godot/modules/mono/mono_gd/gd_mono_assembly.cpp
Ignacio Etcheverry 270af6fa08 Re-write mono module editor code in C#
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-05 09:38:23 +02:00

524 lines
16 KiB
C++

/*************************************************************************/
/* gd_mono_assembly.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 "gd_mono_assembly.h"
#include <mono/metadata/mono-debug.h>
#include <mono/metadata/tokentype.h>
#include "core/list.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "../godotsharp_dirs.h"
#include "gd_mono_class.h"
bool GDMonoAssembly::no_search = false;
bool GDMonoAssembly::in_preload = false;
Vector<String> GDMonoAssembly::search_dirs;
static String _get_expected_api_build_config() {
#ifdef TOOLS_ENABLED
return "Debug";
#else
#ifdef DEBUG_ENABLED
return "Debug";
#else
return "Release";
#endif
#endif
}
void GDMonoAssembly::fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config, const String &p_custom_bcl_dir) {
String framework_dir;
if (!p_custom_bcl_dir.empty()) {
framework_dir = p_custom_bcl_dir;
} else if (mono_assembly_getrootdir()) {
framework_dir = String::utf8(mono_assembly_getrootdir()).plus_file("mono").plus_file("4.5");
}
if (!framework_dir.empty()) {
r_search_dirs.push_back(framework_dir);
r_search_dirs.push_back(framework_dir.plus_file("Facades"));
}
if (p_custom_config.length()) {
r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(p_custom_config));
} else {
r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_dir());
}
String api_config = p_custom_config.empty() ? _get_expected_api_build_config() :
(p_custom_config == "Release" ? "Release" : "Debug");
r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir().plus_file(api_config));
r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_dir());
r_search_dirs.push_back(OS::get_singleton()->get_resource_dir());
r_search_dirs.push_back(OS::get_singleton()->get_executable_path().get_base_dir());
#ifdef TOOLS_ENABLED
r_search_dirs.push_back(GodotSharpDirs::get_data_editor_tools_dir());
// For GodotTools to find the api assemblies
r_search_dirs.push_back(GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"));
#endif
}
void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, void *user_data) {
if (no_search)
return;
// If our search and preload hooks fail to load the assembly themselves, the mono runtime still might.
// Just do Assembly.LoadFrom("/Full/Path/On/Disk.dll");
// In this case, we wouldn't have the assembly known in GDMono, which causes crashes
// if any class inside the assembly is looked up by Godot.
// And causing a lookup like that is as easy as throwing an exception defined in it...
// No, we can't make the assembly load hooks smart enough because they get passed a MonoAssemblyName* only,
// not the disk path passed to say Assembly.LoadFrom().
_wrap_mono_assembly(assembly);
}
MonoAssembly *GDMonoAssembly::assembly_search_hook(MonoAssemblyName *aname, void *user_data) {
return GDMonoAssembly::_search_hook(aname, user_data, false);
}
MonoAssembly *GDMonoAssembly::assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data) {
return GDMonoAssembly::_search_hook(aname, user_data, true);
}
MonoAssembly *GDMonoAssembly::assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, false);
}
MonoAssembly *GDMonoAssembly::assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, true);
}
MonoAssembly *GDMonoAssembly::_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly) {
(void)user_data; // UNUSED
String name = mono_assembly_name_get_name(aname);
bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
if (no_search)
return NULL;
GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
if (loaded_asm)
return (*loaded_asm)->get_assembly();
no_search = true; // Avoid the recursion madness
GDMonoAssembly *res = _load_assembly_search(name, search_dirs, refonly);
no_search = false;
return res ? res->get_assembly() : NULL;
}
static _THREAD_LOCAL_(MonoImage *) image_corlib_loading = NULL;
MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, void *user_data, bool refonly) {
(void)user_data; // UNUSED
if (search_dirs.empty()) {
fill_search_dirs(search_dirs);
}
{
// If we find the assembly here, we load it with `mono_assembly_load_from_full`,
// which in turn invokes load hooks before returning the MonoAssembly to us.
// One of the load hooks is `load_aot_module`. This hook can end up calling preload hooks
// again for the same assembly in certain in certain circumstances (the `do_load_image` part).
// If this is the case and we return NULL due to the no_search condition below,
// it will result in an internal crash later on. Therefore we need to return the assembly we didn't
// get yet from `mono_assembly_load_from_full`. Luckily we have the image, which already got it.
