godot/modules/mono/mono_gd/gd_mono_assembly.cpp

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/*************************************************************************/
/* gd_mono_assembly.cpp */
/*************************************************************************/
/* 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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#include "gd_mono_assembly.h"
#include <mono/metadata/mono-debug.h>
#include <mono/metadata/tokentype.h>
#include "core/list.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/project_settings.h"
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#include "../godotsharp_dirs.h"
#include "gd_mono_class.h"
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bool GDMonoAssembly::no_search = false;
bool GDMonoAssembly::in_preload = false;
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Vector<String> GDMonoAssembly::search_dirs;
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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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void GDMonoAssembly::fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config) {
const char *rootdir = mono_assembly_getrootdir();
if (rootdir) {
String framework_dir = String(rootdir).plus_file("mono").plus_file("4.5");
r_search_dirs.push_back(framework_dir);
r_search_dirs.push_back(framework_dir.plus_file("Facades"));
}
if (p_custom_config.length()) {
r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(p_custom_config));
} else {
r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_dir());
}
r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_dir());
r_search_dirs.push_back(OS::get_singleton()->get_resource_dir());
r_search_dirs.push_back(OS::get_singleton()->get_executable_path().get_base_dir());
#ifdef TOOLS_ENABLED
r_search_dirs.push_back(GodotSharpDirs::get_data_editor_tools_dir());
#endif
}
void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, void *user_data) {
if (no_search)
return;
// If our search and preload hooks fail to load the assembly themselves, the mono runtime still might.
// Just do Assembly.LoadFrom("/Full/Path/On/Disk.dll");
// In this case, we wouldn't have the assembly known in GDMono, which causes crashes
// if any class inside the assembly is looked up by Godot.
// And causing a lookup like that is as easy as throwing an exception defined in it...
// No, we can't make the assembly load hooks smart enough because they get passed a MonoAssemblyName* only,
// not the disk path passed to say Assembly.LoadFrom().
_wrap_mono_assembly(assembly);
}
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MonoAssembly *GDMonoAssembly::assembly_search_hook(MonoAssemblyName *aname, void *user_data) {
return GDMonoAssembly::_search_hook(aname, user_data, false);
}
MonoAssembly *GDMonoAssembly::assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data) {
return GDMonoAssembly::_search_hook(aname, user_data, true);
}
MonoAssembly *GDMonoAssembly::assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, false);
}
MonoAssembly *GDMonoAssembly::assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, true);
}
MonoAssembly *GDMonoAssembly::_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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String name = mono_assembly_name_get_name(aname);
bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
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if (no_search)
return NULL;
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GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (loaded_asm)
return (*loaded_asm)->get_assembly();
no_search = true; // Avoid the recursion madness
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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GDMonoAssembly *res = _load_assembly_search(name, search_dirs, refonly);
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no_search = false;
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return res ? res->get_assembly() : NULL;
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}
static _THREAD_LOCAL_(MonoImage *) image_corlib_loading = 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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MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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if (search_dirs.empty()) {
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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fill_search_dirs(search_dirs);
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}
{
// If we find the assembly here, we load it with `mono_assembly_load_from_full`,
// which in turn invokes load hooks before returning the MonoAssembly to us.
// One of the load hooks is `load_aot_module`. This hook can end up calling preload hooks
// again for the same assembly in certain in certain circumstances (the `do_load_image` part).
// If this is the case and we return NULL due to the no_search condition below,
// it will result in an internal crash later on. Therefore we need to return the assembly we didn't
// get yet from `mono_assembly_load_from_full`. Luckily we have the image, which already got it.
