godot/modules/mono/mono_gd/gd_mono_assembly.h

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/*************************************************************************/
/* gd_mono_assembly.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). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef GD_MONO_ASSEMBLY_H
#define GD_MONO_ASSEMBLY_H
#include <mono/jit/jit.h>
#include <mono/metadata/assembly.h>
#include "core/string/ustring.h"
#include "core/templates/hash_map.h"
#include "core/templates/rb_map.h"
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#include "gd_mono_utils.h"
class GDMonoAssembly {
struct ClassKey {
struct Hasher {
static _FORCE_INLINE_ uint32_t hash(const ClassKey &p_key) {
uint32_t hash = 0;
GDMonoUtils::hash_combine(hash, p_key.namespace_name.hash());
GDMonoUtils::hash_combine(hash, p_key.class_name.hash());
return hash;
}
};
_FORCE_INLINE_ bool operator==(const ClassKey &p_a) const {
return p_a.class_name == class_name && p_a.namespace_name == namespace_name;
}
ClassKey() {}
ClassKey(const StringName &p_namespace_name, const StringName &p_class_name) {
namespace_name = p_namespace_name;
class_name = p_class_name;
}
StringName namespace_name;
StringName class_name;
};
String name;
MonoImage *image = nullptr;
MonoAssembly *assembly = nullptr;
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Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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bool attrs_fetched = false;
MonoCustomAttrInfo *attributes = nullptr;
#ifdef GD_MONO_HOT_RELOAD
uint64_t modified_time = 0;
#endif
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HashMap<ClassKey, GDMonoClass *, ClassKey::Hasher> cached_classes;
HashMap<MonoClass *, GDMonoClass *> cached_raw;
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static Vector<String> search_dirs;
static void assembly_load_hook(MonoAssembly *assembly, void *user_data);
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static MonoAssembly *assembly_search_hook(MonoAssemblyName *aname, void *user_data);
static MonoAssembly *assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data);
static MonoAssembly *assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data);
static MonoAssembly *assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data);
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static MonoAssembly *_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly);
static MonoAssembly *_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data, bool refonly);
static MonoAssembly *_real_load_assembly_from(const String &p_path, bool p_refonly, MonoAssemblyName *p_aname = nullptr);
static MonoAssembly *_load_assembly_search(const String &p_name, MonoAssemblyName *p_aname, bool p_refonly, const Vector<String> &p_search_dirs);
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friend class GDMono;
static void initialize();
public:
void unload();
_FORCE_INLINE_ MonoImage *get_image() const { return image; }
_FORCE_INLINE_ MonoAssembly *get_assembly() const { return assembly; }
_FORCE_INLINE_ String get_name() const { return name; }
#ifdef GD_MONO_HOT_RELOAD
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_FORCE_INLINE_ uint64_t get_modified_time() const { return modified_time; }
#endif
String get_path() const;
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Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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bool has_attribute(GDMonoClass *p_attr_class);
MonoObject *get_attribute(GDMonoClass *p_attr_class);
void fetch_attributes();
GDMonoClass *get_class(const StringName &p_namespace, const StringName &p_name);
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GDMonoClass *get_class(MonoClass *p_mono_class);
static String find_assembly(const String &p_name);
static void fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config = String(), const String &p_custom_bcl_dir = String());
static const Vector<String> &get_default_search_dirs() { return search_dirs; }
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static GDMonoAssembly *load(const String &p_name, MonoAssemblyName *p_aname, bool p_refonly, const Vector<String> &p_search_dirs);
static GDMonoAssembly *load_from(const String &p_name, const String &p_path, bool p_refonly);
GDMonoAssembly(const String &p_name, MonoImage *p_image, MonoAssembly *p_assembly) :
name(p_name),
image(p_image),
assembly(p_assembly) {
}
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~GDMonoAssembly();
};
#endif // GD_MONO_ASSEMBLY_H