Merge pull request #75533 from RedworkDE/net-no-reload-noncollectible
C#: Fix editor integration breaking and causing error spam when reloading assemblies fails
This commit is contained in:
commit
57e61db115
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@ -818,6 +818,9 @@
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<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="""">
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Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly.
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</member>
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<member name="dotnet/project/assembly_reload_attempts" type="int" setter="" getter="" default="3">
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Number of times to attempt assembly reloading after rebuilding .NET assembies. Effectively also the timeout in seconds to wait for unloading of script assemblies to finish.
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</member>
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<member name="dotnet/project/solution_directory" type="String" setter="" getter="" default="""">
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Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
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Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
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@ -2756,6 +2756,7 @@ bool Main::start() {
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// Default values should be synced with mono_gd/gd_mono.cpp.
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GLOBAL_DEF("dotnet/project/assembly_name", "");
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GLOBAL_DEF("dotnet/project/solution_directory", "");
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GLOBAL_DEF(PropertyInfo(Variant::INT, "dotnet/project/assembly_reload_attempts", PROPERTY_HINT_RANGE, "1,16,1,or_greater"), 3);
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#endif
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Error err;
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@ -120,6 +120,7 @@ void CSharpLanguage::init() {
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GLOBAL_DEF("dotnet/project/assembly_name", "");
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#ifdef TOOLS_ENABLED
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GLOBAL_DEF("dotnet/project/solution_directory", "");
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GLOBAL_DEF(PropertyInfo(Variant::INT, "dotnet/project/assembly_reload_attempts", PROPERTY_HINT_RANGE, "1,16,1,or_greater"), 3);
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#endif
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gdmono = memnew(GDMono);
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@ -770,10 +771,6 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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return;
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}
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// TODO:
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// Currently, this reloads all scripts, including those whose class is not part of the
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// assembly load context being unloaded. As such, we unnecessarily reload GodotTools.
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print_verbose(".NET: Reloading assemblies...");
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// There is no soft reloading with Mono. It's always hard reloading.
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@ -784,8 +781,19 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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MutexLock lock(script_instances_mutex);
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for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
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// Cast to CSharpScript to avoid being erased by accident
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scripts.push_back(Ref<CSharpScript>(elem->self()));
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bool is_reloadable = false;
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for (Object *obj : elem->self()->instances) {
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ERR_CONTINUE(!obj->get_script_instance());
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CSharpInstance *csi = static_cast<CSharpInstance *>(obj->get_script_instance());
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if (GDMonoCache::managed_callbacks.GCHandleBridge_GCHandleIsTargetCollectible(csi->get_gchandle_intptr())) {
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is_reloadable = true;
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break;
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}
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}
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if (is_reloadable) {
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// Cast to CSharpScript to avoid being erased by accident.
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scripts.push_back(Ref<CSharpScript>(elem->self()));
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}
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}
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}
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@ -800,6 +808,10 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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ERR_CONTINUE(managed_callable->delegate_handle.value == nullptr);
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if (!GDMonoCache::managed_callbacks.GCHandleBridge_GCHandleIsTargetCollectible(managed_callable->delegate_handle)) {
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continue;
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}
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Array serialized_data;
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bool success = GDMonoCache::managed_callbacks.DelegateUtils_TrySerializeDelegateWithGCHandle(
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@ -907,6 +919,15 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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scr->_clear();
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}
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// Release the delegates that were serialized earlier.
