virtualx-engine/modules/mono/mono_gd/gd_mono.h
Ignacio Roldán Etcheverry f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00

139 lines
4.4 KiB
C++

/*************************************************************************/
/* gd_mono.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef GD_MONO_H
#define GD_MONO_H
#include "core/io/config_file.h"
#include "../godotsharp_defs.h"
class GDMono {
bool runtime_initialized;
bool finalizing_scripts_domain;
bool _load_project_assembly();
bool _try_load_api_assemblies();
Error _unload_scripts_domain();
uint64_t api_core_hash;
#ifdef TOOLS_ENABLED
uint64_t api_editor_hash;
#endif
void _init_godot_api_hashes();
friend class CSharpLanguage;
#ifdef WIN32
#define GD_CLR_STDCALL __stdcall
#else
#define GD_CLR_STDCALL
#endif
struct PluginCallbacks {
using FuncLoadProjectAssemblyCallback = bool(GD_CLR_STDCALL *)(const char16_t *);
using FuncLoadToolsAssemblyCallback = Object *(GD_CLR_STDCALL *)(const char16_t *);
FuncLoadProjectAssemblyCallback LoadProjectAssemblyCallback = nullptr;
FuncLoadToolsAssemblyCallback LoadToolsAssemblyCallback = nullptr;
} plugin_callbacks;
protected:
static GDMono *singleton;
public:
#ifdef DEBUG_METHODS_ENABLED
uint64_t get_api_core_hash() {
if (api_core_hash == 0) {
api_core_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
}
return api_core_hash;
}
#ifdef TOOLS_ENABLED
uint64_t get_api_editor_hash() {
if (api_editor_hash == 0) {
api_editor_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
}
return api_editor_hash;
}
#endif // TOOLS_ENABLED
#endif // DEBUG_METHODS_ENABLED
_FORCE_INLINE_ static String get_expected_api_build_config() {
#ifdef TOOLS_ENABLED
return "Debug";
#else
#ifdef DEBUG_ENABLED
return "Debug";
#else
return "Release";
#endif
#endif
}
static GDMono *get_singleton() { return singleton; }
_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized; }
_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
#ifdef GD_MONO_HOT_RELOAD
Error reload_scripts_domain();
#endif
void initialize();
void initialize_load_assemblies();
GDMono();
~GDMono();
};
namespace mono_bind {
class GodotSharp : public Object {
GDCLASS(GodotSharp, Object);
friend class GDMono;
void _reload_assemblies(bool p_soft_reload);
bool _is_runtime_initialized();
protected:
static GodotSharp *singleton;
static void _bind_methods();
public:
static GodotSharp *get_singleton() { return singleton; }
GodotSharp();
~GodotSharp();
};
} // namespace mono_bind
#endif // GD_MONO_H