From 71fc87e1013029cc379adb6d430a9adf5d25b6cf Mon Sep 17 00:00:00 2001 From: Ignacio Etcheverry Date: Wed, 22 Apr 2020 16:44:03 +0200 Subject: [PATCH] Mono/C#: Allow debugging exported games - Include PDB files in exported games. - Release export templates also allow debugging now. Right now the only way to enable debugging in exported games is with the environment variables, which may be cumbersome or not even possible on some platforms. --- .../GodotTools/Export/ExportPlugin.cs | 56 +++++++++++-------- modules/mono/editor/editor_internal_calls.cpp | 10 ++-- modules/mono/editor/godotsharp_export.cpp | 18 +++--- modules/mono/editor/godotsharp_export.h | 4 +- modules/mono/mono_gd/gd_mono.cpp | 12 ++-- 5 files changed, 55 insertions(+), 45 deletions(-) diff --git a/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs b/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs index d782d4e61b2..2ceb4888a23 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs @@ -168,13 +168,13 @@ namespace GodotTools.Export // Add dependency assemblies - var dependencies = new Godot.Collections.Dictionary(); + var assemblies = new Godot.Collections.Dictionary(); string projectDllName = GodotSharpEditor.ProjectAssemblyName; string projectDllSrcDir = Path.Combine(GodotSharpDirs.ResTempAssembliesBaseDir, buildConfig); string projectDllSrcPath = Path.Combine(projectDllSrcDir, $"{projectDllName}.dll"); - dependencies[projectDllName] = projectDllSrcPath; + assemblies[projectDllName] = projectDllSrcPath; if (platform == OS.Platforms.Android) { @@ -184,15 +184,15 @@ namespace GodotTools.Export if (!File.Exists(monoAndroidAssemblyPath)) throw new FileNotFoundException("Assembly not found: 'Mono.Android'", monoAndroidAssemblyPath); - dependencies["Mono.Android"] = monoAndroidAssemblyPath; + assemblies["Mono.Android"] = monoAndroidAssemblyPath; } string bclDir = DeterminePlatformBclDir(platform); - var initialDependencies = dependencies.Duplicate(); - internal_GetExportedAssemblyDependencies(initialDependencies, buildConfig, bclDir, dependencies); + var initialAssemblies = assemblies.Duplicate(); + internal_GetExportedAssemblyDependencies(initialAssemblies, buildConfig, bclDir, assemblies); - AddI18NAssemblies(dependencies, bclDir); + AddI18NAssemblies(assemblies, bclDir); string outputDataDir = null; @@ -211,20 +211,32 @@ namespace GodotTools.Export Directory.CreateDirectory(outputDataGameAssembliesDir); } - foreach (var dependency in dependencies) + foreach (var assembly in assemblies) { - string dependSrcPath = dependency.Value; + void AddToAssembliesDir(string fileSrcPath) + { + if (assembliesInsidePck) + { + string fileDstPath = Path.Combine(resAssembliesDir, fileSrcPath.GetFile()); + AddFile(fileSrcPath, fileDstPath); + } + else + { + Debug.Assert(outputDataDir != null); + string fileDstPath = Path.Combine(outputDataDir, "Assemblies", fileSrcPath.GetFile()); + File.Copy(fileSrcPath, fileDstPath); + } + } - if (assembliesInsidePck) - { - string dependDstPath = Path.Combine(resAssembliesDir, dependSrcPath.GetFile()); - AddFile(dependSrcPath, dependDstPath); - } - else - { - string dependDstPath = Path.Combine(outputDataDir, "Assemblies", dependSrcPath.GetFile()); - File.Copy(dependSrcPath, dependDstPath); - } + string assemblySrcPath = assembly.Value; + + string assemblyPathWithoutExtension = Path.ChangeExtension(assemblySrcPath, null); + string pdbSrcPath = assemblyPathWithoutExtension + ".pdb"; + + AddToAssembliesDir(assemblySrcPath); + + if (File.Exists(pdbSrcPath)) + AddToAssembliesDir(pdbSrcPath); } // AOT compilation @@ -254,7 +266,7 @@ namespace GodotTools.Export ToolchainPath = aotToolchainPath }; - AotBuilder.CompileAssemblies(this, aotOpts, features, platform, isDebug, bclDir, outputDir, outputDataDir, dependencies); + AotBuilder.CompileAssemblies(this, aotOpts, features, platform, isDebug, bclDir, outputDir, outputDataDir, assemblies); } } @@ -366,7 +378,7 @@ namespace GodotTools.Export if (PlatformRequiresCustomBcl(platform)) throw new FileNotFoundException($"Missing BCL (Base Class Library) for platform: {platform}"); - platformBclDir = typeof(object).Assembly.Location; // Use the one we're running on + platformBclDir = typeof(object).Assembly.Location.GetBaseDir(); // Use the one we're running on } } @@ -425,7 +437,7 @@ namespace GodotTools.Export } [MethodImpl(MethodImplOptions.InternalCall)] - private static extern void internal_GetExportedAssemblyDependencies(Godot.Collections.Dictionary initialDependencies, - string buildConfig, string customBclDir, Godot.Collections.Dictionary dependencies); + private static extern void internal_GetExportedAssemblyDependencies(Godot.Collections.Dictionary initialAssemblies, + string buildConfig, string customBclDir, Godot.Collections.Dictionary dependencyAssemblies); } } diff --git a/modules/mono/editor/editor_internal_calls.cpp b/modules/mono/editor/editor_internal_calls.cpp index 283d4beb8e5..c3e7e67ae96 100644 --- a/modules/mono/editor/editor_internal_calls.cpp +++ b/modules/mono/editor/editor_internal_calls.cpp @@ -231,14 +231,14 @@ int32_t godot_icall_ScriptClassParser_ParseFile(MonoString *p_filepath, MonoObje return err; } -uint32_t godot_icall_ExportPlugin_GetExportedAssemblyDependencies(MonoObject *p_initial_dependencies, - MonoString *p_build_config, MonoString *p_custom_bcl_dir, MonoObject *r_dependencies) { - Dictionary initial_dependencies = GDMonoMarshal::mono_object_to_variant(p_initial_dependencies); +uint32_t godot_icall_ExportPlugin_GetExportedAssemblyDependencies(MonoObject *p_initial_assemblies, + MonoString *p_build_config, MonoString *p_custom_bcl_dir, MonoObject *r_assembly_dependencies) { + Dictionary initial_dependencies = GDMonoMarshal::mono_object_to_variant(p_initial_assemblies); String build_config = GDMonoMarshal::mono_string_to_godot(p_build_config); String custom_bcl_dir = GDMonoMarshal::mono_string_to_godot(p_custom_bcl_dir); - Dictionary dependencies = GDMonoMarshal::mono_object_to_variant(r_dependencies); + Dictionary assembly_dependencies = GDMonoMarshal::mono_object_to_variant(r_assembly_dependencies); - return GodotSharpExport::get_exported_assembly_dependencies(initial_dependencies, build_config, custom_bcl_dir, dependencies); + return GodotSharpExport::get_exported_assembly_dependencies(initial_dependencies, build_config, custom_bcl_dir, assembly_dependencies); } MonoString *godot_icall_Internal_UpdateApiAssembliesFromPrebuilt(MonoString *p_config) { diff --git a/modules/mono/editor/godotsharp_export.cpp b/modules/mono/editor/godotsharp_export.cpp index 324013e5e25..4126da16bec 100644 --- a/modules/mono/editor/godotsharp_export.cpp +++ b/modules/mono/editor/godotsharp_export.cpp @@ -50,13 +50,13 @@ String get_assemblyref_name(MonoImage *p_image, int index) { return String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME])); } -Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector &p_search_dirs, Dictionary &r_dependencies) { +Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector &p_search_dirs, Dictionary &r_assembly_dependencies) { MonoImage *image = p_assembly->get_image(); for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) { String ref_name = get_assemblyref_name(image, i); - if (r_dependencies.has(ref_name)) + if (r_assembly_dependencies.has(ref_name)) continue; GDMonoAssembly *ref_assembly = nullptr; @@ -93,17 +93,17 @@ Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector ERR_FAIL_COND_V_MSG(!ref_assembly, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'."); // Use the path we got from the search. Don't try to get the path from the loaded assembly as we can't trust it will be from the selected BCL