load_assembly(p_name, p_aname, r_assembly, p_refonly, GDMonoAssembly::get_default_search_dirs()); } bool GDMono::load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly, const Vector &p_search_dirs) { #ifdef DEBUG_ENABLED CRASH_COND(!r_assembly); #endif print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "..."); GDMonoAssembly *assembly = GDMonoAssembly::load(p_name, p_aname, p_refonly, p_search_dirs); if (!assembly) return false; *r_assembly = assembly; print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path()); return true; } bool GDMono::load_assembly_from(const String &p_name, const String &p_path, GDMonoAssembly **r_assembly, bool p_refonly) { CRASH_COND(!r_assembly); print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "..."); GDMonoAssembly *assembly = GDMonoAssembly::load_from(p_name, p_path, p_refonly); if (!assembly) return false; *r_assembly = assembly; print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path()); return true; } ApiAssemblyInfo::Version ApiAssemblyInfo::Version::get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, ApiAssemblyInfo::Type p_api_type) { ApiAssemblyInfo::Version api_assembly_version; const char *nativecalls_name = p_api_type == ApiAssemblyInfo::API_CORE ? BINDINGS_CLASS_NATIVECALLS : BINDINGS_CLASS_NATIVECALLS_EDITOR; GDMonoClass *nativecalls_klass = p_api_assembly->get_class(BINDINGS_NAMESPACE, nativecalls_name); if (nativecalls_klass) { GDMonoField *api_hash_field = nativecalls_klass->get_field("godot_api_hash"); if (api_hash_field) api_assembly_version.godot_api_hash = GDMonoMarshal::unbox(api_hash_field->get_value(NULL)); GDMonoField *binds_ver_field = nativecalls_klass->get_field("bindings_version"); if (binds_ver_field) api_assembly_version.bindings_version = GDMonoMarshal::unbox(binds_ver_field->get_value(NULL)); GDMonoField *cs_glue_ver_field = nativecalls_klass->get_field("cs_glue_version"); if (cs_glue_ver_field) api_assembly_version.cs_glue_version = GDMonoMarshal::unbox(cs_glue_ver_field->get_value(NULL)); } return api_assembly_version; } String ApiAssemblyInfo::to_string(ApiAssemblyInfo::Type p_type) { return p_type == ApiAssemblyInfo::API_CORE ? "API_CORE" : "API_EDITOR"; } bool GDMono::_load_corlib_assembly() { if (corlib_assembly) return true; bool success = load_assembly("mscorlib", &corlib_assembly); if (success) GDMonoCache::update_corlib_cache(); return success; } #ifdef TOOLS_ENABLED bool GDMono::copy_prebuilt_api_assembly(ApiAssemblyInfo::Type p_api_type, const String &p_config) { String src_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); String dst_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config); String assembly_name = p_api_type == ApiAssemblyInfo::API_CORE ? CORE_API_ASSEMBLY_NAME : EDITOR_API_ASSEMBLY_NAME; // Create destination directory if needed if (!DirAccess::exists(dst_dir)) { DirAccess *da = DirAccess::create_for_path(dst_dir); Error err = da->make_dir_recursive(dst_dir); memdelete(da); if (err != OK) { ERR_PRINT("Failed to create destination directory for the API assemblies. Error: " + itos(err) + "."); return false; } } DirAccessRef da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); String xml_file = assembly_name + ".xml"; if (da->copy(src_dir.plus_file(xml_file), dst_dir.plus_file(xml_file)) != OK) WARN_PRINT("Failed to copy '" + xml_file + "'."); String pdb_file = assembly_name + ".pdb"; if (da->copy(src_dir.plus_file(pdb_file), dst_dir.plus_file(pdb_file)) != OK) WARN_PRINT("Failed to copy '" + pdb_file + "'."); String assembly_file = assembly_name + ".dll"; if (da->copy(src_dir.plus_file(assembly_file), dst_dir.plus_file(assembly_file)) != OK) { ERR_PRINT("Failed to copy '" + assembly_file + "'."); return false; } return true; } static bool try_get_cached_api_hash_for(const String &p_api_assemblies_dir, bool &r_out_of_sync) { String core_api_assembly_path = p_api_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String editor_api_assembly_path = p_api_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); if (!FileAccess::exists(core_api_assembly_path) || !FileAccess::exists(editor_api_assembly_path)) return false; String cached_api_hash_path = p_api_assemblies_dir.plus_file("api_hash_cache.cfg"); if (!FileAccess::exists(cached_api_hash_path)) return false; Ref cfg; cfg.instance(); Error cfg_err = cfg->load(cached_api_hash_path); ERR_FAIL_COND_V(cfg_err != OK, false); // Checking the modified time is good enough if (FileAccess::get_modified_time(core_api_assembly_path) != (uint64_t)cfg->get_value("core", "modified_time") || FileAccess::get_modified_time(editor_api_assembly_path) != (uint64_t)cfg->get_value("editor", "modified_time")) { return false; } r_out_of_sync = GodotSharpBindings::get_bindings_version() != (uint32_t)cfg->get_value("core", "bindings_version") || GodotSharpBindings::get_cs_glue_version() != (uint32_t)cfg->get_value("core", "cs_glue_version") || GodotSharpBindings::get_bindings_version() != (uint32_t)cfg->get_value("editor", "bindings_version") || GodotSharpBindings::get_cs_glue_version() != (uint32_t)cfg->get_value("editor", "cs_glue_version") || GodotSharpBindings::get_core_api_hash() != (uint64_t)cfg->get_value("core", "api_hash") || GodotSharpBindings::get_editor_api_hash() != (uint64_t)cfg->get_value("editor", "api_hash"); return true; } static void create_cached_api_hash_for(const String &p_api_assemblies_dir) { String core_api_assembly_path = p_api_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String editor_api_assembly_path = p_api_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); String cached_api_hash_path = p_api_assemblies_dir.plus_file("api_hash_cache.cfg"); Ref cfg; cfg.instance(); cfg->set_value("core", "modified_time", FileAccess::get_modified_time(core_api_assembly_path)); cfg->set_value("editor", "modified_time", FileAccess::get_modified_time(editor_api_assembly_path)); cfg->set_value("core", "bindings_version", GodotSharpBindings::get_bindings_version()); cfg->set_value("core", "cs_glue_version", GodotSharpBindings::get_cs_glue_version()); cfg->set_value("editor", "bindings_version", GodotSharpBindings::get_bindings_version()); cfg->set_value("editor", "cs_glue_version", GodotSharpBindings::get_cs_glue_version()); // This assumes the prebuilt api assemblies we copied to the project are not out of sync cfg->set_value("core", "api_hash", GodotSharpBindings::get_core_api_hash()); cfg->set_value("editor", "api_hash", GodotSharpBindings::get_editor_api_hash()); Error err = cfg->save(cached_api_hash_path); ERR_FAIL_COND(err != OK); } bool GDMono::_temp_domain_load_are_assemblies_out_of_sync(const String &p_config) { MonoDomain *temp_domain = GDMonoUtils::create_domain("GodotEngine.Domain.CheckApiAssemblies"); ERR_FAIL_NULL_V(temp_domain, "Failed to create temporary domain to check API assemblies"); _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(temp_domain); _GDMONO_SCOPE_DOMAIN_(temp_domain); GDMono::LoadedApiAssembly temp_core_api_assembly; GDMono::LoadedApiAssembly temp_editor_api_assembly; if (!_try_load_api_assemblies(temp_core_api_assembly, temp_editor_api_assembly, p_config, /* refonly: */ true, /* loaded_callback: */ NULL)) { return temp_core_api_assembly.out_of_sync || temp_editor_api_assembly.out_of_sync; } return true; // Failed to load, assume they're outdated assemblies } String GDMono::update_api_assemblies_from_prebuilt(const String &p_config, const bool *p_core_api_out_of_sync, const bool *p_editor_api_out_of_sync) { #define FAIL_REASON(m_out_of_sync, m_prebuilt_exists) \ ( \ (m_out_of_sync ? String("The assembly is invalidated ") : String("The