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{
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MutexLock lock(ManagedCallable::instances_mutex);
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for (KeyValue<ManagedCallable *, Array> &kv : ManagedCallable::instances_pending_reload) {
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kv.key->release_delegate_handle();
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}
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}
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// Do domain reload
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if (gdmono->reload_project_assemblies() != OK) {
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// Failed to reload the scripts domain
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@ -1158,19 +1179,6 @@ bool CSharpLanguage::debug_break(const String &p_error, bool p_allow_continue) {
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}
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}
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void CSharpLanguage::_on_scripts_domain_about_to_unload() {
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#ifdef GD_MONO_HOT_RELOAD
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{
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MutexLock lock(ManagedCallable::instances_mutex);
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for (SelfList<ManagedCallable> *elem = ManagedCallable::instances.first(); elem; elem = elem->next()) {
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ManagedCallable *managed_callable = elem->self();
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managed_callable->release_delegate_handle();
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}
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}
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#endif
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}
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#ifdef TOOLS_ENABLED
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void CSharpLanguage::_editor_init_callback() {
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// Load GodotTools and initialize GodotSharpEditor
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@ -347,7 +347,6 @@ class CSharpLanguage : public ScriptLanguage {
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String _debug_error;
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friend class GDMono;
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void _on_scripts_domain_about_to_unload();
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#ifdef TOOLS_ENABLED
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EditorPlugin *godotsharp_editor = nullptr;
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@ -21,6 +21,13 @@ namespace GodotPlugins
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private sealed class PluginLoadContextWrapper
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{
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private PluginLoadContext? _pluginLoadContext;
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private readonly WeakReference _weakReference;
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private PluginLoadContextWrapper(PluginLoadContext pluginLoadContext, WeakReference weakReference)
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{
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_pluginLoadContext = pluginLoadContext;
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_weakReference = weakReference;
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}
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public string? AssemblyLoadedPath
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{
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@ -31,7 +38,14 @@ namespace GodotPlugins
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public bool IsCollectible
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _pluginLoadContext?.IsCollectible ?? false;
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// if _pluginLoadContext is null we already started unloading, so it was collectible
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get => _pluginLoadContext?.IsCollectible ?? true;
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}
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public bool IsAlive
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _weakReference.IsAlive;
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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@ -43,19 +57,13 @@ namespace GodotPlugins
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bool isCollectible
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)
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{
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var wrapper = new PluginLoadContextWrapper();
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wrapper._pluginLoadContext = new PluginLoadContext(
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pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
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var assembly = wrapper._pluginLoadContext.LoadFromAssemblyName(assemblyName);
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var context = new PluginLoadContext(pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
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var reference = new WeakReference(context, trackResurrection: true);
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var wrapper = new PluginLoadContextWrapper(context, reference);
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var assembly = context.LoadFromAssemblyName(assemblyName);
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return (assembly, wrapper);
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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public WeakReference CreateWeakReference()
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{
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return new WeakReference(_pluginLoadContext, trackResurrection: true);
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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internal void Unload()
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{
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@ -165,7 +173,7 @@ namespace GodotPlugins
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if (_editorApiAssembly == null)
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throw new InvalidOperationException("The Godot editor API assembly is not loaded.");
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var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: false);
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NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
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@ -236,32 +244,29 @@ namespace GodotPlugins
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Console.WriteLine("Unloading assembly load context...");
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var alcWeakReference = pluginLoadContext.CreateWeakReference();
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pluginLoadContext.Unload();
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pluginLoadContext = null;
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int startTimeMs = Environment.TickCount;
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bool takingTooLong = false;
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while (alcWeakReference.IsAlive)
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while (pluginLoadContext.IsAlive)
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{
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GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
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GC.WaitForPendingFinalizers();
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if (!alcWeakReference.IsAlive)
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if (!pluginLoadContext.IsAlive)
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break;
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int elapsedTimeMs = Environment.TickCount - startTimeMs;
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if (!takingTooLong && elapsedTimeMs >= 2000)
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if (!takingTooLong && elapsedTimeMs >= 200)
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{
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takingTooLong = true;
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine("Assembly unloading is taking longer than expected...");
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}
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else if (elapsedTimeMs >= 5000)
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else if (elapsedTimeMs >= 1000)
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{
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine(
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@ -273,6 +278,7 @@ namespace GodotPlugins
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Console.WriteLine("Assembly load context unloaded successfully.");
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pluginLoadContext = null;
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return true;
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}
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catch (Exception e)
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@ -18,5 +18,26 @@ namespace Godot.Bridge
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ExceptionUtils.LogException(e);
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}
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}
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// Returns true, if releasing the provided handle is necessary for assembly unloading to succeed.
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// This check is not perfect and only intended to prevent things in GodotTools from being reloaded.
