270af6fa08
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.
297 lines
9.0 KiB
C++
297 lines
9.0 KiB
C++
/*************************************************************************/
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/* gd_mono.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) 2007-2019 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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#ifndef GD_MONO_H
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#define GD_MONO_H
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#include "core/io/config_file.h"
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#include "../godotsharp_defs.h"
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#include "gd_mono_assembly.h"
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#include "gd_mono_log.h"
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#ifdef WINDOWS_ENABLED
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#include "../utils/mono_reg_utils.h"
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#endif
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namespace APIAssembly {
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enum Type {
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API_CORE,
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API_EDITOR
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};
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struct Version {
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uint64_t godot_api_hash;
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uint32_t bindings_version;
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uint32_t cs_glue_version;
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bool operator==(const Version &p_other) const {
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return godot_api_hash == p_other.godot_api_hash &&
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bindings_version == p_other.bindings_version &&
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cs_glue_version == p_other.cs_glue_version;
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}
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Version() :
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godot_api_hash(0),
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bindings_version(0),
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cs_glue_version(0) {
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}
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Version(uint64_t p_godot_api_hash,
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uint32_t p_bindings_version,
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uint32_t p_cs_glue_version) :
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godot_api_hash(p_godot_api_hash),
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bindings_version(p_bindings_version),
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cs_glue_version(p_cs_glue_version) {
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}
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static Version get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, Type p_api_type);
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};
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String to_string(Type p_type);
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} // namespace APIAssembly
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class GDMono {
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bool runtime_initialized;
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bool finalizing_scripts_domain;
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MonoDomain *root_domain;
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MonoDomain *scripts_domain;
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bool core_api_assembly_out_of_sync;
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#ifdef TOOLS_ENABLED
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bool editor_api_assembly_out_of_sync;
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#endif
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GDMonoAssembly *corlib_assembly;
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GDMonoAssembly *core_api_assembly;
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GDMonoAssembly *project_assembly;
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#ifdef TOOLS_ENABLED
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GDMonoAssembly *editor_api_assembly;
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GDMonoAssembly *tools_assembly;
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GDMonoAssembly *tools_project_editor_assembly;
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#endif
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HashMap<uint32_t, HashMap<String, GDMonoAssembly *> > assemblies;
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void _domain_assemblies_cleanup(uint32_t p_domain_id);
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bool _load_corlib_assembly();
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bool _load_core_api_assembly();
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#ifdef TOOLS_ENABLED
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bool _load_editor_api_assembly();
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bool _load_tools_assemblies();
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#endif
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bool _load_project_assembly();
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bool _load_api_assemblies();
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#ifdef TOOLS_ENABLED
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String _get_api_assembly_metadata_path();
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#endif
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void _install_trace_listener();
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void _register_internal_calls();
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Error _load_scripts_domain();
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Error _unload_scripts_domain();
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uint64_t api_core_hash;
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#ifdef TOOLS_ENABLED
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uint64_t api_editor_hash;
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#endif
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void _initialize_and_check_api_hashes();
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GDMonoLog *gdmono_log;
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#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
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MonoRegInfo mono_reg_info;
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#endif
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void add_mono_shared_libs_dir_to_path();
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protected:
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static GDMono *singleton;
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public:
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uint64_t get_api_core_hash() {
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if (api_core_hash == 0)
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api_core_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
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return api_core_hash;
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}
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#ifdef TOOLS_ENABLED
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uint64_t get_api_editor_hash() {
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if (api_editor_hash == 0)
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api_editor_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
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return api_editor_hash;
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}
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#endif
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#ifdef TOOLS_ENABLED
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void metadata_set_api_assembly_invalidated(APIAssembly::Type p_api_type, bool p_invalidated);
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bool metadata_is_api_assembly_invalidated(APIAssembly::Type p_api_type);