assembly was not found ")) + \ (m_prebuilt_exists ? String("and the prebuilt assemblies are missing.") : String("and we failed to copy the prebuilt assemblies."))) String dst_assemblies_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config); String core_assembly_path = dst_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String editor_assembly_path = dst_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); bool api_assemblies_out_of_sync = false; if (p_core_api_out_of_sync && p_editor_api_out_of_sync) { api_assemblies_out_of_sync = p_core_api_out_of_sync || p_editor_api_out_of_sync; } else if (FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) { // Determine if they're out of sync if (!try_get_cached_api_hash_for(dst_assemblies_dir, api_assemblies_out_of_sync)) { api_assemblies_out_of_sync = _temp_domain_load_are_assemblies_out_of_sync(p_config); } } // Note: Even if only one of the assemblies if missing or out of sync, we update both if (!api_assemblies_out_of_sync && FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) return String(); // No update needed print_verbose("Updating '" + p_config + "' API assemblies"); String prebuilt_api_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); String prebuilt_core_dll_path = prebuilt_api_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String prebuilt_editor_dll_path = prebuilt_api_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); if (!FileAccess::exists(prebuilt_core_dll_path) || !FileAccess::exists(prebuilt_editor_dll_path)) { return FAIL_REASON(api_assemblies_out_of_sync, /* prebuilt_exists: */ false); } // Copy the prebuilt Api if (!copy_prebuilt_api_assembly(ApiAssemblyInfo::API_CORE, p_config) || !copy_prebuilt_api_assembly(ApiAssemblyInfo::API_EDITOR, p_config)) { return FAIL_REASON(api_assemblies_out_of_sync, /* prebuilt_exists: */ true); } // Cache the api hash of the assemblies we just copied create_cached_api_hash_for(dst_assemblies_dir); return String(); // Updated successfully #undef FAIL_REASON } #endif bool GDMono::_load_core_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, const String &p_config, bool p_refonly) { if (r_loaded_api_assembly.assembly) return true; #ifdef TOOLS_ENABLED // For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date // If running the project manager, load it from the prebuilt API directory String assembly_dir = !Main::is_project_manager() ? GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config) : GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); String assembly_path = assembly_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); bool success = FileAccess::exists(assembly_path) && load_assembly_from(CORE_API_ASSEMBLY_NAME, assembly_path, &r_loaded_api_assembly.assembly, p_refonly); #else bool success = load_assembly(CORE_API_ASSEMBLY_NAME, &r_loaded_api_assembly.assembly, p_refonly); #endif if (success) { ApiAssemblyInfo::Version api_assembly_ver = ApiAssemblyInfo::Version::get_from_loaded_assembly(r_loaded_api_assembly.assembly, ApiAssemblyInfo::API_CORE); r_loaded_api_assembly.out_of_sync = GodotSharpBindings::get_core_api_hash() != api_assembly_ver.godot_api_hash || GodotSharpBindings::get_bindings_version() != api_assembly_ver.bindings_version || GodotSharpBindings::get_cs_glue_version() != api_assembly_ver.cs_glue_version; } else { r_loaded_api_assembly.out_of_sync = false; } return success; } #ifdef TOOLS_ENABLED bool GDMono::_load_editor_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, const String &p_config, bool p_refonly) { if (r_loaded_api_assembly.assembly) return true; // For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date // If running the project manager, load it from the prebuilt API directory String assembly_dir = !Main::is_project_manager() ? GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config) : GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); String assembly_path = assembly_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); bool success = FileAccess::exists(assembly_path) && load_assembly_from(EDITOR_API_ASSEMBLY_NAME, assembly_path, &r_loaded_api_assembly.assembly, p_refonly); if (success) { ApiAssemblyInfo::Version api_assembly_ver = ApiAssemblyInfo::Version::get_from_loaded_assembly(r_loaded_api_assembly.assembly, ApiAssemblyInfo::API_EDITOR); r_loaded_api_assembly.out_of_sync = GodotSharpBindings::get_editor_api_hash() != api_assembly_ver.godot_api_hash || GodotSharpBindings::get_bindings_version() != api_assembly_ver.bindings_version || GodotSharpBindings::get_cs_glue_version() != api_assembly_ver.cs_glue_version; } else { r_loaded_api_assembly.out_of_sync = false; } return success; } #endif bool GDMono::_try_load_api_assemblies(LoadedApiAssembly &r_core_api_assembly, LoadedApiAssembly &r_editor_api_assembly, const String &p_config, bool p_refonly, CoreApiAssemblyLoadedCallback p_callback) { if (!_load_core_api_assembly(r_core_api_assembly, p_config, p_refonly)) { if (OS::get_singleton()->is_stdout_verbose()) print_error("Mono: Failed to load Core API assembly"); return false; } #ifdef TOOLS_ENABLED if (!_load_editor_api_assembly(r_editor_api_assembly, p_config, p_refonly)) { if (OS::get_singleton()->is_stdout_verbose()) print_error("Mono: Failed to load Editor API assembly"); return false; } if (r_editor_api_assembly.out_of_sync) return false; #endif // Check if the core API assembly is out of sync only after trying to load the // editor API assembly. Otherwise, if both assemblies are out of sync, we would // only update the former as we won't know the latter also needs to be updated. if (r_core_api_assembly.out_of_sync) return false; if (p_callback) return p_callback(); return true; } bool GDMono::_on_core_api_assembly_loaded() { GDMonoCache::update_godot_api_cache(); if (!GDMonoCache::cached_data.godot_api_cache_updated) return false; get_singleton()->_install_trace_listener(); return true; } bool GDMono::_try_load_api_assemblies_preset() { return _try_load_api_assemblies(core_api_assembly, editor_api_assembly, get_expected_api_build_config(), /* refonly: */ false, _on_core_api_assembly_loaded); } void GDMono::_load_api_assemblies() { bool api_assemblies_loaded = _try_load_api_assemblies_preset(); #if defined(TOOLS_ENABLED) && !defined(GD_MONO_SINGLE_APPDOMAIN) if (!api_assemblies_loaded) { // The API assemblies are out of sync or some other error happened. Fine, try one more time, but // this time update them from the prebuilt assemblies directory before trying to load them again. // Shouldn't happen. The project manager loads the prebuilt API assemblies CRASH_COND_MSG(Main::is_project_manager(), "Failed to load one of the prebuilt API assemblies."); // 1. Unload the scripts domain Error domain_unload_err = _unload_scripts_domain(); CRASH_COND_MSG(domain_unload_err != OK, "Mono: Failed to unload scripts domain."); // 2. Update the API assemblies String update_error = update_api_assemblies_from_prebuilt("Debug", &core_api_assembly.out_of_sync, &editor_api_assembly.out_of_sync); CRASH_COND_MSG(!update_error.empty(), update_error); // 3. Load the scripts domain again Error domain_load_err = _load_scripts_domain(); CRASH_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain."); // 4. Try loading the updated assemblies api_assemblies_loaded = _try_load_api_assemblies_preset(); } #endif if (!api_assemblies_loaded) { // welp... too bad if (_are_api_assemblies_out_of_sync()) { if (core_api_assembly.out_of_sync) { ERR_PRINT("The assembly '" CORE_API_ASSEMBLY_NAME "' is out of sync."); } else if (!GDMonoCache::cached_data.godot_api_cache_updated) { ERR_PRINT("The