a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
545 lines
17 KiB
C++
545 lines
17 KiB
C++
/*************************************************************************/
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/* gd_mono_assembly.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#include "gd_mono_assembly.h"
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#include <mono/metadata/mono-debug.h>
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#include <mono/metadata/tokentype.h>
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#include "core/list.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "../godotsharp_dirs.h"
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#include "gd_mono_cache.h"
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#include "gd_mono_class.h"
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bool GDMonoAssembly::no_search = false;
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bool GDMonoAssembly::in_preload = false;
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Vector<String> GDMonoAssembly::search_dirs;
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void GDMonoAssembly::fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config, const String &p_custom_bcl_dir) {
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String framework_dir;
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if (!p_custom_bcl_dir.empty()) {
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framework_dir = p_custom_bcl_dir;
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} else if (mono_assembly_getrootdir()) {
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framework_dir = String::utf8(mono_assembly_getrootdir()).plus_file("mono").plus_file("4.5");
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}
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if (!framework_dir.empty()) {
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r_search_dirs.push_back(framework_dir);
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r_search_dirs.push_back(framework_dir.plus_file("Facades"));
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}
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#if !defined(TOOLS_ENABLED)
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String data_game_assemblies_dir = GodotSharpDirs::get_data_game_assemblies_dir();
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if (!data_game_assemblies_dir.empty()) {
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r_search_dirs.push_back(data_game_assemblies_dir);
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}
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#endif
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if (p_custom_config.length()) {
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r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(p_custom_config));
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} else {
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r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_dir());
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}
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if (p_custom_config.empty()) {
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_dir());
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} else {
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String api_config = p_custom_config == "Release" ? "Release" : "Debug";
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir().plus_file(api_config));
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}
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir());
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r_search_dirs.push_back(OS::get_singleton()->get_resource_dir());
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r_search_dirs.push_back(OS::get_singleton()->get_executable_path().get_base_dir());
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#ifdef TOOLS_ENABLED
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r_search_dirs.push_back(GodotSharpDirs::get_data_editor_tools_dir());
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// For GodotTools to find the api assemblies
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r_search_dirs.push_back(GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"));
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#endif
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}
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void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, void *user_data) {
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if (no_search)
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return;
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// If our search and preload hooks fail to load the assembly themselves, the mono runtime still might.
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// Just do Assembly.LoadFrom("/Full/Path/On/Disk.dll");
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// In this case, we wouldn't have the assembly known in GDMono, which causes crashes
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// if any class inside the assembly is looked up by Godot.
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// And causing a lookup like that is as easy as throwing an exception defined in it...
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// No, we can't make the assembly load hooks smart enough because they get passed a MonoAssemblyName* only,
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// not the disk path passed to say Assembly.LoadFrom().
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_wrap_mono_assembly(assembly);
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}
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MonoAssembly *GDMonoAssembly::assembly_search_hook(MonoAssemblyName *aname, void *user_data) {
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return GDMonoAssembly::_search_hook(aname, user_data, false);
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}
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MonoAssembly *GDMonoAssembly::assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data) {
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return GDMonoAssembly::_search_hook(aname, user_data, true);
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}
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MonoAssembly *GDMonoAssembly::assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
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return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, false);
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}
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MonoAssembly *GDMonoAssembly::assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
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return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, true);
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}
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MonoAssembly *GDMonoAssembly::_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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String name = mono_assembly_name_get_name(aname);
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bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
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if (no_search)
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return NULL;
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GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (loaded_asm)
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return (*loaded_asm)->get_assembly();
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no_search = true; // Avoid the recursion madness
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GDMonoAssembly *res = _load_assembly_search(name, search_dirs, refonly);
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no_search = false;
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return res ? res->get_assembly() : NULL;
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}
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static _THREAD_LOCAL_(MonoImage *) image_corlib_loading = NULL;
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MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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{
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// If we find the assembly here, we load it with 'mono_assembly_load_from_full',
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// which in turn invokes load hooks before returning the MonoAssembly to us.
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// One of the load hooks is 'load_aot_module'. This hook can end up calling preload hooks
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// again for the same assembly in certain in certain circumstances (the 'do_load_image' part).
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// If this is the case and we return NULL due to the no_search condition below,
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// it will result in an internal crash later on. Therefore we need to return the assembly we didn't
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// get yet from 'mono_assembly_load_from_full'. Luckily we have the image, which already got it.
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// This must be done here. If done in search hooks, it would cause 'mono_assembly_load_from_full'
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// to think another MonoAssembly for this assembly was already loaded, making it delete its own,
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// when in fact both pointers were the same... This hooks thing is confusing.
