77dd061345
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
133 lines
5.7 KiB
C++
133 lines
5.7 KiB
C++
/*************************************************************************/
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/* godotsharp_export.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 "godotsharp_export.h"
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#include <mono/metadata/image.h>
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#include "core/os/os.h"
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#include "../mono_gd/gd_mono.h"
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#include "../mono_gd/gd_mono_assembly.h"
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#include "../mono_gd/gd_mono_cache.h"
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namespace GodotSharpExport {
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String get_assemblyref_name(MonoImage *p_image, int index) {
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const MonoTableInfo *table_info = mono_image_get_table_info(p_image, MONO_TABLE_ASSEMBLYREF);
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uint32_t cols[MONO_ASSEMBLYREF_SIZE];
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mono_metadata_decode_row(table_info, index, cols, MONO_ASSEMBLYREF_SIZE);
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return String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME]));
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}
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Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Dictionary &r_dependencies) {
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MonoImage *image = p_assembly->get_image();
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for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
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String ref_name = get_assemblyref_name(image, i);
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if (r_dependencies.has(ref_name))
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continue;
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GDMonoAssembly *ref_assembly = NULL;
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String path;
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bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe");
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for (int j = 0; j < p_search_dirs.size(); j++) {
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const String &search_dir = p_search_dirs[j];
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if (has_extension) {
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path = search_dir.plus_file(ref_name);
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), path, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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} else {
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path = search_dir.plus_file(ref_name + ".dll");
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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path = search_dir.plus_file(ref_name + ".exe");
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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}
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}
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ERR_FAIL_COND_V_MSG(!ref_assembly, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");
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// Use the path we got from the search. Don't try to get the path from the loaded assembly as we can't trust it will be from the selected BCL dir.
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r_dependencies[ref_name] = path;
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Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");
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}
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return OK;
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}
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Error get_exported_assembly_dependencies(const Dictionary &p_initial_dependencies,
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const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_dependencies) {
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MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.Domain.ProjectExport");
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ERR_FAIL_NULL_V(export_domain, FAILED);
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_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
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_GDMONO_SCOPE_DOMAIN_(export_domain);
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Vector<String> search_dirs;
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GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir);
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for (const Variant *key = p_initial_dependencies.next(); key; key = p_initial_dependencies.next(key)) {
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String assembly_name = *key;
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String assembly_path = p_initial_dependencies[*key];
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GDMonoAssembly *assembly = NULL;
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bool load_success = GDMono::get_singleton()->load_assembly_from(assembly_name, assembly_path, &assembly, /* refonly: */ true);
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ERR_FAIL_COND_V_MSG(!load_success, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + assembly_name + "'.");
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Error err = get_assembly_dependencies(assembly, search_dirs, r_dependencies);
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if (err != OK)
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return err;
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}
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return OK;
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}
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} // namespace GodotSharpExport
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