77dd061345
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
131 lines
5.3 KiB
C++
131 lines
5.3 KiB
C++
/*************************************************************************/
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/* gd_mono_assembly.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef GD_MONO_ASSEMBLY_H
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#define GD_MONO_ASSEMBLY_H
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#include <mono/jit/jit.h>
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#include <mono/metadata/assembly.h>
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#include "core/hash_map.h"
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#include "core/map.h"
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#include "core/ustring.h"
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#include "gd_mono_utils.h"
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class GDMonoAssembly {
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struct ClassKey {
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struct Hasher {
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static _FORCE_INLINE_ uint32_t hash(const ClassKey &p_key) {
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uint32_t hash = 0;
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GDMonoUtils::hash_combine(hash, p_key.namespace_name.hash());
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GDMonoUtils::hash_combine(hash, p_key.class_name.hash());
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return hash;
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}
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};
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_FORCE_INLINE_ bool operator==(const ClassKey &p_a) const {
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return p_a.class_name == class_name && p_a.namespace_name == namespace_name;
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}
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ClassKey() {}
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ClassKey(const StringName &p_namespace_name, const StringName &p_class_name) {
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namespace_name = p_namespace_name;
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class_name = p_class_name;
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}
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StringName namespace_name;
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StringName class_name;
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};
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String name;
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MonoImage *image;
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MonoAssembly *assembly;
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#ifdef GD_MONO_HOT_RELOAD
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uint64_t modified_time;
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#endif
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bool gdobject_class_cache_updated;
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Map<StringName, GDMonoClass *> gdobject_class_cache;
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HashMap<ClassKey, GDMonoClass *, ClassKey::Hasher> cached_classes;
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Map<MonoClass *, GDMonoClass *> cached_raw;
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static Vector<String> search_dirs;
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static void assembly_load_hook(MonoAssembly *assembly, void *user_data);
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static MonoAssembly *assembly_search_hook(MonoAssemblyName *aname, void *user_data);
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static MonoAssembly *assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data);
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static MonoAssembly *assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data);
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static MonoAssembly *assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data);
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static MonoAssembly *_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly);
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static MonoAssembly *_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data, bool refonly);
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static MonoAssembly *_real_load_assembly_from(const String &p_path, bool p_refonly);
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static MonoAssembly *_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly);
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friend class GDMono;
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static void initialize();
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public:
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void unload();
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_FORCE_INLINE_ MonoImage *get_image() const { return image; }
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_FORCE_INLINE_ MonoAssembly *get_assembly() const { return assembly; }
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_FORCE_INLINE_ String get_name() const { return name; }
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#ifdef GD_MONO_HOT_RELOAD
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_FORCE_INLINE_ uint64_t get_modified_time() const { return modified_time; }
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#endif
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String get_path() const;
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GDMonoClass *get_class(const StringName &p_namespace, const StringName &p_name);
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GDMonoClass *get_class(MonoClass *p_mono_class);
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GDMonoClass *get_object_derived_class(const StringName &p_class);
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static String find_assembly(const String &p_name);
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static void fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config = String(), const String &p_custom_bcl_dir = String());
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static GDMonoAssembly *load_from(const String &p_name, const String &p_path, bool p_refonly);
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GDMonoAssembly(const String &p_name, MonoImage *p_image, MonoAssembly *p_assembly);
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~GDMonoAssembly();
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};
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#endif // GD_MONO_ASSEMBLY_H
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