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[UnmanagedCallersOnly]
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internal static godot_bool GCHandleIsTargetCollectible(IntPtr gcHandlePtr)
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{
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try
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{
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var target = GCHandle.FromIntPtr(gcHandlePtr).Target;
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if (target is Delegate @delegate)
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return DelegateUtils.IsDelegateCollectible(@delegate).ToGodotBool();
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return target.GetType().IsCollectible.ToGodotBool();
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}
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catch (Exception e)
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{
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ExceptionUtils.LogException(e);
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return godot_bool.True;
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}
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}
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}
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}
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@ -38,6 +38,7 @@ namespace Godot.Bridge
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public delegate* unmanaged<IntPtr, godot_dictionary*, godot_dictionary*, void> CSharpInstanceBridge_SerializeState;
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public delegate* unmanaged<IntPtr, godot_dictionary*, godot_dictionary*, void> CSharpInstanceBridge_DeserializeState;
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public delegate* unmanaged<IntPtr, void> GCHandleBridge_FreeGCHandle;
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public delegate* unmanaged<IntPtr, godot_bool> GCHandleBridge_GCHandleIsTargetCollectible;
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public delegate* unmanaged<void*, void> DebuggingUtils_GetCurrentStackInfo;
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public delegate* unmanaged<void> DisposablesTracker_OnGodotShuttingDown;
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public delegate* unmanaged<godot_bool, void> GD_OnCoreApiAssemblyLoaded;
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@ -78,6 +79,7 @@ namespace Godot.Bridge
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CSharpInstanceBridge_SerializeState = &CSharpInstanceBridge.SerializeState,
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CSharpInstanceBridge_DeserializeState = &CSharpInstanceBridge.DeserializeState,
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GCHandleBridge_FreeGCHandle = &GCHandleBridge.FreeGCHandle,
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GCHandleBridge_GCHandleIsTargetCollectible = &GCHandleBridge.GCHandleIsTargetCollectible,
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DebuggingUtils_GetCurrentStackInfo = &DebuggingUtils.GetCurrentStackInfo,
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DisposablesTracker_OnGodotShuttingDown = &DisposablesTracker.OnGodotShuttingDown,
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GD_OnCoreApiAssemblyLoaded = &GD.OnCoreApiAssemblyLoaded,
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@ -560,6 +560,38 @@ namespace Godot
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return type;
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}
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// Returns true, if unloading the delegate is necessary for assembly unloading to succeed.
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// This check is not perfect and only intended to prevent things in GodotTools from being reloaded.
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internal static bool IsDelegateCollectible(Delegate @delegate)
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{
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if (@delegate.GetType().IsCollectible)
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return true;
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if (@delegate is MulticastDelegate multicastDelegate)
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{
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Delegate[] invocationList = multicastDelegate.GetInvocationList();
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if (invocationList.Length > 1)
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{
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foreach (Delegate oneDelegate in invocationList)
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if (IsDelegateCollectible(oneDelegate))
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return true;
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return false;
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}
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}
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if (@delegate.Method.IsCollectible)
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return true;
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object? target = @delegate.Target;
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if (target is not null && target.GetType().IsCollectible)
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return true;
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return false;
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}
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internal static class RuntimeTypeConversionHelper
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{
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[SuppressMessage("ReSharper", "RedundantNameQualifier")]
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@ -488,15 +488,31 @@ bool GDMono::_load_project_assembly() {
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#endif
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#ifdef GD_MONO_HOT_RELOAD
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void GDMono::reload_failure() {
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if (++project_load_failure_count >= (int)GLOBAL_GET("dotnet/project/assembly_reload_attempts")) {
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// After reloading a project has failed n times in a row, update the path and modification time
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// to stop any further attempts at loading this assembly, which probably is never going to work anyways.
