590 lines
20 KiB
C++
590 lines
20 KiB
C++
/**************************************************************************/
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/* gd_mono.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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.h"
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#include "../csharp_script.h"
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#include "../glue/runtime_interop.h"
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#include "../godotsharp_dirs.h"
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#include "../thirdparty/coreclr_delegates.h"
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#include "../thirdparty/hostfxr.h"
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#include "../utils/path_utils.h"
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#include "gd_mono_cache.h"
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#ifdef TOOLS_ENABLED
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#include "../editor/hostfxr_resolver.h"
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#endif
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#include "core/config/project_settings.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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#include "core/os/os.h"
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#include "core/os/thread.h"
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#ifdef UNIX_ENABLED
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#include <dlfcn.h>
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#endif
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// TODO mobile
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#if 0
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#ifdef IOS_ENABLED
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#include "support/ios_support.h"
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#endif
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#endif
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GDMono *GDMono::singleton = nullptr;
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namespace {
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hostfxr_initialize_for_dotnet_command_line_fn hostfxr_initialize_for_dotnet_command_line = nullptr;
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hostfxr_initialize_for_runtime_config_fn hostfxr_initialize_for_runtime_config = nullptr;
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hostfxr_get_runtime_delegate_fn hostfxr_get_runtime_delegate = nullptr;
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hostfxr_close_fn hostfxr_close = nullptr;
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#ifdef _WIN32
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static_assert(sizeof(char_t) == sizeof(char16_t));
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using HostFxrCharString = Char16String;
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#define HOSTFXR_STR(m_str) L##m_str
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#else
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static_assert(sizeof(char_t) == sizeof(char));
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using HostFxrCharString = CharString;
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#define HOSTFXR_STR(m_str) m_str
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#endif
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HostFxrCharString str_to_hostfxr(const String &p_str) {
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#ifdef _WIN32
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return p_str.utf16();
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#else
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return p_str.utf8();
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#endif
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}
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const char_t *get_data(const HostFxrCharString &p_char_str) {
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return (const char_t *)p_char_str.get_data();
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}
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String find_hostfxr() {
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#ifdef TOOLS_ENABLED
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String dotnet_root;
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String fxr_path;
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if (godotsharp::hostfxr_resolver::try_get_path(dotnet_root, fxr_path)) {
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return fxr_path;
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}
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// hostfxr_resolver doesn't look for dotnet in `PATH`. If it fails, we try to find the dotnet
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// executable in `PATH` here and pass its location as `dotnet_root` to `get_hostfxr_path`.
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String dotnet_exe = path::find_executable("dotnet");
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if (!dotnet_exe.is_empty()) {
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// The file found in PATH may be a symlink
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dotnet_exe = path::abspath(path::realpath(dotnet_exe));
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// TODO:
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// Sometimes, the symlink may not point to the dotnet executable in the dotnet root.
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// That's the case with snaps. The snap install should have been found with the
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// previous `get_hostfxr_path`, but it would still be better to do this properly
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// and use something like `dotnet --list-sdks/runtimes` to find the actual location.
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// This way we could also check if the proper sdk or runtime is installed. This would
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// allow us to fail gracefully and show some helpful information in the editor.
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dotnet_root = dotnet_exe.get_base_dir();
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if (godotsharp::hostfxr_resolver::try_get_path_from_dotnet_root(dotnet_root, fxr_path)) {
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return fxr_path;
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}
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}
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ERR_PRINT(String() + ".NET: One of the dependent libraries is missing. " +
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"Typically when the `hostfxr`, `hostpolicy` or `coreclr` dynamic " +
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"libraries are not present in the expected locations.");
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return String();
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#else
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#if defined(WINDOWS_ENABLED)
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.path_join("hostfxr.dll");
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#elif defined(MACOS_ENABLED)
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.path_join("libhostfxr.dylib");
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#elif defined(UNIX_ENABLED)
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.path_join("libhostfxr.so");
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#else
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#error "Platform not supported (yet?)"