// This must be done here. If done in search hooks, it would cause `mono_assembly_load_from_full`
// to think another MonoAssembly for this assembly was already loaded, making it delete its own,
// when in fact both pointers were the same... This hooks thing is confusing.
if (image_corlib_loading) {
return mono_image_get_assembly(image_corlib_loading);
}
}
if (no_search)
return NULL;
no_search = true;
in_preload = true;
String name = mono_assembly_name_get_name(aname);
bool has_extension = name.ends_with(".dll");
GDMonoAssembly *res = NULL;
if (has_extension ? name == "mscorlib.dll" : name == "mscorlib") {
GDMonoAssembly **stored_assembly = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (stored_assembly)
return (*stored_assembly)->get_assembly();
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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res = _load_assembly_search("mscorlib.dll", search_dirs, refonly);
}
no_search = false;
in_preload = false;
return res ? res->get_assembly() : NULL;
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}
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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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GDMonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly) {
GDMonoAssembly *res = NULL;
String path;
bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
for (int i = 0; i < p_search_dirs.size(); i++) {
const String &search_dir = p_search_dirs[i];
if (has_extension) {
path = search_dir.plus_file(p_name);
if (FileAccess::exists(path)) {
res = _load_assembly_from(p_name.get_basename(), path, p_refonly);
if (res != NULL)
return res;
}
} else {
path = search_dir.plus_file(p_name + ".dll");
if (FileAccess::exists(path)) {
res = _load_assembly_from(p_name, path, p_refonly);
if (res != NULL)
return res;
}
path = search_dir.plus_file(p_name + ".exe");
if (FileAccess::exists(path)) {
res = _load_assembly_from(p_name, path, p_refonly);
if (res != NULL)
return res;
}
}
}
return NULL;
}
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GDMonoAssembly *GDMonoAssembly::_load_assembly_from(const String &p_name, const String &p_path, bool p_refonly) {
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GDMonoAssembly *assembly = memnew(GDMonoAssembly(p_name, p_path));
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Error err = assembly->load(p_refonly);
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if (err != OK) {
memdelete(assembly);
ERR_FAIL_V(NULL);
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}
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MonoDomain *domain = mono_domain_get();
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GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, assembly);
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return assembly;
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}
void GDMonoAssembly::_wrap_mono_assembly(MonoAssembly *assembly) {
String name = mono_assembly_name_get_name(mono_assembly_get_name(assembly));
MonoImage *image = mono_assembly_get_image(assembly);
GDMonoAssembly *gdassembly = memnew(GDMonoAssembly(name, mono_image_get_filename(image)));
Error err = gdassembly->wrapper_for_image(image);
if (err != OK) {
memdelete(gdassembly);
ERR_FAIL();
}
MonoDomain *domain = mono_domain_get();
GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly);
}
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void GDMonoAssembly::initialize() {
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mono_install_assembly_search_hook(&assembly_search_hook, NULL);
mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, NULL);
mono_install_assembly_preload_hook(&assembly_preload_hook, NULL);
mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, NULL);
mono_install_assembly_load_hook(&assembly_load_hook, NULL);
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}
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Error GDMonoAssembly::load(bool p_refonly) {
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ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
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refonly = p_refonly;
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uint64_t last_modified_time = FileAccess::get_modified_time(path);
Vector<uint8_t> data = FileAccess::get_file_as_array(path);
ERR_FAIL_COND_V(data.empty(), ERR_FILE_CANT_READ);
String image_filename = ProjectSettings::get_singleton()->globalize_path(path);
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MonoImageOpenStatus status = MONO_IMAGE_OK;
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image = mono_image_open_from_data_with_name(
(char *)&data[0], data.size(),
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true, &status, refonly,
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image_filename.utf8().get_data());