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project_load_failure_count = 0;
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ERR_PRINT_ED(".NET: Giving up on assembly reloading. Please restart the editor if unloading was failing.");
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String assembly_name = path::get_csharp_project_name();
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String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir().path_join(assembly_name + ".dll");
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assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
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project_assembly_path = assembly_path.simplify_path();
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project_assembly_modified_time = FileAccess::get_modified_time(assembly_path);
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}
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}
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Error GDMono::reload_project_assemblies() {
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ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
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finalizing_scripts_domain = true;
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CSharpLanguage::get_singleton()->_on_scripts_domain_about_to_unload();
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if (!get_plugin_callbacks().UnloadProjectPluginCallback()) {
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ERR_FAIL_V_MSG(Error::FAILED, ".NET: Failed to unload assemblies.");
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ERR_PRINT_ED(".NET: Failed to unload assemblies. Please check https://github.com/godotengine/godot/issues/78513 for more information.");
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reload_failure();
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return FAILED;
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}
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finalizing_scripts_domain = false;
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@ -504,10 +520,16 @@ Error GDMono::reload_project_assemblies() {
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// Load the project's main assembly. Here, during hot-reloading, we do
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// consider failing to load the project's main assembly to be an error.
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if (!_load_project_assembly()) {
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print_error(".NET: Failed to load project assembly.");
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ERR_PRINT_ED(".NET: Failed to load project assembly.");
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reload_failure();
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return ERR_CANT_OPEN;
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}
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if (project_load_failure_count > 0) {
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project_load_failure_count = 0;
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ERR_PRINT_ED(".NET: Assembly reloading succeeded after failures.");
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}
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return OK;
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}
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#endif
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@ -68,6 +68,7 @@ class GDMono {
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String project_assembly_path;
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uint64_t project_assembly_modified_time = 0;
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int project_load_failure_count = 0;
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#ifdef TOOLS_ENABLED
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bool _load_project_assembly();
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@ -144,6 +145,7 @@ public:
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#endif
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#ifdef GD_MONO_HOT_RELOAD
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void reload_failure();
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Error reload_project_assemblies();
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#endif
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@ -79,6 +79,7 @@ void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks) {
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, SerializeState);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, DeserializeState);
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CHECK_CALLBACK_NOT_NULL(GCHandleBridge, FreeGCHandle);
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CHECK_CALLBACK_NOT_NULL(GCHandleBridge, GCHandleIsTargetCollectible);
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CHECK_CALLBACK_NOT_NULL(DebuggingUtils, GetCurrentStackInfo);
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CHECK_CALLBACK_NOT_NULL(DisposablesTracker, OnGodotShuttingDown);
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CHECK_CALLBACK_NOT_NULL(GD, OnCoreApiAssemblyLoaded);
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@ -104,6 +104,7 @@ struct ManagedCallbacks {
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using FuncCSharpInstanceBridge_SerializeState = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Dictionary *, const Dictionary *);
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using FuncCSharpInstanceBridge_DeserializeState = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Dictionary *, const Dictionary *);
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using FuncGCHandleBridge_FreeGCHandle = void(GD_CLR_STDCALL *)(GCHandleIntPtr);
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using FuncGCHandleBridge_GCHandleIsTargetCollectible = bool(GD_CLR_STDCALL *)(GCHandleIntPtr);
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using FuncDebuggingUtils_GetCurrentStackInfo = void(GD_CLR_STDCALL *)(Vector<ScriptLanguage::StackInfo> *);
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using FuncDisposablesTracker_OnGodotShuttingDown = void(GD_CLR_STDCALL *)();
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using FuncGD_OnCoreApiAssemblyLoaded = void(GD_CLR_STDCALL *)(bool);
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@ -138,6 +139,7 @@ struct ManagedCallbacks {
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FuncCSharpInstanceBridge_SerializeState CSharpInstanceBridge_SerializeState;
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FuncCSharpInstanceBridge_DeserializeState CSharpInstanceBridge_DeserializeState;
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FuncGCHandleBridge_FreeGCHandle GCHandleBridge_FreeGCHandle;
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FuncGCHandleBridge_GCHandleIsTargetCollectible GCHandleBridge_GCHandleIsTargetCollectible;
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FuncDebuggingUtils_GetCurrentStackInfo DebuggingUtils_GetCurrentStackInfo;
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FuncDisposablesTracker_OnGodotShuttingDown DisposablesTracker_OnGodotShuttingDown;
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FuncGD_OnCoreApiAssemblyLoaded GD_OnCoreApiAssemblyLoaded;
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