2303c26783
We use collectible AssemblyLoadContexts as that's the only way to allow reloading assemblies after building. However, collectible assemblies have some restrictions: - https://learn.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/collectible-assemblies#restrictions-on-collectible-assemblies Those restrictions can cause issues with third-party code, such as some mocking libraries. In order to work around this problem, we're going to load assemblies as collectible only in Godot editor, and not when running games. These issues will still exist in the editor, but this will be enough for some users.
286 lines
11 KiB
C#
286 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Loader;
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using Godot.Bridge;
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using Godot.NativeInterop;
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namespace GodotPlugins
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{
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public static class Main
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{
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// IMPORTANT:
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// Keeping strong references to the AssemblyLoadContext (our PluginLoadContext) prevents
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// it from being unloaded. To avoid issues, we wrap the reference in this class, and mark
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// all the methods that access it as non-inlineable. This way we prevent local references
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// (either real or introduced by the JIT) to escape the scope of these methods due to
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// inlining, which could keep the AssemblyLoadContext alive while trying to unload.
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private sealed class PluginLoadContextWrapper
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{
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private PluginLoadContext? _pluginLoadContext;
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public string? AssemblyLoadedPath
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _pluginLoadContext?.AssemblyLoadedPath;
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}
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public bool IsCollectible
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _pluginLoadContext?.IsCollectible ?? false;
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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public static (Assembly, PluginLoadContextWrapper) CreateAndLoadFromAssemblyName(
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AssemblyName assemblyName,
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string pluginPath,
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ICollection<string> sharedAssemblies,
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AssemblyLoadContext mainLoadContext,
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bool isCollectible
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)
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{
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var wrapper = new PluginLoadContextWrapper();
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wrapper._pluginLoadContext = new PluginLoadContext(
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pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
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var assembly = wrapper._pluginLoadContext.LoadFromAssemblyName(assemblyName);
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return (assembly, wrapper);
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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public WeakReference CreateWeakReference()
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{
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return new WeakReference(_pluginLoadContext, trackResurrection: true);
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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internal void Unload()
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{
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_pluginLoadContext?.Unload();
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_pluginLoadContext = null;
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}
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}
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private static readonly List<AssemblyName> SharedAssemblies = new();
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private static readonly Assembly CoreApiAssembly = typeof(Godot.Object).Assembly;
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private static Assembly? _editorApiAssembly;
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private static PluginLoadContextWrapper? _projectLoadContext;
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private static bool _editorHint = false;
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private static readonly AssemblyLoadContext MainLoadContext =
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AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
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AssemblyLoadContext.Default;
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private static DllImportResolver? _dllImportResolver;
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// Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later.
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[UnmanagedCallersOnly]
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// ReSharper disable once UnusedMember.Local
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private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint,
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PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks,
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IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
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{
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try
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{
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_editorHint = editorHint.ToBool();
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_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
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SharedAssemblies.Add(CoreApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
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AlcReloadCfg.Configure(alcReloadEnabled: _editorHint);
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NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
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if (_editorHint)
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{
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_editorApiAssembly = Assembly.Load("GodotSharpEditor");
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SharedAssemblies.Add(_editorApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver);
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}
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*pluginsCallbacks = new()
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{
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LoadProjectAssemblyCallback = &LoadProjectAssembly,
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LoadToolsAssemblyCallback = &LoadToolsAssembly,
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UnloadProjectPluginCallback = &UnloadProjectPlugin,
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};
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*managedCallbacks = ManagedCallbacks.Create();
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return godot_bool.True;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return godot_bool.False;
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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private struct PluginsCallbacks
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{
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public unsafe delegate* unmanaged<char*, godot_string*, godot_bool> LoadProjectAssemblyCallback;
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public unsafe delegate* unmanaged<char*, IntPtr, int, IntPtr> LoadToolsAssemblyCallback;
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public unsafe delegate* unmanaged<godot_bool> UnloadProjectPluginCallback;
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}
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[UnmanagedCallersOnly]
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private static unsafe godot_bool LoadProjectAssembly(char* nAssemblyPath, godot_string* outLoadedAssemblyPath)
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{
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try
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{
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if (_projectLoadContext != null)
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return godot_bool.True; // Already loaded
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string assemblyPath = new(nAssemblyPath);
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(var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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string loadedAssemblyPath = _projectLoadContext.AssemblyLoadedPath ?? assemblyPath;
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*outLoadedAssemblyPath = Marshaling.ConvertStringToNative(loadedAssemblyPath);
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ScriptManagerBridge.LookupScriptsInAssembly(projectAssembly);
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return godot_bool.True;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return godot_bool.False;
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}
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}
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[UnmanagedCallersOnly]
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private static unsafe IntPtr LoadToolsAssembly(char* nAssemblyPath,
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IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
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{
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try
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{
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string assemblyPath = new(nAssemblyPath);
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if (_editorApiAssembly == null)
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throw new InvalidOperationException("The Godot editor API assembly is not loaded.");
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var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
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var method = assembly.GetType("GodotTools.GodotSharpEditor")?
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.GetMethod("InternalCreateInstance",
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BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public);
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if (method == null)
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{
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throw new MissingMethodException("GodotTools.GodotSharpEditor",
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"InternalCreateInstance");
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}
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return (IntPtr?)method
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.Invoke(null, new object[] { unmanagedCallbacks, unmanagedCallbacksSize })
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?? IntPtr.Zero;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return IntPtr.Zero;
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}
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}
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private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath, bool isCollectible)
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{
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string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
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var sharedAssemblies = new List<string>();
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foreach (var sharedAssembly in SharedAssemblies)
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{
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string? sharedAssemblyName = sharedAssembly.Name;
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if (sharedAssemblyName != null)
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sharedAssemblies.Add(sharedAssemblyName);
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}
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return PluginLoadContextWrapper.CreateAndLoadFromAssemblyName(
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new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext, isCollectible);
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}
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[UnmanagedCallersOnly]
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private static godot_bool UnloadProjectPlugin()
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{
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try
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{
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return UnloadPlugin(ref _projectLoadContext).ToGodotBool();
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return godot_bool.False;
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}
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}
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private static bool UnloadPlugin(ref PluginLoadContextWrapper? pluginLoadContext)
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{
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try
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{
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if (pluginLoadContext == null)
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return true;
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if (!pluginLoadContext.IsCollectible)
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{
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Console.Error.WriteLine("Cannot unload a non-collectible assembly load context.");
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return false;
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}
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Console.WriteLine("Unloading assembly load context...");
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var alcWeakReference = pluginLoadContext.CreateWeakReference();
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pluginLoadContext.Unload();
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pluginLoadContext = null;
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int startTimeMs = Environment.TickCount;
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bool takingTooLong = false;
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while (alcWeakReference.IsAlive)
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{
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GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
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GC.WaitForPendingFinalizers();
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if (!alcWeakReference.IsAlive)
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break;
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int elapsedTimeMs = Environment.TickCount - startTimeMs;
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if (!takingTooLong && elapsedTimeMs >= 2000)
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{
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takingTooLong = true;
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine("Assembly unloading is taking longer than expected...");
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}
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else if (elapsedTimeMs >= 5000)
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{
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine(
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"Failed to unload assemblies. Possible causes: Strong GC handles, running threads, etc.");
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return false;
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}
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}
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Console.WriteLine("Assembly load context unloaded successfully.");
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return true;
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}
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catch (Exception e)
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{
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// TODO: How to log exceptions from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine(e);
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return false;
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}
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}
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}
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}
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