514 lines
16 KiB
C++
514 lines
16 KiB
C++
/*************************************************************************/
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/* gd_mono_assembly.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gd_mono_assembly.h"
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#include <mono/metadata/mono-debug.h>
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#include <mono/metadata/tokentype.h>
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#include "core/list.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "../godotsharp_dirs.h"
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#include "gd_mono_cache.h"
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#include "gd_mono_class.h"
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bool GDMonoAssembly::no_search = false;
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bool GDMonoAssembly::in_preload = false;
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Vector<String> GDMonoAssembly::search_dirs;
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void GDMonoAssembly::fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config, const String &p_custom_bcl_dir) {
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String framework_dir;
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if (!p_custom_bcl_dir.empty()) {
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framework_dir = p_custom_bcl_dir;
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} else if (mono_assembly_getrootdir()) {
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framework_dir = String::utf8(mono_assembly_getrootdir()).plus_file("mono").plus_file("4.5");
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}
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if (!framework_dir.empty()) {
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r_search_dirs.push_back(framework_dir);
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r_search_dirs.push_back(framework_dir.plus_file("Facades"));
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}
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if (p_custom_config.length()) {
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r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(p_custom_config));
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} else {
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r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_dir());
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}
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if (p_custom_config.empty()) {
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_dir());
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} else {
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String api_config = p_custom_config == "Release" ? "Release" : "Debug";
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir().plus_file(api_config));
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}
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir());
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r_search_dirs.push_back(OS::get_singleton()->get_resource_dir());
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r_search_dirs.push_back(OS::get_singleton()->get_executable_path().get_base_dir());
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#ifdef TOOLS_ENABLED
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r_search_dirs.push_back(GodotSharpDirs::get_data_editor_tools_dir());
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// For GodotTools to find the api assemblies
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r_search_dirs.push_back(GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"));
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#endif
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}
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void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, void *user_data) {
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if (no_search)
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return;
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// If our search and preload hooks fail to load the assembly themselves, the mono runtime still might.
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// Just do Assembly.LoadFrom("/Full/Path/On/Disk.dll");
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// In this case, we wouldn't have the assembly known in GDMono, which causes crashes
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// if any class inside the assembly is looked up by Godot.
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// And causing a lookup like that is as easy as throwing an exception defined in it...
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// No, we can't make the assembly load hooks smart enough because they get passed a MonoAssemblyName* only,
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// not the disk path passed to say Assembly.LoadFrom().
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_wrap_mono_assembly(assembly);
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}
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MonoAssembly *GDMonoAssembly::assembly_search_hook(MonoAssemblyName *aname, void *user_data) {
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return GDMonoAssembly::_search_hook(aname, user_data, false);
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}
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MonoAssembly *GDMonoAssembly::assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data) {
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return GDMonoAssembly::_search_hook(aname, user_data, true);
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}
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MonoAssembly *GDMonoAssembly::assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
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return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, false);
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}
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MonoAssembly *GDMonoAssembly::assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
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return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, true);
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}
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MonoAssembly *GDMonoAssembly::_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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String name = mono_assembly_name_get_name(aname);
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bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
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if (no_search)
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return NULL;
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GDMonoAssembly **loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (loaded_asm)
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return (*loaded_asm)->get_assembly();
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no_search = true; // Avoid the recursion madness
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GDMonoAssembly *res = _load_assembly_search(name, search_dirs, refonly);
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no_search = false;
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return res ? res->get_assembly() : NULL;
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}
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static _THREAD_LOCAL_(MonoImage *) image_corlib_loading = NULL;
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MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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if (search_dirs.empty()) {
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fill_search_dirs(search_dirs);
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}
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{
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// If we find the assembly here, we load it with 'mono_assembly_load_from_full',
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// which in turn invokes load hooks before returning the MonoAssembly to us.
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// One of the load hooks is 'load_aot_module'. This hook can end up calling preload hooks
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// again for the same assembly in certain in certain circumstances (the 'do_load_image' part).
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// If this is the case and we return NULL due to the no_search condition below,
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// it will result in an internal crash later on. Therefore we need to return the assembly we didn't
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// get yet from 'mono_assembly_load_from_full'. Luckily we have the image, which already got it.
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// This must be done here. If done in search hooks, it would cause 'mono_assembly_load_from_full'
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// to think another MonoAssembly for this assembly was already loaded, making it delete its own,
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// when in fact both pointers were the same... This hooks thing is confusing.