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#endif
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if (FileAccess::exists(probe_path)) {
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return probe_path;
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}
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return String();
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#endif
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}
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bool load_hostfxr(void *&r_hostfxr_dll_handle) {
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String hostfxr_path = find_hostfxr();
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if (hostfxr_path.is_empty()) {
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return false;
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}
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print_verbose("Found hostfxr: " + hostfxr_path);
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Error err = OS::get_singleton()->open_dynamic_library(hostfxr_path, r_hostfxr_dll_handle);
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if (err != OK) {
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return false;
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}
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void *lib = r_hostfxr_dll_handle;
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void *symbol = nullptr;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_dotnet_command_line", symbol);
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ERR_FAIL_COND_V(err != OK, false);
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hostfxr_initialize_for_dotnet_command_line = (hostfxr_initialize_for_dotnet_command_line_fn)symbol;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_runtime_config", symbol);
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ERR_FAIL_COND_V(err != OK, false);
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hostfxr_initialize_for_runtime_config = (hostfxr_initialize_for_runtime_config_fn)symbol;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_get_runtime_delegate", symbol);
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ERR_FAIL_COND_V(err != OK, false);
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hostfxr_get_runtime_delegate = (hostfxr_get_runtime_delegate_fn)symbol;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_close", symbol);
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ERR_FAIL_COND_V(err != OK, false);
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hostfxr_close = (hostfxr_close_fn)symbol;
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return (hostfxr_initialize_for_runtime_config &&
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hostfxr_get_runtime_delegate &&
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hostfxr_close);
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}
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#ifdef TOOLS_ENABLED
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load_assembly_and_get_function_pointer_fn initialize_hostfxr_for_config(const char_t *p_config_path) {
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hostfxr_handle cxt = nullptr;
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int rc = hostfxr_initialize_for_runtime_config(p_config_path, nullptr, &cxt);
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if (rc != 0 || cxt == nullptr) {
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hostfxr_close(cxt);
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ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_runtime_config failed with code: " + itos(rc));
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}
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void *load_assembly_and_get_function_pointer = nullptr;
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rc = hostfxr_get_runtime_delegate(cxt,
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hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
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if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
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ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
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}
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hostfxr_close(cxt);
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return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
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}
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#else
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load_assembly_and_get_function_pointer_fn initialize_hostfxr_self_contained(
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const char_t *p_main_assembly_path) {
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hostfxr_handle cxt = nullptr;
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List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
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List<HostFxrCharString> argv_store;
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Vector<const char_t *> argv;
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argv.resize(cmdline_args.size() + 1);
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argv.write[0] = p_main_assembly_path;
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int i = 1;
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for (const String &E : cmdline_args) {
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HostFxrCharString &stored = argv_store.push_back(str_to_hostfxr(E))->get();
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argv.write[i] = get_data(stored);
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i++;
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}
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int rc = hostfxr_initialize_for_dotnet_command_line(argv.size(), argv.ptrw(), nullptr, &cxt);
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if (rc != 0 || cxt == nullptr) {
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hostfxr_close(cxt);
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ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_dotnet_command_line failed with code: " + itos(rc));
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}
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void *load_assembly_and_get_function_pointer = nullptr;
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rc = hostfxr_get_runtime_delegate(cxt,
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hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
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if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
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ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
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}
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hostfxr_close(cxt);
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return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
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}
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#endif
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#ifdef TOOLS_ENABLED
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using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
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#else
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using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
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#endif
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#ifdef TOOLS_ENABLED
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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HostFxrCharString godot_plugins_path = str_to_hostfxr(
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GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.dll"));
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HostFxrCharString config_path = str_to_hostfxr(
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GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.runtimeconfig.json"));
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load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
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initialize_hostfxr_for_config(get_data(config_path));
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if (load_assembly_and_get_function_pointer == nullptr) {
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// Show a message box to the user to make the problem explicit (and explain a potential crash).
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OS::get_singleton()->alert(TTR("Unable to load .NET runtime, no compatible version was found.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
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ERR_FAIL_V_MSG(nullptr, ".NET: Failed to load compatible .NET runtime");
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}
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r_runtime_initialized = true;
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print_verbose(".NET: hostfxr initialized");
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int rc = load_assembly_and_get_function_pointer(get_data(godot_plugins_path),
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HOSTFXR_STR("GodotPlugins.Main, GodotPlugins"),
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HOSTFXR_STR("InitializeFromEngine"),
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UNMANAGEDCALLERSONLY_METHOD,
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nullptr,
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(void **)&godot_plugins_initialize);
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ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
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return godot_plugins_initialize;
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}
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#else
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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String assembly_name = path::get_csharp_project_name();
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HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
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.path_join(assembly_name + ".dll"));
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load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
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initialize_hostfxr_self_contained(get_data(assembly_path));
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ERR_FAIL_NULL_V(load_assembly_and_get_function_pointer, nullptr);
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r_runtime_initialized = true;
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print_verbose(".NET: hostfxr initialized");
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int rc = load_assembly_and_get_function_pointer(get_data(assembly_path),
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get_data(str_to_hostfxr("GodotPlugins.Game.Main, " + assembly_name)),
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HOSTFXR_STR("InitializeFromGameProject"),
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UNMANAGEDCALLERSONLY_METHOD,
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nullptr,
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(void **)&godot_plugins_initialize);
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ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
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return godot_plugins_initialize;
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}
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godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
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String assembly_name = path::get_csharp_project_name();
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#if defined(WINDOWS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dll");
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#elif defined(MACOS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dylib");
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#elif defined(UNIX_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".so");
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#else
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#error "Platform not supported (yet?)"
