/*************************************************************************/ /* 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) */ /* */ /* 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. */ /*************************************************************************/ #ifndef GD_MONO_H #define GD_MONO_H #include "core/io/config_file.h" #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 #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; GDMonoAssembly *corlib_assembly; GDMonoAssembly *core_api_assembly; GDMonoAssembly *project_assembly; #ifdef TOOLS_ENABLED GDMonoAssembly *editor_api_assembly; GDMonoAssembly *editor_tools_assembly; #endif HashMap > 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 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; #if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED) 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 static GDMono *get_singleton() { return singleton; } static void unhandled_exception_hook(MonoObject *p_exc, void *p_user_data); // Do not use these, unless you know what you're doing void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly); GDMonoAssembly **get_loaded_assembly(const String &p_name); _FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; } _FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; } _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; } _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) 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 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); 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); Error finalize_and_unload_domain(MonoDomain *p_domain); void initialize(); GDMono(); ~GDMono(); }; namespace gdmono { class ScopeDomain { MonoDomain *prev_domain; public: ScopeDomain(MonoDomain *p_domain) { 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; } } ~ScopeDomain() { if (prev_domain) mono_domain_set(prev_domain, false); } }; 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); \ (void)__gdmono__scope__domain__; #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__; class _GodotSharp : public Object { GDCLASS(_GodotSharp, Object) friend class GDMono; bool _is_domain_finalizing_for_unload(int32_t p_domain_id); List np_delete_queue; List 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(); _GodotSharp(); ~_GodotSharp(); }; #endif // GD_MONO_H