virtualx-engine/modules/mono/mono_gd/gd_mono.h
RedworkDE e0f644a48d C#: Fix editor integration breaking and causing error spam when reloading assemblies fails
- Do not reload scripts from non-collectible assemblies
- Do not load GodotTools as collectible
- Do not attempt to reload the same project assembly forever
2023-06-21 12:47:52 +02:00

184 lines
5.4 KiB
C++

/**************************************************************************/
/* gd_mono.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef GD_MONO_H
#define GD_MONO_H
#include "../godotsharp_defs.h"
#include "core/io/config_file.h"
#ifndef GD_CLR_STDCALL
#ifdef WIN32
#define GD_CLR_STDCALL __stdcall
#else
#define GD_CLR_STDCALL
#endif
#endif
namespace gdmono {
#ifdef TOOLS_ENABLED
struct PluginCallbacks {
using FuncLoadProjectAssemblyCallback = bool(GD_CLR_STDCALL *)(const char16_t *, String *);
using FuncLoadToolsAssemblyCallback = Object *(GD_CLR_STDCALL *)(const char16_t *, const void **, int32_t);
using FuncUnloadProjectPluginCallback = bool(GD_CLR_STDCALL *)();
FuncLoadProjectAssemblyCallback LoadProjectAssemblyCallback = nullptr;
FuncLoadToolsAssemblyCallback LoadToolsAssemblyCallback = nullptr;
FuncUnloadProjectPluginCallback UnloadProjectPluginCallback = nullptr;
};
#endif
} // namespace gdmono
class GDMono {
bool initialized = false;
bool runtime_initialized = false;
bool finalizing_scripts_domain = false;
void *hostfxr_dll_handle = nullptr;
bool is_native_aot = false;
String project_assembly_path;
uint64_t project_assembly_modified_time = 0;
int project_load_failure_count = 0;
#ifdef TOOLS_ENABLED
bool _load_project_assembly();
#endif
uint64_t api_core_hash = 0;
#ifdef TOOLS_ENABLED
uint64_t api_editor_hash = 0;
#endif
void _init_godot_api_hashes();
#ifdef TOOLS_ENABLED
gdmono::PluginCallbacks plugin_callbacks;
#endif
protected:
static GDMono *singleton;
public:
#ifdef DEBUG_METHODS_ENABLED
uint64_t get_api_core_hash() {
if (api_core_hash == 0) {
api_core_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
}
return api_core_hash;
}
#ifdef TOOLS_ENABLED
uint64_t get_api_editor_hash() {
if (api_editor_hash == 0) {
api_editor_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
}
return api_editor_hash;
}
#endif // TOOLS_ENABLED
#endif // DEBUG_METHODS_ENABLED
_FORCE_INLINE_ static String get_expected_api_build_config() {
#ifdef TOOLS_ENABLED
return "Debug";
#else
#ifdef DEBUG_ENABLED
return "Debug";
#else
return "Release";
#endif
#endif
}
static GDMono *get_singleton() {
return singleton;
}
_FORCE_INLINE_ bool is_initialized() const {
return initialized;
}
_FORCE_INLINE_ bool is_runtime_initialized() const {
return runtime_initialized;
}
_FORCE_INLINE_ bool is_finalizing_scripts_domain() {
return finalizing_scripts_domain;
}
_FORCE_INLINE_ const String &get_project_assembly_path() const {
return project_assembly_path;
}
_FORCE_INLINE_ uint64_t get_project_assembly_modified_time() const {
return project_assembly_modified_time;
}
#ifdef TOOLS_ENABLED
const gdmono::PluginCallbacks &get_plugin_callbacks() {
return plugin_callbacks;
}
#endif
#ifdef GD_MONO_HOT_RELOAD
void reload_failure();
Error reload_project_assemblies();
#endif
void initialize();
#ifdef TOOLS_ENABLED
void initialize_load_assemblies();
#endif
GDMono();
~GDMono();
};
namespace mono_bind {
class GodotSharp : public Object {
GDCLASS(GodotSharp, Object);
friend class GDMono;
void _reload_assemblies(bool p_soft_reload);
bool _is_runtime_initialized();
protected:
static GodotSharp *singleton;
static void _bind_methods();
public:
static GodotSharp *get_singleton() { return singleton; }
GodotSharp();
~GodotSharp();
};
} // namespace mono_bind
#endif // GD_MONO_H