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#endif
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if (FileAccess::exists(native_aot_so_path)) {
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Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
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if (err != OK) {
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return nullptr;
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}
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void *lib = r_aot_dll_handle;
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void *symbol = nullptr;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
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ERR_FAIL_COND_V(err != OK, nullptr);
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return (godot_plugins_initialize_fn)symbol;
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}
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return nullptr;
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}
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#endif
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} // namespace
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static bool _on_core_api_assembly_loaded() {
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if (!GDMonoCache::godot_api_cache_updated) {
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return false;
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}
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bool debug;
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#ifdef DEBUG_ENABLED
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debug = true;
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#else
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debug = false;
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#endif
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GDMonoCache::managed_callbacks.GD_OnCoreApiAssemblyLoaded(debug);
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return true;
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}
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void GDMono::initialize() {
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print_verbose(".NET: Initializing module...");
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_init_godot_api_hashes();
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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if (!load_hostfxr(hostfxr_dll_handle)) {
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#if !defined(TOOLS_ENABLED)
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godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
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if (godot_plugins_initialize != nullptr) {
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is_native_aot = true;
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} else {
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ERR_FAIL_MSG(".NET: Failed to load hostfxr");
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}
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#else
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// Show a message box to the user to make the problem explicit (and explain a potential crash).
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OS::get_singleton()->alert(TTR("Unable to load .NET runtime, specifically hostfxr.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
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ERR_FAIL_MSG(".NET: Failed to load hostfxr");
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#endif
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}
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if (!is_native_aot) {
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godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
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ERR_FAIL_NULL(godot_plugins_initialize);
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}
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int32_t interop_funcs_size = 0;
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const void **interop_funcs = godotsharp::get_runtime_interop_funcs(interop_funcs_size);
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GDMonoCache::ManagedCallbacks managed_callbacks{};
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void *godot_dll_handle = nullptr;
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#if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
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// Managed code can access it on its own on other platforms
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godot_dll_handle = dlopen(nullptr, RTLD_NOW);
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#endif
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#ifdef TOOLS_ENABLED
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gdmono::PluginCallbacks plugin_callbacks_res;
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bool init_ok = godot_plugins_initialize(godot_dll_handle,
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Engine::get_singleton()->is_editor_hint(),
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&plugin_callbacks_res, &managed_callbacks,
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interop_funcs, interop_funcs_size);
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ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
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plugin_callbacks = plugin_callbacks_res;
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#else
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bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks,
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interop_funcs, interop_funcs_size);
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ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
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#endif
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GDMonoCache::update_godot_api_cache(managed_callbacks);
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print_verbose(".NET: GodotPlugins initialized");
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_on_core_api_assembly_loaded();
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initialized = true;
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}
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#ifdef TOOLS_ENABLED
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void GDMono::initialize_load_assemblies() {
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if (Engine::get_singleton()->is_project_manager_hint()) {
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return;
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}
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// Load the project's main assembly. This doesn't necessarily need to succeed.
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// The game may not be using .NET at all, or if the project does use .NET and
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// we're running in the editor, it may just happen to be it wasn't built yet.
