/*************************************************************************/ /* godotsharp_export.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "godotsharp_export.h" #include #include "core/io/file_access_pack.h" #include "core/os/os.h" #include "core/project_settings.h" #include "../mono_gd/gd_mono.h" #include "../mono_gd/gd_mono_assembly.h" #include "../mono_gd/gd_mono_cache.h" #include "../utils/macros.h" namespace GodotSharpExport { MonoAssemblyName *new_mono_assembly_name() { // Mono has no public API to create an empty MonoAssemblyName and the struct is private. // As such the only way to create it is with a stub name and then clear it. MonoAssemblyName *aname = mono_assembly_name_new("stub"); CRASH_COND(aname == nullptr); mono_assembly_name_free(aname); // Frees the string fields, not the struct return aname; } struct AssemblyRefInfo { String name; uint16_t major; uint16_t minor; uint16_t build; uint16_t revision; }; AssemblyRefInfo get_assemblyref_name(MonoImage *p_image, int index) { const MonoTableInfo *table_info = mono_image_get_table_info(p_image, MONO_TABLE_ASSEMBLYREF); uint32_t cols[MONO_ASSEMBLYREF_SIZE]; mono_metadata_decode_row(table_info, index, cols, MONO_ASSEMBLYREF_SIZE); return { String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME])), (uint16_t)cols[MONO_ASSEMBLYREF_MAJOR_VERSION], (uint16_t)cols[MONO_ASSEMBLYREF_MINOR_VERSION], (uint16_t)cols[MONO_ASSEMBLYREF_BUILD_NUMBER], (uint16_t)cols[MONO_ASSEMBLYREF_REV_NUMBER] }; } Error get_assembly_dependencies(GDMonoAssembly *p_assembly, MonoAssemblyName *reusable_aname, 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++) { AssemblyRefInfo ref_info = get_assemblyref_name(image, i); const String &ref_name = ref_info.name; if (r_assembly_dependencies.has(ref_name)) continue; mono_assembly_get_assemblyref(image, i, reusable_aname); GDMonoAssembly *ref_assembly = NULL; if (!GDMono::get_singleton()->load_assembly(ref_name, reusable_aname, &ref_assembly, /* refonly: */ true, p_search_dirs)) { ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'."); } r_assembly_dependencies[ref_name] = ref_assembly->get_path(); Error err = get_assembly_dependencies(ref_assembly, reusable_aname, 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_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); _GDMONO_SCOPE_DOMAIN_(export_domain); Vector search_dirs; GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir); if (p_custom_bcl_dir.length()) { // Only one mscorlib can be loaded. We need this workaround to make sure we get it from the right BCL directory. r_assembly_dependencies["mscorlib"] = p_custom_bcl_dir.plus_file("mscorlib.dll").simplify_path(); } for (const Variant *key = p_initial_assemblies.next(); key; key = p_initial_assemblies.next(key)) { String assembly_name = *key; String assembly_path = p_initial_assemblies[*key]; GDMonoAssembly *assembly = NULL; 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 + "'."); MonoAssemblyName *reusable_aname = new_mono_assembly_name(); SCOPE_EXIT { mono_free(reusable_aname); }; Error err = get_assembly_dependencies(assembly, reusable_aname, search_dirs, r_assembly_dependencies); if (err != OK) return err; } return OK; } } // namespace GodotSharpExport