virtualx-engine/modules/mono/mono_gd/gd_mono_assembly.cpp
Ignacio Etcheverry e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00

482 lines
16 KiB
C++

/*************************************************************************/
/* gd_mono_assembly.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 <mono/metadata/mono-debug.h>
#include <mono/metadata/tokentype.h>
#include "core/config/project_settings.h"
#include "core/io/file_access_pack.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/templates/list.h"
#include "../godotsharp_dirs.h"
#include "gd_mono_cache.h"
#include "gd_mono_class.h"
Vector<String> GDMonoAssembly::search_dirs;
void GDMonoAssembly::fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config, const String &p_custom_bcl_dir) {
String framework_dir;
if (!p_custom_bcl_dir.is_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.is_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.is_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.is_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
}
// This is how these assembly loading hooks work:
//
// - The 'search' hook checks if the assembly has already been loaded, to avoid loading again.
// - The 'preload' hook does the actual loading and is only called if the
// 'search' hook didn't find the assembly in the list of loaded assemblies.
// - The 'load' hook is called after the assembly has been loaded. Its job is to add the
// assembly to the list of loaded assemblies so that the 'search' hook can look it up.
void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, [[maybe_unused]] void *user_data) {
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, image, assembly));
#ifdef GD_MONO_HOT_RELOAD
String path = String::utf8(mono_image_get_filename(image));
if (FileAccess::exists(path)) {
gdassembly->modified_time = FileAccess::get_modified_time(path);
}
#endif
MonoDomain *domain = mono_domain_get();
GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly);
}
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, [[maybe_unused]] void *user_data, bool refonly) {
String name = String::utf8(mono_assembly_name_get_name(aname));
bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
GDMonoAssembly *loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
if (loaded_asm) {
return loaded_asm->get_assembly();
}
return nullptr;
}
MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, [[maybe_unused]] void *user_data, bool refonly) {
String name = String::utf8(mono_assembly_name_get_name(aname));
return _load_assembly_search(name, aname, refonly, search_dirs);
}
MonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, MonoAssemblyName *p_aname, bool p_refonly, const Vector<String> &p_search_dirs) {
MonoAssembly *res = nullptr;
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 = _real_load_assembly_from(path, p_refonly, p_aname);
if (res != nullptr) {
return res;
}
}
} else {
path = search_dir.plus_file(p_name + ".dll");
if (FileAccess::exists(path)) {
res = _real_load_assembly_from(path, p_refonly, p_aname);
if (res != nullptr) {
return res;
}
}
path = search_dir.plus_file(p_name + ".exe");
if (FileAccess::exists(path)) {
res = _real_load_assembly_from(path, p_refonly, p_aname);
if (res != nullptr) {
return res;
}
}
}
}
return nullptr;
}
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();
}
void GDMonoAssembly::initialize() {
fill_search_dirs(search_dirs);
mono_install_assembly_search_hook(&assembly_search_hook, nullptr);
mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, nullptr);
mono_install_assembly_preload_hook(&assembly_preload_hook, nullptr);
mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, nullptr);
mono_install_assembly_load_hook(&assembly_load_hook, nullptr);
}
MonoAssembly *GDMonoAssembly::_real_load_assembly_from(const String &p_path, bool p_refonly, MonoAssemblyName *p_aname) {
Vector<uint8_t> data = FileAccess::get_file_as_array(p_path);
ERR_FAIL_COND_V_MSG(data.is_empty(), nullptr, "Could read the assembly in the specified location");
String image_filename;
#ifdef ANDROID_ENABLED
if (p_path.begins_with("res://")) {
image_filename = p_path.substr(6, p_path.length());
} else {
image_filename = ProjectSettings::get_singleton()->globalize_path(p_path);
}
#else
// FIXME: globalize_path does not work on exported games
image_filename = ProjectSettings::get_singleton()->globalize_path(p_path);
#endif
MonoImageOpenStatus status = MONO_IMAGE_OK;
MonoImage *image = mono_image_open_from_data_with_name(
(char *)&data[0], data.size(),
true, &status, p_refonly,
image_filename.utf8());
ERR_FAIL_COND_V_MSG(status != MONO_IMAGE_OK || !image, nullptr, "Failed to open assembly image from memory: '" + p_path + "'.");
if (p_aname != nullptr) {
// Check assembly version
const MonoTableInfo *table = mono_image_get_table_info(image, MONO_TABLE_ASSEMBLY);
ERR_FAIL_NULL_V(table, nullptr);
if (mono_table_info_get_rows(table)) {
uint32_t cols[MONO_ASSEMBLY_SIZE];
mono_metadata_decode_row(table, 0, cols, MONO_ASSEMBLY_SIZE);
// Not sure about .NET's policy. We will only ensure major and minor are equal, and ignore build and revision.