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if (!_load_project_assembly()) {
|
|
if (OS::get_singleton()->is_stdout_verbose()) {
|
|
print_error(".NET: Failed to load project assembly");
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void GDMono::_init_godot_api_hashes() {
|
|
#ifdef DEBUG_METHODS_ENABLED
|
|
get_api_core_hash();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
get_api_editor_hash();
|
|
#endif // TOOLS_ENABLED
|
|
#endif // DEBUG_METHODS_ENABLED
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
bool GDMono::_load_project_assembly() {
|
|
String assembly_name = path::get_csharp_project_name();
|
|
|
|
String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
|
|
.path_join(assembly_name + ".dll");
|
|
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
|
|
|
|
if (!FileAccess::exists(assembly_path)) {
|
|
return false;
|
|
}
|
|
|
|
String loaded_assembly_path;
|
|
bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path);
|
|
|
|
if (success) {
|
|
project_assembly_path = loaded_assembly_path.simplify_path();
|
|
project_assembly_modified_time = FileAccess::get_modified_time(loaded_assembly_path);
|
|
}
|
|
|
|
return success;
|
|
}
|
|
#endif
|
|
|
|
#ifdef GD_MONO_HOT_RELOAD
|
|
void GDMono::reload_failure() {
|
|
if (++project_load_failure_count >= (int)GLOBAL_GET("dotnet/project/assembly_reload_attempts")) {
|
|
// After reloading a project has failed n times in a row, update the path and modification time
|
|
// to stop any further attempts at loading this assembly, which probably is never going to work anyways.
|
|
project_load_failure_count = 0;
|
|
|
|
ERR_PRINT_ED(".NET: Giving up on assembly reloading. Please restart the editor if unloading was failing.");
|
|
|
|
String assembly_name = path::get_csharp_project_name();
|
|
String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir().path_join(assembly_name + ".dll");
|
|
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
|
|
project_assembly_path = assembly_path.simplify_path();
|
|
project_assembly_modified_time = FileAccess::get_modified_time(assembly_path);
|
|
}
|
|
}
|
|
|
|
Error GDMono::reload_project_assemblies() {
|
|
ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
|
|
|
|
finalizing_scripts_domain = true;
|
|
|
|
if (!get_plugin_callbacks().UnloadProjectPluginCallback()) {
|
|
ERR_PRINT_ED(".NET: Failed to unload assemblies. Please check https://github.com/godotengine/godot/issues/78513 for more information.");
|
|
reload_failure();
|
|
return FAILED;
|
|
}
|
|
|
|
finalizing_scripts_domain = false;
|
|
|
|
// Load the project's main assembly. Here, during hot-reloading, we do
|
|
// consider failing to load the project's main assembly to be an error.
|
|
if (!_load_project_assembly()) {
|
|
ERR_PRINT_ED(".NET: Failed to load project assembly.");
|
|
reload_failure();
|
|
return ERR_CANT_OPEN;
|
|
}
|
|
|
|
if (project_load_failure_count > 0) {
|
|
project_load_failure_count = 0;
|
|
ERR_PRINT_ED(".NET: Assembly reloading succeeded after failures.");
|
|
}
|
|
|
|
return OK;
|
|
}
|
|
#endif
|
|
|
|
GDMono::GDMono() {
|
|
singleton = this;
|
|
}
|
|
|
|
GDMono::~GDMono() {
|
|
finalizing_scripts_domain = true;
|
|
|
|
if (is_runtime_initialized()) {
|
|
if (GDMonoCache::godot_api_cache_updated) {
|
|
GDMonoCache::managed_callbacks.DisposablesTracker_OnGodotShuttingDown();
|
|
}
|
|
}
|
|
|
|
if (hostfxr_dll_handle) {
|
|
OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle);
|
|
}
|
|
|
|
finalizing_scripts_domain = false;
|
|
runtime_initialized = false;
|
|
|
|
singleton = nullptr;
|
|
}
|
|
|
|
namespace mono_bind {
|
|
|
|
GodotSharp *GodotSharp::singleton = nullptr;
|
|
|
|
bool GodotSharp::_is_runtime_initialized() {
|
|
return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized();
|
|
}
|
|
|
|
void GodotSharp::_reload_assemblies(bool p_soft_reload) {
|
|
#ifdef GD_MONO_HOT_RELOAD
|
|
CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
|
|
// This method may be called more than once with `call_deferred`, so we need to check
|
|
// again if reloading is needed to avoid reloading multiple times unnecessarily.
|
|
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
|
|
CSharpLanguage::get_singleton()->reload_assemblies(p_soft_reload);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GodotSharp::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::_is_runtime_initialized);
|
|
ClassDB::bind_method(D_METHOD("_reload_assemblies"), &GodotSharp::_reload_assemblies);
|
|
}
|
|
|
|
GodotSharp::GodotSharp() {
|
|
singleton = this;
|
|
}
|
|
|
|
GodotSharp::~GodotSharp() {
|
|
singleton = nullptr;
|
|
}
|
|
|
|
} // namespace mono_bind
|