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String get_invalidated_api_assembly_path(APIAssembly::Type p_api_type);
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#endif
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static GDMono *get_singleton() { return singleton; }
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static void unhandled_exception_hook(MonoObject *p_exc, void *p_user_data);
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// Do not use these, unless you know what you're doing
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void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly);
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GDMonoAssembly **get_loaded_assembly(const String &p_name);
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_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; }
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_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
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_FORCE_INLINE_ MonoDomain *get_scripts_domain() { return scripts_domain; }
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_FORCE_INLINE_ GDMonoAssembly *get_corlib_assembly() const { return corlib_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_core_api_assembly() const { return core_api_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_project_assembly() const { return project_assembly; }
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ GDMonoAssembly *get_editor_api_assembly() const { return editor_api_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_tools_assembly() const { return tools_assembly; }
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_FORCE_INLINE_ GDMonoAssembly *get_tools_project_editor_assembly() const { return tools_project_editor_assembly; }
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#endif
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#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
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const MonoRegInfo &get_mono_reg_info() { return mono_reg_info; }
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#endif
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GDMonoClass *get_class(MonoClass *p_raw_class);
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GDMonoClass *get_class(const StringName &p_namespace, const StringName &p_name);
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#ifdef GD_MONO_HOT_RELOAD
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Error reload_scripts_domain();
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#endif
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bool load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly = false);
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bool load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly = false);
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bool load_assembly_from(const String &p_name, const String &p_path, GDMonoAssembly **r_assembly, bool p_refonly = false);
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Error finalize_and_unload_domain(MonoDomain *p_domain);
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void initialize();
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GDMono();
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~GDMono();
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};
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namespace gdmono {
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class ScopeDomain {
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MonoDomain *prev_domain;
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public:
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ScopeDomain(MonoDomain *p_domain) {
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MonoDomain *prev_domain = mono_domain_get();
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if (prev_domain != p_domain) {
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this->prev_domain = prev_domain;
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mono_domain_set(p_domain, false);
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} else {
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this->prev_domain = NULL;
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}
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}
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~ScopeDomain() {
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if (prev_domain)
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mono_domain_set(prev_domain, false);
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}
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};
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class ScopeExitDomainUnload {
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MonoDomain *domain;
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public:
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ScopeExitDomainUnload(MonoDomain *p_domain) :
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domain(p_domain) {
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}
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~ScopeExitDomainUnload() {
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if (domain)
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GDMono::get_singleton()->finalize_and_unload_domain(domain);
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}
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};
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} // namespace gdmono
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#define _GDMONO_SCOPE_DOMAIN_(m_mono_domain) \
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gdmono::ScopeDomain __gdmono__scope__domain__(m_mono_domain); \
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(void)__gdmono__scope__domain__;
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#define _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(m_mono_domain) \
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gdmono::ScopeExitDomainUnload __gdmono__scope__exit__domain__unload__(m_mono_domain); \
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(void)__gdmono__scope__exit__domain__unload__;
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class _GodotSharp : public Object {
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GDCLASS(_GodotSharp, Object);
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friend class GDMono;
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bool _is_domain_finalizing_for_unload(int32_t p_domain_id);
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List<NodePath *> np_delete_queue;
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List<RID *> rid_delete_queue;
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void _reload_assemblies(bool p_soft_reload);
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protected:
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static _GodotSharp *singleton;
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static void _bind_methods();
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public:
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static _GodotSharp *get_singleton() { return singleton; }
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void attach_thread();
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void detach_thread();
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int32_t get_domain_id();
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int32_t get_scripts_domain_id();
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bool is_scripts_domain_loaded();
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bool is_domain_finalizing_for_unload();
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bool is_domain_finalizing_for_unload(int32_t p_domain_id);
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bool is_domain_finalizing_for_unload(MonoDomain *p_domain);
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bool is_runtime_shutting_down();
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bool is_runtime_initialized();
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_GodotSharp();
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~_GodotSharp();
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};
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#endif // GD_MONO_H
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