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if (image_corlib_loading) {
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return mono_image_get_assembly(image_corlib_loading);
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}
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}
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if (no_search)
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return NULL;
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no_search = true;
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in_preload = true;
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String name = mono_assembly_name_get_name(aname);
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bool has_extension = name.ends_with(".dll");
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GDMonoAssembly *res = NULL;
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if (has_extension ? name == "mscorlib.dll" : name == "mscorlib") {
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GDMonoAssembly **stored_assembly = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (stored_assembly)
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return (*stored_assembly)->get_assembly();
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res = _load_assembly_search("mscorlib.dll", search_dirs, refonly);
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}
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no_search = false;
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in_preload = false;
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return res ? res->get_assembly() : NULL;
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}
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GDMonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly) {
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GDMonoAssembly *res = NULL;
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String path;
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bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
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for (int i = 0; i < p_search_dirs.size(); i++) {
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const String &search_dir = p_search_dirs[i];
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if (has_extension) {
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path = search_dir.plus_file(p_name);
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if (FileAccess::exists(path)) {
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res = _load_assembly_from(p_name.get_basename(), path, p_refonly);
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if (res != NULL)
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return res;
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}
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} else {
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path = search_dir.plus_file(p_name + ".dll");
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if (FileAccess::exists(path)) {
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res = _load_assembly_from(p_name, path, p_refonly);
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if (res != NULL)
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return res;
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}
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path = search_dir.plus_file(p_name + ".exe");
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if (FileAccess::exists(path)) {
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res = _load_assembly_from(p_name, path, p_refonly);
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if (res != NULL)
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return res;
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}
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}
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}
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return NULL;
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}
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GDMonoAssembly *GDMonoAssembly::_load_assembly_from(const String &p_name, const String &p_path, bool p_refonly) {
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GDMonoAssembly *assembly = memnew(GDMonoAssembly(p_name, p_path));
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Error err = assembly->load(p_refonly);
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if (err != OK) {
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memdelete(assembly);
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ERR_FAIL_V(NULL);
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}
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MonoDomain *domain = mono_domain_get();
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GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, assembly);
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return assembly;
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}
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void GDMonoAssembly::_wrap_mono_assembly(MonoAssembly *assembly) {
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String name = mono_assembly_name_get_name(mono_assembly_get_name(assembly));
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MonoImage *image = mono_assembly_get_image(assembly);
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GDMonoAssembly *gdassembly = memnew(GDMonoAssembly(name, mono_image_get_filename(image)));
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Error err = gdassembly->wrapper_for_image(image);
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if (err != OK) {
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memdelete(gdassembly);
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ERR_FAIL();
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}
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MonoDomain *domain = mono_domain_get();
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GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly);
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}
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void GDMonoAssembly::initialize() {
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mono_install_assembly_search_hook(&assembly_search_hook, NULL);
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mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, NULL);
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mono_install_assembly_preload_hook(&assembly_preload_hook, NULL);
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mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, NULL);
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mono_install_assembly_load_hook(&assembly_load_hook, NULL);
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}
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Error GDMonoAssembly::load(bool p_refonly) {
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ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
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refonly = p_refonly;
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uint64_t last_modified_time = FileAccess::get_modified_time(path);
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Vector<uint8_t> data = FileAccess::get_file_as_array(path);
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ERR_FAIL_COND_V(data.empty(), ERR_FILE_CANT_READ);
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String image_filename;
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#ifdef ANDROID_ENABLED
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if (path.begins_with("res://")) {
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image_filename = path.substr(6, path.length());
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} else {
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image_filename = ProjectSettings::get_singleton()->globalize_path(path);
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}
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#else
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// FIXME: globalize_path does not work on exported games
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image_filename = ProjectSettings::get_singleton()->globalize_path(path);
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#endif
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MonoImageOpenStatus status = MONO_IMAGE_OK;
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image = mono_image_open_from_data_with_name(
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(char *)&data[0], data.size(),
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true, &status, refonly,
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image_filename.utf8().get_data());
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ERR_FAIL_COND_V(status != MONO_IMAGE_OK, ERR_FILE_CANT_OPEN);
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ERR_FAIL_NULL_V(image, ERR_FILE_CANT_OPEN);
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#ifdef DEBUG_ENABLED
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Vector<uint8_t> pdb_data;
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String pdb_path(path + ".pdb");
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if (!FileAccess::exists(pdb_path)) {
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pdb_path = path.get_basename() + ".pdb"; // without .dll