dir. - r_dependencies[ref_name] = path; + r_assembly_dependencies[ref_name] = path; - Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies); + Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_assembly_dependencies); ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'."); } return OK; } -Error get_exported_assembly_dependencies(const Dictionary &p_initial_dependencies, - const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_dependencies) { +Error get_exported_assembly_dependencies(const Dictionary &p_initial_assemblies, + const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_assembly_dependencies) { MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.Domain.ProjectExport"); ERR_FAIL_NULL_V(export_domain, FAILED); _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain); @@ -113,16 +113,16 @@ Error get_exported_assembly_dependencies(const Dictionary &p_initial_dependencie Vector search_dirs; GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir); - for (const Variant *key = p_initial_dependencies.next(); key; key = p_initial_dependencies.next(key)) { + for (const Variant *key = p_initial_assemblies.next(); key; key = p_initial_assemblies.next(key)) { String assembly_name = *key; - String assembly_path = p_initial_dependencies[*key]; + String assembly_path = p_initial_assemblies[*key]; GDMonoAssembly *assembly = nullptr; bool load_success = GDMono::get_singleton()->load_assembly_from(assembly_name, assembly_path, &assembly, /* refonly: */ true); ERR_FAIL_COND_V_MSG(!load_success, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + assembly_name + "'."); - Error err = get_assembly_dependencies(assembly, search_dirs, r_dependencies); + Error err = get_assembly_dependencies(assembly, search_dirs, r_assembly_dependencies); if (err != OK) return err; } diff --git a/modules/mono/editor/godotsharp_export.h b/modules/mono/editor/godotsharp_export.h index 36138f81b78..9ab57755de2 100644 --- a/modules/mono/editor/godotsharp_export.h +++ b/modules/mono/editor/godotsharp_export.h @@ -41,8 +41,8 @@ namespace GodotSharpExport { Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector &p_search_dirs, Dictionary &r_dependencies); -Error get_exported_assembly_dependencies(const Dictionary &p_initial_dependencies, - const String &p_build_config, const String &p_custom_lib_dir, Dictionary &r_dependencies); +Error get_exported_assembly_dependencies(const Dictionary &p_initial_assemblies, + const String &p_build_config, const String &p_custom_lib_dir, Dictionary &r_assembly_dependencies); } // namespace GodotSharpExport diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp index 306a1997abf..681bb3e2d8f 100644 --- a/modules/mono/mono_gd/gd_mono.cpp +++ b/modules/mono/mono_gd/gd_mono.cpp @@ -129,12 +129,8 @@ void gd_mono_profiler_init() { } } -#if defined(DEBUG_ENABLED) - void gd_mono_debug_init() { - mono_debug_init(MONO_DEBUG_FORMAT_MONO); - CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8(); #ifdef TOOLS_ENABLED @@ -159,6 +155,10 @@ void gd_mono_debug_init() { return; // Exported games don't use the project settings to setup the debugger agent #endif + // Debugging enabled + + mono_debug_init(MONO_DEBUG_FORMAT_MONO); + // --debugger-agent=help const char *options[] = { "--soft-breakpoints", @@ -167,7 +167,6 @@ void gd_mono_debug_init() { mono_jit_parse_options(2, (char **)options); } -#endif // defined(DEBUG_ENABLED) #endif // !defined(JAVASCRIPT_ENABLED) #if defined(JAVASCRIPT_ENABLED) @@ -175,6 +174,7 @@ MonoDomain *gd_initialize_mono_runtime() { const char *vfs_prefix = "managed"; int enable_debugging = 0; + // TODO: Provide a way to enable debugging on WASM release builds. #ifdef DEBUG_ENABLED enable_debugging = 1; #endif @@ -185,9 +185,7 @@ MonoDomain *gd_initialize_mono_runtime() { } #else MonoDomain *gd_initialize_mono_runtime() { -#ifdef DEBUG_ENABLED gd_mono_debug_init(); -#endif #if defined(IPHONE_ENABLED) || defined(ANDROID_ENABLED) // I don't know whether this actually matters or not