// This must be done here. If done in search hooks, it would cause `mono_assembly_load_from_full`
// to think another MonoAssembly for this assembly was already loaded, making it delete its own,
// when in fact both pointers were the same... This hooks thing is confusing.
if (image_corlib_loading) {
return mono_image_get_assembly(image_corlib_loading);
}
}
if (no_search)
return NULL;
no_search = true;
in_preload = true;
String name = mono_assembly_name_get_name(aname);
bool has_extension = name.ends_with(".dll");
GDMonoAssembly *res = NULL;
if (has_extension ? name == "mscorlib.dll" : name == "mscorlib") {
GDMonoAssembly **stored_assembly = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
if (stored_assembly)
return (*stored_assembly)->get_assembly();
res = _load_assembly_search("mscorlib.dll", search_dirs, refonly);
}
no_search = false;
in_preload = false;
return res ? res->get_assembly() : NULL;
}
GDMonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly) {
GDMonoAssembly *res = NULL;
String path;
bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
for (int i = 0; i < p_search_dirs.size(); i++) {
const String &search_dir = p_search_dirs[i];
if (has_extension) {
path = search_dir.plus_file(p_name);
if (FileAccess::exists(path)) {
res = _load_assembly_from(p_name.get_basename(), path, p_refonly);
if (res != NULL)
return res;
}
} else {
path = search_dir.plus_file(p_name + ".dll");
if (FileAccess::exists(path)) {
res = _load_assembly_from(p_name, path, p_refonly);
if (res != NULL)
return res;
}
path = search_dir.plus_file(p_name + ".exe");
if (FileAccess::exists(path)) {
res = _load_assembly_from(p_name, path, p_refonly);
if (res != NULL)
return res;
}
}
}
return NULL;
}
GDMonoAssembly *GDMonoAssembly::_load_assembly_from(const String &p_name, const String &p_path, bool p_refonly) {
GDMonoAssembly *assembly = memnew(GDMonoAssembly(p_name, p_path));
Error err = assembly->load(p_refonly);
if (err != OK) {
memdelete(assembly);
ERR_FAIL_V(NULL);
}
MonoDomain *domain = mono_domain_get();
GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, assembly);
return assembly;
}
void GDMonoAssembly::_wrap_mono_assembly(MonoAssembly *assembly) {
String name = mono_assembly_name_get_name(mono_assembly_get_name(assembly));
MonoImage *image = mono_assembly_get_image(assembly);
GDMonoAssembly *gdassembly = memnew(GDMonoAssembly(name, mono_image_get_filename(image)));
Error err = gdassembly->wrapper_for_image(image);
if (err != OK) {
memdelete(gdassembly);
ERR_FAIL();
}
MonoDomain *domain = mono_domain_get();
GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly);
}
void GDMonoAssembly::initialize() {
mono_install_assembly_search_hook(&assembly_search_hook, NULL);
mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, NULL);
mono_install_assembly_preload_hook(&assembly_preload_hook, NULL);
mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, NULL);
mono_install_assembly_load_hook(&assembly_load_hook, NULL);
}
Error GDMonoAssembly::load(bool p_refonly) {
ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
refonly = p_refonly;
uint64_t last_modified_time = FileAccess::get_modified_time(path);
Vector<uint8_t> data = FileAccess::get_file_as_array(path);
ERR_FAIL_COND_V(data.empty(), ERR_FILE_CANT_READ);
String image_filename;
#ifdef ANDROID_ENABLED
if (path.begins_with("res://")) {
image_filename = path.substr(6, path.length());
} else {
image_filename = ProjectSettings::get_singleton()->globalize_path(path);
}
#else
// FIXME: globalize_path does not work on exported games
image_filename = ProjectSettings::get_singleton()->globalize_path(path);
#endif
MonoImageOpenStatus status = MONO_IMAGE_OK;
image = mono_image_open_from_data_with_name(
(char *)&data[0], data.size(),
true, &status, refonly,
image_filename.utf8().get_data());
ERR_FAIL_COND_V(status != MONO_IMAGE_OK, ERR_FILE_CANT_OPEN);
ERR_FAIL_NULL_V(image, ERR_FILE_CANT_OPEN);
#ifdef DEBUG_ENABLED
Vector<uint8_t> pdb_data;
String pdb_path(path + ".pdb");
if (!FileAccess::exists(pdb_path)) {
pdb_path = path.get_basename() + ".pdb"; // without .dll
if (!FileAccess::exists(pdb_path))
goto no_pdb;
}
pdb_data = FileAccess::get_file_as_array(pdb_path);
