221 lines
6.7 KiB
C++
221 lines
6.7 KiB
C++
/*************************************************************************/
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/* gd_mono.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GD_MONO_H
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#define GD_MONO_H
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#include "../godotsharp_defs.h"
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#include "gd_mono_assembly.h"
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#include "gd_mono_log.h"
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#ifdef WINDOWS_ENABLED
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#include "../utils/mono_reg_utils.h"
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#endif
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#define SCRIPTS_DOMAIN GDMono::get_singleton()->get_scripts_domain()
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#ifdef TOOLS_ENABLED
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#define TOOLS_DOMAIN GDMono::get_singleton()->get_tools_domain()
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#endif
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class GDMono {
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bool runtime_initialized;
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bool finalizing_scripts_domain;
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MonoDomain *root_domain;
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MonoDomain *scripts_domain;
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#ifdef TOOLS_ENABLED
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MonoDomain *tools_domain;
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#endif
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GDMonoAssembly *corlib_assembly;
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GDMonoAssembly *api_assembly;
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GDMonoAssembly *project_assembly;
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#ifdef TOOLS_ENABLED
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GDMonoAssembly *editor_api_assembly;
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GDMonoAssembly *editor_tools_assembly;
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#endif
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HashMap<uint32_t, HashMap<String, GDMonoAssembly *> > assemblies;
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void _domain_assemblies_cleanup(uint32_t p_domain_id);
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bool _load_corlib_assembly();
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bool _load_core_api_assembly();
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#ifdef TOOLS_ENABLED
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bool _load_editor_api_assembly();
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bool _load_editor_tools_assembly();
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#endif
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bool _load_project_assembly();
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bool _load_all_script_assemblies();
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void _register_internal_calls();
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Error _load_scripts_domain();
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Error _unload_scripts_domain();
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#ifdef TOOLS_ENABLED
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Error _load_tools_domain();
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#endif
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#ifdef DEBUG_METHODS_ENABLED
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uint64_t api_core_hash;
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#ifdef TOOLS_ENABLED
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uint64_t api_editor_hash;
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#endif
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void _initialize_and_check_api_hashes();
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#endif
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GDMonoLog *gdmono_log;
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#ifdef WINDOWS_ENABLED
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MonoRegInfo mono_reg_info;
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#endif
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protected:
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static GDMono *singleton;
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public:
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#ifdef DEBUG_METHODS_ENABLED
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uint64_t get_api_core_hash() { return api_core_hash; }
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#ifdef TOOLS_ENABLED
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uint64_t get_api_editor_hash() { return api_editor_hash; }
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#endif
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#endif
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static GDMono *get_singleton() { return singleton; }
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// Do not use these, unless you know what you're doing
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void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly);
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GDMonoAssembly **get_loaded_assembly(const String &p_name);
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_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized; }
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_FORCE_INLINE_ bool is_finalizing_scripts_domain() const { return finalizing_scripts_domain; }
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_FORCE_INLINE_ MonoDomain *get_scripts_domain() { return scripts_domain; }
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ MonoDomain *get_tools_domain() { return tools_domain; }
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#endif
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_FORCE_INLINE_ GDMonoAssembly *get_corlib_assembly() const { return corlib_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_api_assembly() const { return api_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_project_assembly() const { return project_assembly; }
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ GDMonoAssembly *get_editor_api_assembly() const { return editor_api_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_editor_tools_assembly() const { return editor_tools_assembly; }
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#endif
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#ifdef WINDOWS_ENABLED
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const MonoRegInfo &get_mono_reg_info() { return mono_reg_info; }
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#endif
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GDMonoClass *get_class(MonoClass *p_raw_class);
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#ifdef TOOLS_ENABLED
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Error reload_scripts_domain();
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#endif
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bool load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly = false);
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bool load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly = false);
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Error finalize_and_unload_domain(MonoDomain *p_domain);
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void initialize();
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GDMono();
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~GDMono();
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};
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class GDMonoScopeDomain {
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MonoDomain *prev_domain;
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public:
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GDMonoScopeDomain(MonoDomain *p_domain) {
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MonoDomain *prev_domain = mono_domain_get();
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if (prev_domain != p_domain) {
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this->prev_domain = prev_domain;
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mono_domain_set(p_domain, false);
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} else {
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this->prev_domain = NULL;
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}
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}
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~GDMonoScopeDomain() {
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if (prev_domain)
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mono_domain_set(prev_domain, false);
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}
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};
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#define _GDMONO_SCOPE_DOMAIN_(m_mono_domain) \
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GDMonoScopeDomain __gdmono__scope__domain__(m_mono_domain); \
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(void)__gdmono__scope__domain__;
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class _GodotSharp : public Object {
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GDCLASS(_GodotSharp, Object)
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friend class GDMono;
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void _dispose_object(Object *p_object);
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void _dispose_callback();
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List<Object *> obj_delete_queue;
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List<NodePath *> np_delete_queue;
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List<RID *> rid_delete_queue;
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bool queue_empty;
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#ifndef NO_THREADS
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Mutex *queue_mutex;
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#endif
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protected:
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static _GodotSharp *singleton;
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static void _bind_methods();
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public:
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static _GodotSharp *get_singleton() { return singleton; }
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void attach_thread();
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void detach_thread();
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bool is_finalizing_domain();
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bool is_domain_loaded();
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void queue_dispose(MonoObject *p_mono_object, Object *p_object);
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void queue_dispose(NodePath *p_node_path);
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void queue_dispose(RID *p_rid);
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_GodotSharp();
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~_GodotSharp();
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};
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#endif // GD_MONO_H
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