virtualx-engine/modules/mono/mono_gd/gd_mono.h
Ignacio Roldán Etcheverry 4b90d16250 C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared
libraries.

At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:

```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
  <Application>
    <Assembly Name="GodotSharp" Dynamic="Required All" />
    <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
  </Application>
</Directives>
```

These are the csproj changes for publishing:

```
  <PropertyGroup>
    <NativeLib>Shared</NativeLib>
  </PropertyGroup>
  <ItemGroup>
    <RdXmlFile Include="rd.xml" />
    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
  </ItemGroup>
```

More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
2022-08-22 03:36:51 +02:00

162 lines
4.8 KiB
C++

/*************************************************************************/
/* gd_mono.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef GD_MONO_H
#define GD_MONO_H
#include "core/io/config_file.h"
#include "../godotsharp_defs.h"
#ifdef WIN32
#define GD_CLR_STDCALL __stdcall
#else
#define GD_CLR_STDCALL
#endif
namespace gdmono {
#ifdef TOOLS_ENABLED
struct PluginCallbacks {
using FuncLoadProjectAssemblyCallback = bool(GD_CLR_STDCALL *)(const char16_t *);
using FuncLoadToolsAssemblyCallback = Object *(GD_CLR_STDCALL *)(const char16_t *);
FuncLoadProjectAssemblyCallback LoadProjectAssemblyCallback = nullptr;
FuncLoadToolsAssemblyCallback LoadToolsAssemblyCallback = nullptr;
};
#endif
} // namespace gdmono
#undef GD_CLR_STDCALL
class GDMono {
bool runtime_initialized;
bool finalizing_scripts_domain;
void *hostfxr_dll_handle = nullptr;
bool is_native_aot = false;
#ifdef TOOLS_ENABLED
bool _load_project_assembly();
#endif
bool _try_load_api_assemblies();
Error _unload_scripts_domain();
uint64_t api_core_hash;
#ifdef TOOLS_ENABLED
uint64_t api_editor_hash;
#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_runtime_initialized() const { return runtime_initialized; }
_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
#ifdef TOOLS_ENABLED
const gdmono::PluginCallbacks &get_plugin_callbacks() { return plugin_callbacks; }
#endif
#ifdef GD_MONO_HOT_RELOAD
Error reload_scripts_domain();
#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