godot/modules/mono/mono_gd/gd_mono.h

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/*************************************************************************/
/* gd_mono.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_H
#define GD_MONO_H
#include "core/io/config_file.h"
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#include "../godotsharp_defs.h"
#include "gd_mono_assembly.h"
#include "gd_mono_log.h"
#ifdef WINDOWS_ENABLED
#include "../utils/mono_reg_utils.h"
#endif
namespace APIAssembly {
enum Type {
API_CORE,
API_EDITOR
};
struct Version {
uint64_t godot_api_hash;
uint32_t bindings_version;
uint32_t cs_glue_version;
bool operator==(const Version &p_other) const {
return godot_api_hash == p_other.godot_api_hash &&
bindings_version == p_other.bindings_version &&
cs_glue_version == p_other.cs_glue_version;
}
Version() :
godot_api_hash(0),
bindings_version(0),
cs_glue_version(0) {
}
Version(uint64_t p_godot_api_hash,
uint32_t p_bindings_version,
uint32_t p_cs_glue_version) :
godot_api_hash(p_godot_api_hash),
bindings_version(p_bindings_version),
cs_glue_version(p_cs_glue_version) {
}
static Version get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, Type p_api_type);
};
String to_string(Type p_type);
} // namespace APIAssembly
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#define SCRIPTS_DOMAIN GDMono::get_singleton()->get_scripts_domain()
#ifdef TOOLS_ENABLED
#define TOOLS_DOMAIN GDMono::get_singleton()->get_tools_domain()
#endif
class GDMono {
bool runtime_initialized;
bool finalizing_scripts_domain;
MonoDomain *root_domain;
MonoDomain *scripts_domain;
#ifdef TOOLS_ENABLED
MonoDomain *tools_domain;
#endif
bool core_api_assembly_out_of_sync;
bool editor_api_assembly_out_of_sync;
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GDMonoAssembly *corlib_assembly;
GDMonoAssembly *core_api_assembly;
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GDMonoAssembly *project_assembly;
#ifdef TOOLS_ENABLED
GDMonoAssembly *editor_api_assembly;
GDMonoAssembly *editor_tools_assembly;
#endif
HashMap<uint32_t, HashMap<String, GDMonoAssembly *> > assemblies;
void _domain_assemblies_cleanup(uint32_t p_domain_id);
bool _load_corlib_assembly();
bool _load_core_api_assembly();
#ifdef TOOLS_ENABLED
bool _load_editor_api_assembly();
bool _load_editor_tools_assembly();
#endif
bool _load_project_assembly();
bool _load_api_assemblies();
#ifdef TOOLS_ENABLED
String _get_api_assembly_metadata_path();
#endif
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void _register_internal_calls();
Error _load_scripts_domain();
Error _unload_scripts_domain();
#ifdef TOOLS_ENABLED
Error _load_tools_domain();
#endif
#ifdef DEBUG_METHODS_ENABLED
uint64_t api_core_hash;
#ifdef TOOLS_ENABLED
uint64_t api_editor_hash;
#endif
void _initialize_and_check_api_hashes();
#endif
GDMonoLog *gdmono_log;
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
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MonoRegInfo mono_reg_info;
#endif
protected:
static GDMono *singleton;
public:
#ifdef DEBUG_METHODS_ENABLED
uint64_t get_api_core_hash() { return api_core_hash; }
#ifdef TOOLS_ENABLED
uint64_t get_api_editor_hash() { return api_editor_hash; }
#endif
#endif
#ifdef TOOLS_ENABLED
void metadata_set_api_assembly_invalidated(APIAssembly::Type p_api_type, bool p_invalidated);
bool metadata_is_api_assembly_invalidated(APIAssembly::Type p_api_type);
#endif
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static GDMono *get_singleton() { return singleton; }
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static void unhandled_exception_hook(MonoObject *p_exc, void *p_user_data);
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// Do not use these, unless you know what you're doing
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void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly);
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GDMonoAssembly **get_loaded_assembly(const String &p_name);
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_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; }
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_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
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_FORCE_INLINE_ MonoDomain *get_scripts_domain() { return scripts_domain; }
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ MonoDomain *get_tools_domain() { return tools_domain; }
#endif
_FORCE_INLINE_ GDMonoAssembly *get_corlib_assembly() const { return corlib_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_core_api_assembly() const { return core_api_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_project_assembly() const { return project_assembly; }
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ GDMonoAssembly *get_editor_api_assembly() const { return editor_api_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_editor_tools_assembly() const { return editor_tools_assembly; }
#endif
#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
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const MonoRegInfo &get_mono_reg_info() { return mono_reg_info; }
#endif
GDMonoClass *get_class(MonoClass *p_raw_class);
#ifdef TOOLS_ENABLED
Error reload_scripts_domain();
#endif
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bool load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly = false);
bool load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly = false);
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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bool load_assembly_from(const String &p_name, const String &p_basedir, GDMonoAssembly **r_assembly, bool p_refonly = false);
bool load_assembly_from(const String &p_name, const String &p_basedir, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly = false);
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Error finalize_and_unload_domain(MonoDomain *p_domain);
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void initialize();
GDMono();
~GDMono();
};
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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namespace gdmono {
class ScopeDomain {
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MonoDomain *prev_domain;
public:
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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ScopeDomain(MonoDomain *p_domain) {
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MonoDomain *prev_domain = mono_domain_get();
if (prev_domain != p_domain) {
this->prev_domain = prev_domain;
mono_domain_set(p_domain, false);
} else {
this->prev_domain = NULL;
}
}
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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~ScopeDomain() {
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if (prev_domain)
mono_domain_set(prev_domain, false);
}
};
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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class ScopeExitDomainUnload {
MonoDomain *domain;
public:
ScopeExitDomainUnload(MonoDomain *p_domain) :
domain(p_domain) {
}
~ScopeExitDomainUnload() {
if (domain)
GDMono::get_singleton()->finalize_and_unload_domain(domain);
}
};
} // namespace gdmono
#define _GDMONO_SCOPE_DOMAIN_(m_mono_domain) \
gdmono::ScopeDomain __gdmono__scope__domain__(m_mono_domain); \
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(void)__gdmono__scope__domain__;
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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#define _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(m_mono_domain) \
gdmono::ScopeExitDomainUnload __gdmono__scope__exit__domain__unload__(m_mono_domain); \
(void)__gdmono__scope__exit__domain__unload__;
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class _GodotSharp : public Object {
GDCLASS(_GodotSharp, Object)
friend class GDMono;
bool _is_domain_finalizing_for_unload(int32_t p_domain_id);
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List<NodePath *> np_delete_queue;
List<RID *> rid_delete_queue;
bool queue_empty;
#ifndef NO_THREADS
Mutex *queue_mutex;
#endif
protected:
static _GodotSharp *singleton;
static void _bind_methods();
public:
static _GodotSharp *get_singleton() { return singleton; }
void attach_thread();
void detach_thread();
int32_t get_domain_id();
int32_t get_scripts_domain_id();
bool is_scripts_domain_loaded();
bool is_domain_finalizing_for_unload();
bool is_domain_finalizing_for_unload(int32_t p_domain_id);
bool is_domain_finalizing_for_unload(MonoDomain *p_domain);
bool is_runtime_shutting_down();
bool is_runtime_initialized();
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_GodotSharp();
~_GodotSharp();
};
#endif // GD_MONO_H