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if (!FileAccess::exists(pdb_path))
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goto no_pdb;
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}
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pdb_data = FileAccess::get_file_as_array(pdb_path);
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// mono_debug_close_image doesn't seem to be needed
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mono_debug_open_image_from_memory(image, &pdb_data[0], pdb_data.size());
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no_pdb:
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#endif
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bool is_corlib_preload = in_preload && name == "mscorlib";
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if (is_corlib_preload)
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image_corlib_loading = image;
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assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, refonly);
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if (is_corlib_preload)
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image_corlib_loading = NULL;
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ERR_FAIL_COND_V(status != MONO_IMAGE_OK || assembly == NULL, ERR_FILE_CANT_OPEN);
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// Decrement refcount which was previously incremented by mono_image_open_from_data_with_name
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mono_image_close(image);
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loaded = true;
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modified_time = last_modified_time;
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return OK;
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}
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Error GDMonoAssembly::wrapper_for_image(MonoImage *p_image) {
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ERR_FAIL_COND_V(loaded, ERR_FILE_ALREADY_IN_USE);
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assembly = mono_image_get_assembly(p_image);
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ERR_FAIL_NULL_V(assembly, FAILED);
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image = p_image;
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loaded = true;
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return OK;
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}
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void GDMonoAssembly::unload() {
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ERR_FAIL_COND(!loaded);
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for (Map<MonoClass *, GDMonoClass *>::Element *E = cached_raw.front(); E; E = E->next()) {
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memdelete(E->value());
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}
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cached_classes.clear();
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cached_raw.clear();
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assembly = NULL;
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image = NULL;
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loaded = false;
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}
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GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) {
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ERR_FAIL_COND_V(!loaded, NULL);
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ClassKey key(p_namespace, p_name);
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GDMonoClass **match = cached_classes.getptr(key);
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if (match)
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return *match;
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MonoClass *mono_class = mono_class_from_name(image, String(p_namespace).utf8(), String(p_name).utf8());
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if (!mono_class)
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return NULL;
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GDMonoClass *wrapped_class = memnew(GDMonoClass(p_namespace, p_name, mono_class, this));
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cached_classes[key] = wrapped_class;
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cached_raw[mono_class] = wrapped_class;
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return wrapped_class;
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}
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GDMonoClass *GDMonoAssembly::get_class(MonoClass *p_mono_class) {
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ERR_FAIL_COND_V(!loaded, NULL);
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Map<MonoClass *, GDMonoClass *>::Element *match = cached_raw.find(p_mono_class);
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if (match)
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return match->value();
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StringName namespace_name = mono_class_get_namespace(p_mono_class);
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StringName class_name = mono_class_get_name(p_mono_class);
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GDMonoClass *wrapped_class = memnew(GDMonoClass(namespace_name, class_name, p_mono_class, this));
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cached_classes[ClassKey(namespace_name, class_name)] = wrapped_class;
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cached_raw[p_mono_class] = wrapped_class;
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return wrapped_class;
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}
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GDMonoClass *GDMonoAssembly::get_object_derived_class(const StringName &p_class) {
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GDMonoClass *match = NULL;
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if (gdobject_class_cache_updated) {
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Map<StringName, GDMonoClass *>::Element *result = gdobject_class_cache.find(p_class);
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if (result)
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match = result->get();
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} else {
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List<GDMonoClass *> nested_classes;
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int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF);
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for (int i = 1; i < rows; i++) {
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MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF);
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if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class))
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continue;
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GDMonoClass *current = get_class(mono_class);
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if (!current)
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continue;
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nested_classes.push_back(current);
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if (!match && current->get_name() == p_class)
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match = current;
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while (!nested_classes.empty()) {
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GDMonoClass *current_nested = nested_classes.front()->get();
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nested_classes.pop_back();
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void *iter = NULL;
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while (true) {
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MonoClass *raw_nested = mono_class_get_nested_types(current_nested->get_mono_ptr(), &iter);
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if (!raw_nested)
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break;
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GDMonoClass *nested_class = get_class(raw_nested);
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if (nested_class) {
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gdobject_class_cache.insert(nested_class->get_name(), nested_class);
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nested_classes.push_back(nested_class);
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}
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}
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}
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gdobject_class_cache.insert(current->get_name(), current);
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}
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gdobject_class_cache_updated = true;
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}
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return match;
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}
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GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) {
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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();
|
|
}
|