C#: Initial NativeAOT support

This commit adds initial support for games exported as NativeAOT shared
libraries.

At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:

```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
  <Application>
    <Assembly Name="GodotSharp" Dynamic="Required All" />
    <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
  </Application>
</Directives>
```

These are the csproj changes for publishing:

```
  <PropertyGroup>
    <NativeLib>Shared</NativeLib>
  </PropertyGroup>
  <ItemGroup>
    <RdXmlFile Include="rd.xml" />
    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
  </ItemGroup>
```

More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
This commit is contained in:
Ignacio Roldán Etcheverry 2022-02-27 21:57:52 +01:00
parent 18f805b3aa
commit 4b90d16250
10 changed files with 133 additions and 54 deletions

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@ -2179,7 +2179,9 @@ bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_upda
if (exports_invalidated)
#endif
{
#ifdef TOOLS_ENABLED
exports_invalidated = false;
#endif
changed = true;
@ -2222,6 +2224,7 @@ bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_upda
}
});
#ifdef TOOLS_ENABLED
GDMonoCache::managed_callbacks.ScriptManagerBridge_GetPropertyDefaultValues(this,
[](CSharpScript *p_script, GDMonoCache::godotsharp_property_def_val_pair *p_def_vals, int32_t p_count) {
for (int i = 0; i < p_count; i++) {
@ -2233,6 +2236,7 @@ bool CSharpScript::_update_exports(PlaceHolderScriptInstance *p_instance_to_upda
p_script->exported_members_defval_cache[name] = value;
}
});
#endif
}
}

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@ -26,14 +26,16 @@ namespace GodotPlugins.Game
{
internal static partial class Main
{
[UnmanagedCallersOnly]
private static godot_bool InitializeFromGameProject(IntPtr outManagedCallbacks)
[UnmanagedCallersOnly(EntryPoint = ""godotsharp_game_main_init"")]
private static godot_bool InitializeFromGameProject(IntPtr godotDllHandle, IntPtr outManagedCallbacks)
{
try
{
DllImportResolver dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
var coreApiAssembly = typeof(Godot.Object).Assembly;
NativeLibrary.SetDllImportResolver(coreApiAssembly, GodotDllImportResolver.OnResolveDllImport);
NativeLibrary.SetDllImportResolver(coreApiAssembly, dllImportResolver);
ManagedCallbacks.Create(outManagedCallbacks);

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@ -197,10 +197,6 @@ namespace GodotTools.Build
// Logger
AddLoggerArgument(buildInfo, arguments);
// Trimming is not supported for dynamically loaded assemblies, as is our case with self hosting:
// https://github.com/dotnet/runtime/blob/main/docs/design/features/native-hosting.md#incompatible-with-trimming
arguments.Add("-p:PublishTrimmed=false");
// Custom properties
foreach (string customProperty in buildInfo.CustomProperties)
{

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@ -134,7 +134,16 @@ namespace GodotTools.Export
throw new Exception("Failed to build project");
}
if (!File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.dll")))
string soExt = ridOS switch
{
OS.DotNetOS.Win or OS.DotNetOS.Win10 => "dll",
OS.DotNetOS.OSX or OS.DotNetOS.iOS => "dylib",
_ => "so"
};
if (!File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.dll"))
// NativeAOT shared library output
&& !File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.{soExt}")))
{
throw new NotSupportedException(
"Publish succeeded but project assembly not found in the output directory");

View File

@ -44,7 +44,7 @@ namespace GodotTools.Utils
public const string HTML5 = "javascript";
}
private static class DotNetOS
public static class DotNetOS
{
public const string Win = "win";
public const string OSX = "osx";