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if (image_corlib_loading) {
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return mono_image_get_assembly(image_corlib_loading);
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}
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}
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if (no_search)
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return NULL;
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no_search = true;
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in_preload = true;
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String name = mono_assembly_name_get_name(aname);
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bool has_extension = name.ends_with(".dll");
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GDMonoAssembly *res = NULL;
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if (has_extension ? name == "mscorlib.dll" : name == "mscorlib") {
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GDMonoAssembly **stored_assembly = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (stored_assembly)
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return (*stored_assembly)->get_assembly();
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res = _load_assembly_search("mscorlib.dll", search_dirs, refonly);
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}
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no_search = false;
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in_preload = false;
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return res ? res->get_assembly() : NULL;
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}
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GDMonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly) {
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GDMonoAssembly *res = NULL;
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String path;
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bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
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for (int i = 0; i < p_search_dirs.size(); i++) {
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const String &search_dir = p_search_dirs[i];
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if (has_extension) {
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path = search_dir.plus_file(p_name);
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if (FileAccess::exists(path)) {
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res = _load_assembly_from(p_name.get_basename(), path, p_refonly);
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if (res != NULL)
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return res;
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}
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} else {
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path = search_dir.plus_file(p_name + ".dll");
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if (FileAccess::exists(path)) {
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res = _load_assembly_from(p_name, path, p_refonly);
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if (res != NULL)
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return res;
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}
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path = search_dir.plus_file(p_name + ".exe");
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if (FileAccess::exists(path)) {
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res = _load_assembly_from(p_name, path, p_refonly);
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if (res != NULL)
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return res;
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}
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}
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}
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return NULL;
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}
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String GDMonoAssembly::find_assembly(const String &p_name) {
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String path;
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bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
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for (int i = 0; i < search_dirs.size(); i++) {
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const String &search_dir = search_dirs[i];
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if (has_extension) {
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path = search_dir.plus_file(p_name);
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if (FileAccess::exists(path))
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return path;
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} else {
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path = search_dir.plus_file(p_name + ".dll");
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if (FileAccess::exists(path))
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return path;
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path = search_dir.plus_file(p_name + ".exe");
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if (FileAccess::exists(path))
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return path;
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}
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}
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return String();
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}
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GDMonoAssembly *GDMonoAssembly::_load_assembly_from(const String &p_name, const String &p_path, bool p_refonly) {
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GDMonoAssembly *assembly = memnew(GDMonoAssembly(p_name, p_path));
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Error err = assembly->load(p_refonly);
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if (err != OK) {
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memdelete(assembly);
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ERR_FAIL_V(NULL);
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}
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MonoDomain *domain = mono_domain_get();
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GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, assembly);
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return assembly;
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}
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void GDMonoAssembly::_wrap_mono_assembly(MonoAssembly *assembly) {
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String name = mono_assembly_name_get_name(mono_assembly_get_name(assembly));
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MonoImage *image = mono_assembly_get_image(assembly);
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GDMonoAssembly *gdassembly = memnew(GDMonoAssembly(name, mono_image_get_filename(image)));
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Error err = gdassembly->wrapper_for_image(image);
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if (err != OK) {
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memdelete(gdassembly);
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ERR_FAIL();
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}
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MonoDomain *domain = mono_domain_get();
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GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly);
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}
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void GDMonoAssembly::initialize() {
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fill_search_dirs(search_dirs);
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mono_install_assembly_search_hook(&assembly_search_hook, NULL);
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mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, NULL);
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mono_install_assembly_preload_hook(&assembly_preload_hook, NULL);
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mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, NULL);
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mono_install_assembly_load_hook(&assembly_load_hook, NULL);
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}
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Error GDMonoAssembly::load(bool p_refonly) {
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ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
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refonly = p_refonly;
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uint64_t last_modified_time = FileAccess::get_modified_time(path);
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Vector<uint8_t> data = FileAccess::get_file_as_array(path);
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ERR_FAIL_COND_V(data.empty(), ERR_FILE_CANT_READ);
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String image_filename;
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#ifdef ANDROID_ENABLED
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if (path.begins_with("res://")) {
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image_filename = path.substr(6, path.length());
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} else {
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image_filename = ProjectSettings::get_singleton()->globalize_path(path);
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}
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#else
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// FIXME: globalize_path does not work on exported games