uint16_t major = cols[MONO_ASSEMBLY_MAJOR_VERSION];
uint16_t minor = cols[MONO_ASSEMBLY_MINOR_VERSION];
uint16_t required_minor;
uint16_t required_major = mono_assembly_name_get_version(p_aname, &required_minor, nullptr, nullptr);
if (required_major != 0) {
if (major != required_major && minor != required_minor) {
mono_image_close(image);
return nullptr;
}
}
}
}
#ifdef DEBUG_ENABLED
Vector<uint8_t> pdb_data;
String pdb_path(p_path + ".pdb");
if (!FileAccess::exists(pdb_path)) {
pdb_path = p_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 need_manual_load_hook = mono_image_get_assembly(image) != nullptr; // Re-using an existing image with an assembly loaded
status = MONO_IMAGE_OK;
MonoAssembly *assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, p_refonly);
ERR_FAIL_COND_V_MSG(status != MONO_IMAGE_OK || !assembly, nullptr, "Failed to load assembly for image");
if (need_manual_load_hook) {
// For some reason if an assembly survived domain reloading (maybe because it's referenced somewhere else),
// the mono internal search hook don't detect it, yet mono_image_open_from_data_with_name re-uses the image
// and assembly, and mono_assembly_load_from_full doesn't call the load hook. We need to call it manually.
String name = String::utf8(mono_assembly_name_get_name(mono_assembly_get_name(assembly)));
bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
GDMonoAssembly *loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
if (!loaded_asm) {
assembly_load_hook(assembly, nullptr);
}
}
// Decrement refcount which was previously incremented by mono_image_open_from_data_with_name
mono_image_close(image);
return assembly;
}
void GDMonoAssembly::unload() {
ERR_FAIL_NULL(image); // Should not be called if already unloaded
for (Map<MonoClass *, GDMonoClass *>::Element *E = cached_raw.front(); E; E = E->next()) {
memdelete(E->value());
}
cached_classes.clear();
cached_raw.clear();
assembly = nullptr;
image = nullptr;
}
String GDMonoAssembly::get_path() const {
return String::utf8(mono_image_get_filename(image));
}
bool GDMonoAssembly::has_attribute(GDMonoClass *p_attr_class) {
#ifdef DEBUG_ENABLED
ERR_FAIL_NULL_V(p_attr_class, false);
#endif
if (!attrs_fetched) {
fetch_attributes();
}
if (!attributes) {
return false;
}
return mono_custom_attrs_has_attr(attributes, p_attr_class->get_mono_ptr());
}
MonoObject *GDMonoAssembly::get_attribute(GDMonoClass *p_attr_class) {
#ifdef DEBUG_ENABLED
ERR_FAIL_NULL_V(p_attr_class, nullptr);
#endif
if (!attrs_fetched) {
fetch_attributes();
}
if (!attributes) {
return nullptr;
}
return mono_custom_attrs_get_attr(attributes, p_attr_class->get_mono_ptr());
}
void GDMonoAssembly::fetch_attributes() {
ERR_FAIL_COND(attributes != nullptr);
attributes = mono_custom_attrs_from_assembly(assembly);
attrs_fetched = true;
}
GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) {
ERR_FAIL_NULL_V(image, nullptr);
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 nullptr;
}
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_NULL_V(image, nullptr);
Map<MonoClass *, GDMonoClass *>::Element *match = cached_raw.find(p_mono_class);
if (match) {
return match->value();
}
StringName namespace_name = String::utf8(mono_class_get_namespace(p_mono_class));
StringName class_name = String::utf8(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;
}
GDMonoAssembly *GDMonoAssembly::load(const String &p_name, MonoAssemblyName *p_aname, bool p_refonly, const Vector<String> &p_search_dirs) {
if (GDMono::get_singleton()->get_corlib_assembly() && (p_name == "mscorlib" || p_name == "mscorlib.dll")) {
return GDMono::get_singleton()->get_corlib_assembly();
}
// We need to manually call the search hook in this case, as it won't be called in the next step
MonoAssembly *assembly = mono_assembly_invoke_search_hook(p_aname);
if (!assembly) {
assembly = _load_assembly_search(p_name, p_aname, p_refonly, p_search_dirs);
if (!assembly) {
return nullptr;
}
}
GDMonoAssembly *loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name);
ERR_FAIL_NULL_V_MSG(loaded_asm, nullptr, "Loaded assembly missing from table. Did we not receive the load hook?");
ERR_FAIL_COND_V(loaded_asm->get_assembly() != assembly, nullptr);
return loaded_asm;
}
GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) {
if (p_name == "mscorlib" || p_name == "mscorlib.dll") {
return GDMono::get_singleton()->get_corlib_assembly();
}
// We need to manually call the search hook in this case, as it won't be called in the next step
MonoAssemblyName *aname = mono_assembly_name_new(p_name.utf8());
MonoAssembly *assembly = mono_assembly_invoke_search_hook(aname);
mono_assembly_name_free(aname);
mono_free(aname);
if (!assembly) {
assembly = _real_load_assembly_from(p_path, p_refonly);
if (!assembly) {
return nullptr;
}
}
GDMonoAssembly *loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name);
ERR_FAIL_NULL_V_MSG(loaded_asm, nullptr, "Loaded assembly missing from table. Did we not receive the load hook?");
return loaded_asm;
}
GDMonoAssembly::~GDMonoAssembly() {
if (image) {
unload();
}
}