virtualx-engine/modules/mono/editor/godotsharp_export.cpp

140 lines
5.8 KiB
C++

/*************************************************************************/
/* godotsharp_export.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "godotsharp_export.h"
#include <mono/metadata/image.h>
#include "core/io/file_access_pack.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "../mono_gd/gd_mono.h"
#include "../mono_gd/gd_mono_assembly.h"
#include "../mono_gd/gd_mono_cache.h"
#include "../utils/macros.h"
namespace GodotSharpExport {
struct AssemblyRefInfo {
String name;
uint16_t major;
uint16_t minor;
uint16_t build;
uint16_t revision;
};
AssemblyRefInfo get_assemblyref_name(MonoImage *p_image, int index) {
const MonoTableInfo *table_info = mono_image_get_table_info(p_image, MONO_TABLE_ASSEMBLYREF);
uint32_t cols[MONO_ASSEMBLYREF_SIZE];
mono_metadata_decode_row(table_info, index, cols, MONO_ASSEMBLYREF_SIZE);
return {
String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME])),
(uint16_t)cols[MONO_ASSEMBLYREF_MAJOR_VERSION],
(uint16_t)cols[MONO_ASSEMBLYREF_MINOR_VERSION],
(uint16_t)cols[MONO_ASSEMBLYREF_BUILD_NUMBER],
(uint16_t)cols[MONO_ASSEMBLYREF_REV_NUMBER]
};
}
Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Dictionary &r_assembly_dependencies) {
MonoImage *image = p_assembly->get_image();
for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
AssemblyRefInfo ref_info = get_assemblyref_name(image, i);
const String &ref_name = ref_info.name;
if (r_assembly_dependencies.has(ref_name))
continue;
GDMonoAssembly *ref_assembly = nullptr;
{
MonoAssemblyName *ref_aname = mono_assembly_name_new("A"); // We can't allocate an empty MonoAssemblyName, hence "A"
CRASH_COND(ref_aname == nullptr);
SCOPE_EXIT {
mono_assembly_name_free(ref_aname);
mono_free(ref_aname);
};
mono_assembly_get_assemblyref(image, i, ref_aname);
if (!GDMono::get_singleton()->load_assembly(ref_name, ref_aname, &ref_assembly, /* refonly: */ true, p_search_dirs)) {
ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");
}
r_assembly_dependencies[ref_name] = ref_assembly->get_path();
}
Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_assembly_dependencies);
ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");
}
return OK;
}
Error get_exported_assembly_dependencies(const Dictionary &p_initial_assemblies,
const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_assembly_dependencies) {
MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.Domain.ProjectExport");
ERR_FAIL_NULL_V(export_domain, FAILED);
_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
_GDMONO_SCOPE_DOMAIN_(export_domain);
Vector<String> search_dirs;
GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir);
if (p_custom_bcl_dir.length()) {
// Only one mscorlib can be loaded. We need this workaround to make sure we get it from the right BCL directory.
r_assembly_dependencies["mscorlib"] = p_custom_bcl_dir.plus_file("mscorlib.dll").simplify_path();
}
for (const Variant *key = p_initial_assemblies.next(); key; key = p_initial_assemblies.next(key)) {
String assembly_name = *key;
String assembly_path = p_initial_assemblies[*key];
GDMonoAssembly *assembly = nullptr;
bool load_success = GDMono::get_singleton()->load_assembly_from(assembly_name, assembly_path, &assembly, /* refonly: */ true);
ERR_FAIL_COND_V_MSG(!load_success, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + assembly_name + "'.");
Error err = get_assembly_dependencies(assembly, search_dirs, r_assembly_dependencies);
if (err != OK)
return err;
}
return OK;
}
} // namespace GodotSharpExport