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image_filename = ProjectSettings::get_singleton()->globalize_path(path);
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#endif
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MonoImageOpenStatus status = MONO_IMAGE_OK;
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image = mono_image_open_from_data_with_name(
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(char *)&data[0], data.size(),
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true, &status, refonly,
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image_filename.utf8().get_data());
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ERR_FAIL_COND_V(status != MONO_IMAGE_OK, ERR_FILE_CANT_OPEN);
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ERR_FAIL_NULL_V(image, ERR_FILE_CANT_OPEN);
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#ifdef DEBUG_ENABLED
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Vector<uint8_t> pdb_data;
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String pdb_path(path + ".pdb");
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if (!FileAccess::exists(pdb_path)) {
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pdb_path = path.get_basename() + ".pdb"; // without .dll
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if (!FileAccess::exists(pdb_path))
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goto no_pdb;
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}
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pdb_data = FileAccess::get_file_as_array(pdb_path);
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// mono_debug_close_image doesn't seem to be needed
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mono_debug_open_image_from_memory(image, &pdb_data[0], pdb_data.size());
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no_pdb:
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#endif
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bool is_corlib_preload = in_preload && name == "mscorlib";
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if (is_corlib_preload)
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image_corlib_loading = image;
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assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, refonly);
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if (is_corlib_preload)
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image_corlib_loading = NULL;
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ERR_FAIL_COND_V(status != MONO_IMAGE_OK || assembly == NULL, ERR_FILE_CANT_OPEN);
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// Decrement refcount which was previously incremented by mono_image_open_from_data_with_name
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mono_image_close(image);
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loaded = true;
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modified_time = last_modified_time;
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return OK;
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}
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Error GDMonoAssembly::wrapper_for_image(MonoImage *p_image) {
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ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
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assembly = mono_image_get_assembly(p_image);
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ERR_FAIL_NULL_V(assembly, FAILED);
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image = p_image;
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loaded = true;
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return OK;
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}
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void GDMonoAssembly::unload() {
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ERR_FAIL_COND(!loaded);
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for (Map<MonoClass *, GDMonoClass *>::Element *E = cached_raw.front(); E; E = E->next()) {
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memdelete(E->value());
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}
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cached_classes.clear();
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cached_raw.clear();
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assembly = NULL;
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image = NULL;
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loaded = false;
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}
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GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) {
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ERR_FAIL_COND_V(!loaded, NULL);
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ClassKey key(p_namespace, p_name);
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GDMonoClass **match = cached_classes.getptr(key);
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if (match)
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return *match;
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MonoClass *mono_class = mono_class_from_name(image, String(p_namespace).utf8(), String(p_name).utf8());
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if (!mono_class)
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return NULL;
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GDMonoClass *wrapped_class = memnew(GDMonoClass(p_namespace, p_name, mono_class, this));
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cached_classes[key] = wrapped_class;
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cached_raw[mono_class] = wrapped_class;
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return wrapped_class;
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}
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GDMonoClass *GDMonoAssembly::get_class(MonoClass *p_mono_class) {
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ERR_FAIL_COND_V(!loaded, NULL);
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Map<MonoClass *, GDMonoClass *>::Element *match = cached_raw.find(p_mono_class);
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if (match)
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return match->value();
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StringName namespace_name = mono_class_get_namespace(p_mono_class);
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StringName class_name = mono_class_get_name(p_mono_class);
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GDMonoClass *wrapped_class = memnew(GDMonoClass(namespace_name, class_name, p_mono_class, this));
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cached_classes[ClassKey(namespace_name, class_name)] = wrapped_class;
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cached_raw[p_mono_class] = wrapped_class;
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return wrapped_class;
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}
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GDMonoClass *GDMonoAssembly::get_object_derived_class(const StringName &p_class) {
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GDMonoClass *match = NULL;
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if (gdobject_class_cache_updated) {
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Map<StringName, GDMonoClass *>::Element *result = gdobject_class_cache.find(p_class);
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if (result)
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match = result->get();
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} else {
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List<GDMonoClass *> nested_classes;
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int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF);
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for (int i = 1; i < rows; i++) {
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MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF);
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if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class))
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continue;
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GDMonoClass *current = get_class(mono_class);
|
|
|
|
if (!current)
|
|
continue;
|
|
|
|
nested_classes.push_back(current);
|
|
|
|
if (!match && current->get_name() == p_class)
|
|
match = current;
|
|
|
|
while (!nested_classes.empty()) {
|
|
GDMonoClass *current_nested = nested_classes.front()->get();
|
|
nested_classes.pop_back();
|
|
|
|
void *iter = NULL;
|
|
|
|
while (true) {
|
|
MonoClass *raw_nested = mono_class_get_nested_types(current_nested->get_mono_ptr(), &iter);
|
|
|
|
if (!raw_nested)
|
|
break;
|
|
|
|
GDMonoClass *nested_class = get_class(raw_nested);
|
|
|
|
if (nested_class) {
|
|
gdobject_class_cache.insert(nested_class->get_name(), nested_class);
|
|
nested_classes.push_back(nested_class);
|
|
}
|
|
}
|
|
}
|
|
|
|
gdobject_class_cache.insert(current->get_name(), current);
|
|
}
|
|
|
|
gdobject_class_cache_updated = true;
|
|
}
|
|
|
|
return match;
|
|
}
|
|
|
|
GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) {
|
|
|
|
GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name);
|
|
if (loaded_asm)
|
|
return *loaded_asm;
|
|
#ifdef DEBUG_ENABLED
|
|
CRASH_COND(!FileAccess::exists(p_path));
|
|
#endif
|
|
no_search = true;
|
|
GDMonoAssembly *res = _load_assembly_from(p_name, p_path, p_refonly);
|
|
no_search = false;
|
|
return res;
|
|
}
|
|
|
|
GDMonoAssembly::GDMonoAssembly(const String &p_name, const String &p_path) {
|
|
|
|
loaded = false;
|
|
gdobject_class_cache_updated = false;
|
|
name = p_name;
|
|
path = p_path;
|
|
refonly = false;
|
|
modified_time = 0;
|
|
assembly = NULL;
|
|
image = NULL;
|
|
}
|
|
|
|
GDMonoAssembly::~GDMonoAssembly() {
|
|
|
|
if (loaded)
|
|
unload();
|
|
}
|