ERR_FAIL_COND_V(status != MONO_IMAGE_OK, ERR_FILE_CANT_OPEN);
ERR_FAIL_NULL_V(image, ERR_FILE_CANT_OPEN);
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#ifdef DEBUG_ENABLED
String pdb_path(path + ".pdb");
if (!FileAccess::exists(pdb_path)) {
pdb_path = path.get_basename() + ".pdb"; // without .dll
if (!FileAccess::exists(pdb_path))
goto no_pdb;
}
pdb_data.clear();
pdb_data = FileAccess::get_file_as_array(pdb_path);
mono_debug_open_image_from_memory(image, &pdb_data[0], pdb_data.size());
no_pdb:
#endif
bool is_corlib_preload = in_preload && name == "mscorlib";
if (is_corlib_preload)
image_corlib_loading = image;
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assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, refonly);
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if (is_corlib_preload)
image_corlib_loading = NULL;
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ERR_FAIL_COND_V(status != MONO_IMAGE_OK || assembly == NULL, ERR_FILE_CANT_OPEN);
loaded = true;
modified_time = last_modified_time;
return OK;
}
Error GDMonoAssembly::wrapper_for_image(MonoImage *p_image) {
ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
assembly = mono_image_get_assembly(p_image);
ERR_FAIL_NULL_V(assembly, FAILED);
image = p_image;
mono_image_addref(image);
loaded = true;
return OK;
}
void GDMonoAssembly::unload() {
ERR_FAIL_COND(!loaded);
#ifdef DEBUG_ENABLED
if (pdb_data.size()) {
mono_debug_close_image(image);
pdb_data.clear();
}
#endif
for (Map<MonoClass *, GDMonoClass *>::Element *E = cached_raw.front(); E; E = E->next()) {
memdelete(E->value());
}
cached_classes.clear();
cached_raw.clear();
mono_image_close(image);
assembly = NULL;
image = NULL;
loaded = false;
}
GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) {
ERR_FAIL_COND_V(!loaded, NULL);
ClassKey key(p_namespace, p_name);
GDMonoClass **match = cached_classes.getptr(key);
if (match)
return *match;
MonoClass *mono_class = mono_class_from_name(image, String(p_namespace).utf8(), String(p_name).utf8());
if (!mono_class)
return NULL;
GDMonoClass *wrapped_class = memnew(GDMonoClass(p_namespace, p_name, mono_class, this));
cached_classes[key] = wrapped_class;
cached_raw[mono_class] = wrapped_class;
return wrapped_class;
}
GDMonoClass *GDMonoAssembly::get_class(MonoClass *p_mono_class) {
ERR_FAIL_COND_V(!loaded, NULL);
Map<MonoClass *, GDMonoClass *>::Element *match = cached_raw.find(p_mono_class);
if (match)
return match->value();
StringName namespace_name = mono_class_get_namespace(p_mono_class);
StringName class_name = mono_class_get_name(p_mono_class);
GDMonoClass *wrapped_class = memnew(GDMonoClass(namespace_name, class_name, p_mono_class, this));
cached_classes[ClassKey(namespace_name, class_name)] = wrapped_class;
cached_raw[p_mono_class] = wrapped_class;
return wrapped_class;
}
GDMonoClass *GDMonoAssembly::get_object_derived_class(const StringName &p_class) {
GDMonoClass *match = NULL;
if (gdobject_class_cache_updated) {
Map<StringName, GDMonoClass *>::Element *result = gdobject_class_cache.find(p_class);
if (result)
match = result->get();
} else {
List<GDMonoClass *> nested_classes;
int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF);
for (int i = 1; i < rows; i++) {
MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF);
if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class))
continue;
GDMonoClass *current = get_class(mono_class);
if (!current)
continue;
nested_classes.push_back(current);
if (!match && current->get_name() == p_class)
match = current;
while (!nested_classes.empty()) {
GDMonoClass *current_nested = nested_classes.front()->get();
nested_classes.pop_back();
void *iter = NULL;
while (true) {
MonoClass *raw_nested = mono_class_get_nested_types(current_nested->get_mono_ptr(), &iter);
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if (!raw_nested)
break;
GDMonoClass *nested_class = get_class(raw_nested);
if (nested_class) {
gdobject_class_cache.insert(nested_class->get_name(), nested_class);
nested_classes.push_back(nested_class);
}
}
}
gdobject_class_cache.insert(current->get_name(), current);
}
gdobject_class_cache_updated = true;
}
return match;
}
GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) {
GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name);
if (loaded_asm)
return *loaded_asm;
#ifdef DEBUG_ENABLED
CRASH_COND(!FileAccess::exists(p_path));
#endif
no_search = true;
GDMonoAssembly *res = _load_assembly_from(p_name, p_path, p_refonly);
no_search = false;
return res;
}
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GDMonoAssembly::GDMonoAssembly(const String &p_name, const String &p_path) {
loaded = false;
gdobject_class_cache_updated = false;
name = p_name;
path = p_path;
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refonly = false;
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modified_time = 0;
assembly = NULL;
image = NULL;
}
GDMonoAssembly::~GDMonoAssembly() {
if (loaded)
unload();
}