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@ -20,22 +20,26 @@ namespace GodotPlugins
AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
AssemblyLoadContext.Default;
private static DllImportResolver? _dllImportResolver;
// Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later.
[UnmanagedCallersOnly]
// ReSharper disable once UnusedMember.Local
private static unsafe godot_bool InitializeFromEngine(godot_bool editorHint,
private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint,
PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks)
{
try
{
_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
SharedAssemblies.Add(CoreApiAssembly.GetName());
NativeLibrary.SetDllImportResolver(CoreApiAssembly, GodotDllImportResolver.OnResolveDllImport);
NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
if (editorHint.ToBool())
{
_editorApiAssembly = Assembly.Load("GodotSharpEditor");
SharedAssemblies.Add(_editorApiAssembly.GetName());
NativeLibrary.SetDllImportResolver(_editorApiAssembly, GodotDllImportResolver.OnResolveDllImport);
NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver);
}
*pluginsCallbacks = new()
@ -97,7 +101,7 @@ namespace GodotPlugins
var assembly = LoadPlugin(assemblyPath);
NativeLibrary.SetDllImportResolver(assembly, GodotDllImportResolver.OnResolveDllImport);
NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
var method = assembly.GetType("GodotTools.GodotSharpEditor")?
.GetMethod("InternalCreateInstance",

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@ -39,7 +39,12 @@ namespace Godot.Bridge
try
{
Type nativeType = TypeGetProxyClass(nativeTypeName);
using var stringName = StringName.CreateTakingOwnershipOfDisposableValue(
NativeFuncs.godotsharp_string_name_new_copy(CustomUnsafe.AsRef(nativeTypeName)));
string nativeTypeNameStr = stringName.ToString();
Type nativeType = TypeGetProxyClass(nativeTypeNameStr) ?? throw new InvalidOperationException(
"Wrapper class not found for type: " + nativeTypeNameStr);
var obj = (Object)FormatterServices.GetUninitializedObject(nativeType);
var ctor = nativeType.GetConstructor(
@ -171,12 +176,9 @@ namespace Godot.Bridge
}
}
private static unsafe Type TypeGetProxyClass(godot_string_name* nativeTypeName)
private static Type TypeGetProxyClass(string nativeTypeNameStr)
{
// Performance is not critical here as this will be replaced with a generated dictionary.
using var stringName = StringName.CreateTakingOwnershipOfDisposableValue(
NativeFuncs.godotsharp_string_name_new_copy(CustomUnsafe.AsRef(nativeTypeName)));
string nativeTypeNameStr = stringName.ToString();
if (nativeTypeNameStr[0] == '_')
nativeTypeNameStr = nativeTypeNameStr.Substring(1);
@ -186,7 +188,7 @@ namespace Godot.Bridge
if (wrapperType == null)
{
wrapperType = AppDomain.CurrentDomain.GetAssemblies()
.First(a => a.GetName().Name == "GodotSharpEditor")
.FirstOrDefault(a => a.GetName().Name == "GodotSharpEditor")?
.GetType("Godot." + nativeTypeNameStr);
}

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@ -6,9 +6,16 @@ using System.Runtime.InteropServices;
namespace Godot.NativeInterop
{
public static class GodotDllImportResolver
public class GodotDllImportResolver
{
public static IntPtr OnResolveDllImport(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
private IntPtr _internalHandle;
public GodotDllImportResolver(IntPtr internalHandle)
{
_internalHandle = internalHandle;
}
public IntPtr OnResolveDllImport(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
{
if (libraryName == "__Internal")
{
@ -18,7 +25,7 @@ namespace Godot.NativeInterop
}
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
{
return Linux.dlopen(IntPtr.Zero, Linux.RTLD_LAZY);
return _internalHandle;
}
else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
{
@ -40,18 +47,6 @@ namespace Godot.NativeInterop
public static extern IntPtr dlopen(IntPtr path, int mode);
}
private static class Linux
{
// libdl.so was resulting in DllNotFoundException, for some reason...
// libcoreclr.so should work with both CoreCLR and the .NET Core version of Mono.
private const string SystemLibrary = "libcoreclr.so";
public const int RTLD_LAZY = 1;
[DllImport(SystemLibrary)]
public static extern IntPtr dlopen(IntPtr path, int mode);
}
private static class Win32
{
private const string SystemLibrary = "Kernel32.dll";