loaded assembly '" CORE_API_ASSEMBLY_NAME "' is in sync, but the cache update failed."); } #ifdef TOOLS_ENABLED if (editor_api_assembly.out_of_sync) { ERR_PRINT("The assembly '" EDITOR_API_ASSEMBLY_NAME "' is out of sync."); } #endif CRASH_NOW(); } else { CRASH_NOW_MSG("Failed to load one of the API assemblies."); } } } #ifdef TOOLS_ENABLED bool GDMono::_load_tools_assemblies() { if (tools_assembly && tools_project_editor_assembly) return true; bool success = load_assembly(TOOLS_ASM_NAME, &tools_assembly) && load_assembly(TOOLS_PROJECT_EDITOR_ASM_NAME, &tools_project_editor_assembly); return success; } #endif bool GDMono::_load_project_assembly() { if (project_assembly) return true; String assembly_name = path::get_csharp_project_name(); bool success = load_assembly(assembly_name, &project_assembly); if (success) { mono_assembly_set_main(project_assembly->get_assembly()); } return success; } void GDMono::_install_trace_listener() { #ifdef DEBUG_ENABLED // Install the trace listener now before the project assembly is loaded GDMonoClass *debug_utils = get_core_api_assembly()->get_class(BINDINGS_NAMESPACE, "DebuggingUtils"); GDMonoMethod *install_func = debug_utils->get_method("InstallTraceListener"); MonoException *exc = NULL; install_func->invoke_raw(NULL, NULL, &exc); if (exc) { GDMonoUtils::debug_print_unhandled_exception(exc); ERR_PRINT("Failed to install 'System.Diagnostics.Trace' listener."); } #endif } #ifndef GD_MONO_SINGLE_APPDOMAIN Error GDMono::_load_scripts_domain() { ERR_FAIL_COND_V(scripts_domain != NULL, ERR_BUG); print_verbose("Mono: Loading scripts domain..."); scripts_domain = GDMonoUtils::create_domain("GodotEngine.Domain.Scripts"); ERR_FAIL_NULL_V_MSG(scripts_domain, ERR_CANT_CREATE, "Mono: Could not create scripts app domain."); mono_domain_set(scripts_domain, true); return OK; } Error GDMono::_unload_scripts_domain() { ERR_FAIL_NULL_V(scripts_domain, ERR_BUG); print_verbose("Mono: Finalizing scripts domain..."); if (mono_domain_get() != root_domain) mono_domain_set(root_domain, true); finalizing_scripts_domain = true; if (!mono_domain_finalize(scripts_domain, 2000)) { ERR_PRINT("Mono: Domain finalization timeout."); } finalizing_scripts_domain = false; mono_gc_collect(mono_gc_max_generation()); GDMonoCache::clear_godot_api_cache(); _domain_assemblies_cleanup(mono_domain_get_id(scripts_domain)); core_api_assembly.assembly = NULL; #ifdef TOOLS_ENABLED editor_api_assembly.assembly = NULL; #endif project_assembly = NULL; #ifdef TOOLS_ENABLED tools_assembly = NULL; tools_project_editor_assembly = NULL; #endif MonoDomain *domain = scripts_domain; scripts_domain = NULL; print_verbose("Mono: Unloading scripts domain..."); MonoException *exc = NULL; mono_domain_try_unload(domain, (MonoObject **)&exc); if (exc) { ERR_PRINT("Exception thrown when unloading scripts domain."); GDMonoUtils::debug_unhandled_exception(exc); return FAILED; } return OK; } #endif #ifdef GD_MONO_HOT_RELOAD Error GDMono::reload_scripts_domain() { ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG); if (scripts_domain) { Error domain_unload_err = _unload_scripts_domain(); ERR_FAIL_COND_V_MSG(domain_unload_err != OK, domain_unload_err, "Mono: Failed to unload scripts domain."); } CSharpLanguage::get_singleton()->_on_scripts_domain_unloaded(); Error domain_load_err = _load_scripts_domain(); ERR_FAIL_COND_V_MSG(domain_load_err != OK, domain_load_err, "Mono: Failed to load scripts domain."); // Load assemblies. The API and tools assemblies are required, // the application is aborted if these assemblies cannot be loaded. _load_api_assemblies(); #if defined(TOOLS_ENABLED) bool tools_assemblies_loaded = _load_tools_assemblies(); CRASH_COND_MSG(!tools_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies."); #endif // 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. // However, unlike the API and tools assemblies, the application can continue working. if (!