// mono_debug_close_image doesn't seem to be needed
mono_debug_open_image_from_memory(image, &pdb_data[0], pdb_data.size());
no_pdb:
#endif
bool is_corlib_preload = in_preload && name == "mscorlib";
if (is_corlib_preload)
image_corlib_loading = image;
assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, refonly);
if (is_corlib_preload)
image_corlib_loading = NULL;
ERR_FAIL_COND_V(status != MONO_IMAGE_OK || assembly == NULL, ERR_FILE_CANT_OPEN);
// Decrement refcount which was previously incremented by mono_image_open_from_data_with_name
mono_image_close(image);
loaded = true;
modified_time = last_modified_time;
return OK;
}
Error GDMonoAssembly::wrapper_for_image(MonoImage *p_image) {
ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
assembly = mono_image_get_assembly(p_image);
ERR_FAIL_NULL_V(assembly, FAILED);
image = p_image;
loaded = true;
return OK;
}
void GDMonoAssembly::unload() {
ERR_FAIL_COND(!loaded);
for (Map<MonoClass *, GDMonoClass *>::Element *E = cached_raw.front(); E; E = E->next()) {
memdelete(E->value());
}
cached_classes.clear();
cached_raw.clear();
assembly = NULL;
image = NULL;
loaded = false;
}
GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) {
ERR_FAIL_COND_V(!loaded, NULL);
ClassKey key(p_namespace, p_name);
GDMonoClass **match = cached_classes.getptr(key);
if (match)
return *match;
MonoClass *mono_class = mono_class_from_name(image, String(p_namespace).utf8(), String(p_name).utf8());
if (!mono_class)
return NULL;
GDMonoClass *wrapped_class = memnew(GDMonoClass(p_namespace, p_name, mono_class, this));
cached_classes[key] = wrapped_class;
cached_raw[mono_class] = wrapped_class;
return wrapped_class;
}
GDMonoClass *GDMonoAssembly::get_class(MonoClass *p_mono_class) {
ERR_FAIL_COND_V(!loaded, NULL);
Map<MonoClass *, GDMonoClass *>::Element *match = cached_raw.find(p_mono_class);
if (match)
return match->value();
StringName namespace_name = mono_class_get_namespace(p_mono_class);
StringName class_name = mono_class_get_name(p_mono_class);
GDMonoClass *wrapped_class = memnew(GDMonoClass(namespace_name, class_name, p_mono_class, this));
cached_classes[ClassKey(namespace_name, class_name)] = wrapped_class;
cached_raw[p_mono_class] = wrapped_class;
return wrapped_class;
}
GDMonoClass *GDMonoAssembly::get_object_derived_class(const StringName &p_class) {
GDMonoClass *match = NULL;
if (gdobject_class_cache_updated) {
Map<StringName, GDMonoClass *>::Element *result = gdobject_class_cache.find(p_class);
if (result)
match = result->get();
} else {
List<GDMonoClass *> nested_classes;
int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF);
for (int i = 1; i < rows; i++) {
MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF);
if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class))
continue;
GDMonoClass *current = get_class(mono_class);
if (!current)
continue;
nested_classes.push_back(current);
if (!match && current->get_name() == p_class)
match = current;
while (!nested_classes.empty()) {
GDMonoClass *current_nested = nested_classes.front()->get();
nested_classes.pop_back();
void *iter = NULL;
while (true) {
MonoClass *raw_nested = mono_class_get_nested_types(current_nested->get_mono_ptr(), &iter);
if (!raw_nested)
break;
GDMonoClass *nested_class = get_class(raw_nested);
if (nested_class) {
gdobject_class_cache.insert(nested_class->get_name(), nested_class);
nested_classes.push_back(nested_class);
}
}
}
gdobject_class_cache.insert(current->get_name(), current);
}
gdobject_class_cache_updated = true;
}
return match;
}
GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) {
GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name);
if (loaded_asm)
return *loaded_asm;
#ifdef DEBUG_ENABLED
CRASH_COND(!FileAccess::exists(p_path));
#endif
no_search = true;
GDMonoAssembly *res = _load_assembly_from(p_name, p_path, p_refonly);
no_search = false;
return res;
}
GDMonoAssembly::GDMonoAssembly(const String &p_name, const String &p_path) {
loaded = false;
gdobject_class_cache_updated = false;
name = p_name;
path = p_path;
refonly = false;
modified_time = 0;
assembly = NULL;
image = NULL;
}
GDMonoAssembly::~GDMonoAssembly() {
if (loaded)
unload();
}