View File

@ -48,6 +48,9 @@
#include <coreclr_delegates.h>
#include <hostfxr.h>
#ifdef UNIX_ENABLED
#include <dlfcn.h>
#endif
// TODO mobile
#if 0
@ -168,18 +171,24 @@ String find_hostfxr() {
#else
#if defined(WINDOWS_ENABLED)
return GodotSharpDirs::get_api_assemblies_dir()
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.plus_file("hostfxr.dll");
#elif defined(MACOS_ENABLED)
return GodotSharpDirs::get_api_assemblies_dir()
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.plus_file("libhostfxr.dylib");
#elif defined(UNIX_ENABLED)
return GodotSharpDirs::get_api_assemblies_dir()
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.plus_file("libhostfxr.so");
#else
#error "Platform not supported (yet?)"
#endif
if (FileAccess::exists(probe_path)) {
return probe_path;
}
return String();
#endif
}
@ -285,11 +294,21 @@ load_assembly_and_get_function_pointer_fn initialize_hostfxr_self_contained(
#endif
#ifdef TOOLS_ENABLED
using godot_plugins_initialize_fn = bool (*)(bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
#else
using godot_plugins_initialize_fn = bool (*)(GDMonoCache::ManagedCallbacks *);
using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *);
#endif
static String get_assembly_name() {
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.is_empty()) {
appname_safe = "UnnamedProject";
}
return appname_safe;
}
#ifdef TOOLS_ENABLED
godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
@ -320,15 +339,9 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
}
#else
godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.is_empty()) {
appname_safe = "UnnamedProject";
}
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
String assembly_name = appname_safe;
String assembly_name = get_assembly_name();
HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
.plus_file(assembly_name + ".dll"));
@ -351,6 +364,38 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
return godot_plugins_initialize;
}
godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
String assembly_name = get_assembly_name();
#if defined(WINDOWS_ENABLED)
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dll");
#elif defined(MACOS_ENABLED)
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dylib");
#elif defined(UNIX_ENABLED)
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".so");
#else
#error "Platform not supported (yet?)"
#endif
if (FileAccess::exists(native_aot_so_path)) {
Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
if (err != OK) {
return nullptr;
}
void *lib = r_aot_dll_handle;
void *symbol = nullptr;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
ERR_FAIL_COND_V(err != OK, nullptr);
return (godot_plugins_initialize_fn)symbol;
}
return nullptr;
}
#endif
} // namespace
@ -377,25 +422,46 @@ void GDMono::initialize() {
_init_godot_api_hashes();
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
if (!load_hostfxr(hostfxr_dll_handle)) {
#if !defined(TOOLS_ENABLED)
godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
if (godot_plugins_initialize != nullptr) {
is_native_aot = true;
} else {
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
}
#else
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
#endif
}
godot_plugins_initialize_fn godot_plugins_initialize =
initialize_hostfxr_and_godot_plugins(runtime_initialized);
if (!is_native_aot) {
godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
ERR_FAIL_NULL(godot_plugins_initialize);
}
GDMonoCache::ManagedCallbacks managed_callbacks;
void *godot_dll_handle = nullptr;
#if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
// Managed code can access it on its own on other platforms
godot_dll_handle = dlopen(nullptr, RTLD_NOW);
#endif
#ifdef TOOLS_ENABLED
gdmono::PluginCallbacks plugin_callbacks_res;
bool init_ok = godot_plugins_initialize(Engine::get_singleton()->is_editor_hint(),
bool init_ok = godot_plugins_initialize(godot_dll_handle,
Engine::get_singleton()->is_editor_hint(),
&plugin_callbacks_res, &managed_callbacks);
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
plugin_callbacks = plugin_callbacks_res;
#else
bool init_ok = godot_plugins_initialize(&managed_callbacks);
bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks);
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
#endif

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@ -61,6 +61,7 @@ class GDMono {
bool finalizing_scripts_domain;
void *hostfxr_dll_handle = nullptr;
bool is_native_aot = false;
#ifdef TOOLS_ENABLED
bool _load_project_assembly();