_load_project_assembly()) { print_error("Mono: Failed to load project assembly"); return ERR_CANT_OPEN; } return OK; } #endif #ifndef GD_MONO_SINGLE_APPDOMAIN Error GDMono::finalize_and_unload_domain(MonoDomain *p_domain) { CRASH_COND(p_domain == NULL); CRASH_COND(p_domain == GDMono::get_singleton()->get_scripts_domain()); // Should use _unload_scripts_domain() instead String domain_name = mono_domain_get_friendly_name(p_domain); print_verbose("Mono: Unloading domain '" + domain_name + "'..."); if (mono_domain_get() == p_domain) mono_domain_set(root_domain, true); if (!mono_domain_finalize(p_domain, 2000)) { ERR_PRINT("Mono: Domain finalization timeout."); } mono_gc_collect(mono_gc_max_generation()); _domain_assemblies_cleanup(mono_domain_get_id(p_domain)); MonoException *exc = NULL; mono_domain_try_unload(p_domain, (MonoObject **)&exc); if (exc) { ERR_PRINT("Exception thrown when unloading domain '" + domain_name + "'."); GDMonoUtils::debug_print_unhandled_exception(exc); return FAILED; } return OK; } #endif GDMonoClass *GDMono::get_class(MonoClass *p_raw_class) { MonoImage *image = mono_class_get_image(p_raw_class); if (image == corlib_assembly->get_image()) return corlib_assembly->get_class(p_raw_class); uint32_t domain_id = mono_domain_get_id(mono_domain_get()); HashMap &domain_assemblies = assemblies[domain_id]; const String *k = NULL; while ((k = domain_assemblies.next(k))) { GDMonoAssembly *assembly = domain_assemblies.get(*k); if (assembly->get_image() == image) { GDMonoClass *klass = assembly->get_class(p_raw_class); if (klass) return klass; } } return NULL; } GDMonoClass *GDMono::get_class(const StringName &p_namespace, const StringName &p_name) { GDMonoClass *klass = corlib_assembly->get_class(p_namespace, p_name); if (klass) return klass; uint32_t domain_id = mono_domain_get_id(mono_domain_get()); HashMap &domain_assemblies = assemblies[domain_id]; const String *k = NULL; while ((k = domain_assemblies.next(k))) { GDMonoAssembly *assembly = domain_assemblies.get(*k); klass = assembly->get_class(p_namespace, p_name); if (klass) return klass; } return NULL; } void GDMono::_domain_assemblies_cleanup(uint32_t p_domain_id) { HashMap &domain_assemblies = assemblies[p_domain_id]; const String *k = NULL; while ((k = domain_assemblies.next(k))) { memdelete(domain_assemblies.get(*k)); } assemblies.erase(p_domain_id); } void GDMono::unhandled_exception_hook(MonoObject *p_exc, void *) { // This method will be called by the runtime when a thrown exception is not handled. // It won't be called when we manually treat a thrown exception as unhandled. // We assume the exception was already printed before calling this hook. #ifdef DEBUG_ENABLED GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc); if (ScriptDebugger::get_singleton()) ScriptDebugger::get_singleton()->idle_poll(); #endif exit(mono_environment_exitcode_get()); GD_UNREACHABLE(); } GDMono::GDMono() { singleton = this; gdmono_log = memnew(GDMonoLog); runtime_initialized = false; finalizing_scripts_domain = false; root_domain = NULL; scripts_domain = NULL; corlib_assembly = NULL; project_assembly = NULL; #ifdef TOOLS_ENABLED tools_assembly = NULL; tools_project_editor_assembly = NULL; #endif api_core_hash = 0; #ifdef TOOLS_ENABLED api_editor_hash = 0; #endif unhandled_exception_policy = POLICY_TERMINATE_APP; } GDMono::~GDMono() { if (is_runtime_initialized()) { #ifndef GD_MONO_SINGLE_APPDOMAIN if (scripts_domain) { Error err = _unload_scripts_domain(); if (err != OK) { ERR_PRINT("Mono: Failed to unload scripts domain."); } } #else CRASH_COND(scripts_domain != root_domain); print_verbose("Mono: Finalizing scripts domain..."); if (mono_domain_get() != root_domain) mono_domain_set(root_domain, true); finalizing_scripts_domain = true; if (!mono_domain_finalize(root_domain, 2000)) { ERR_PRINT("Mono: Domain finalization timeout."); } finalizing_scripts_domain = false; mono_gc_collect(mono_gc_max_generation()); GDMonoCache::clear_godot_api_cache(); _domain_assemblies_cleanup(mono_domain_get_id(root_domain)); core_api_assembly.assembly = NULL; project_assembly = NULL; scripts_domain = NULL; // Leave the rest to 'mono_jit_cleanup' #endif const uint32_t *k = NULL; while ((k = assemblies.next(k))) { HashMap &domain_assemblies = assemblies.get(*k); const String *kk = NULL; while ((kk = domain_assemblies.next(kk))) { memdelete(domain_assemblies.get(*kk)); } } assemblies.clear(); print_verbose("Mono: Runtime cleanup..."); mono_jit_cleanup(root_domain); print_verbose("Mono: Finalized"); runtime_initialized = false; } #if defined(ANDROID_ENABLED) gdmono::android::support::cleanup(); #endif if (gdmono_log) memdelete(gdmono_log); singleton = NULL; } _GodotSharp *_GodotSharp::singleton = NULL; void _GodotSharp::attach_thread() { GDMonoUtils::attach_current_thread(); } void _GodotSharp::detach_thread() { GDMonoUtils::detach_current_thread(); } int32_t _GodotSharp::get_domain_id() { MonoDomain *domain = mono_domain_get(); CRASH_COND(!domain); // User must check if runtime is initialized before calling this method return mono_domain_get_id(domain); } int32_t _GodotSharp::get_scripts_domain_id() { MonoDomain *domain = GDMono::get_singleton()->get_scripts_domain(); CRASH_COND(!domain); // User must check if scripts domain is loaded before calling this method return mono_domain_get_id(domain); } bool _GodotSharp::is_scripts_domain_loaded() { return GDMono::get_singleton() && GDMono::get_singleton()->is_runtime_initialized() && GDMono::get_singleton()->get_scripts_domain() != NULL; } bool _GodotSharp::_is_domain_finalizing_for_unload(int32_t p_domain_id) { return is_domain_finalizing_for_unload(p_domain_id); } bool _GodotSharp::is_domain_finalizing_for_unload() { return is_domain_finalizing_for_unload(mono_domain_get()); } bool _GodotSharp::is_domain_finalizing_for_unload(int32_t p_domain_id) { return is_domain_finalizing_for_unload(mono_domain_get_by_id(p_domain_id)); } bool _GodotSharp::is_domain_finalizing_for_unload(MonoDomain *p_domain) { if (!p_domain) return true; if (p_domain == GDMono::get_singleton()->get_scripts_domain() && GDMono::get_singleton()->is_finalizing_scripts_domain()) return true; return mono_domain_is_unloading(p_domain); } bool _GodotSharp::is_runtime_shutting_down() { return mono_runtime_is_shutting_down(); } bool _GodotSharp::is_runtime_initialized() { return GDMono::get_singleton() && GDMono::get_singleton()->is_runtime_initialized(); } void _GodotSharp::_reload_assemblies(bool p_soft_reload) { #ifdef GD_MONO_HOT_RELOAD // 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("attach_thread"), &_GodotSharp::attach_thread); ClassDB::bind_method(D_METHOD("detach_thread"), &_GodotSharp::detach_thread); ClassDB::bind_method(D_METHOD("get_domain_id"), &_GodotSharp::get_domain_id); ClassDB::bind_method(D_METHOD("get_scripts_domain_id"), &_GodotSharp::get_scripts_domain_id); ClassDB::bind_method(D_METHOD("is_scripts_domain_loaded"), &_GodotSharp::is_scripts_domain_loaded); ClassDB::bind_method(D_METHOD("is_domain_finalizing_for_unload", "domain_id"), &_GodotSharp::_is_domain_finalizing_for_unload); ClassDB::bind_method(D_METHOD("is_runtime_shutting_down"), &_GodotSharp::is_runtime_shutting_down); ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &_GodotSharp::is_runtime_initialized); ClassDB::bind_method(D_METHOD("_reload_assemblies"), &_GodotSharp::_reload_assemblies); } _GodotSharp::_GodotSharp() { singleton = this; } _GodotSharp::~_GodotSharp() { singleton = NULL; }