293 lines
11 KiB
C#
293 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Loader;
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using Godot.Bridge;
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using Godot.NativeInterop;
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namespace GodotPlugins
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{
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public static class Main
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{
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// IMPORTANT:
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// Keeping strong references to the AssemblyLoadContext (our PluginLoadContext) prevents
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// it from being unloaded. To avoid issues, we wrap the reference in this class, and mark
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// all the methods that access it as non-inlineable. This way we prevent local references
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// (either real or introduced by the JIT) to escape the scope of these methods due to
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// inlining, which could keep the AssemblyLoadContext alive while trying to unload.
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private sealed class PluginLoadContextWrapper
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{
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private PluginLoadContext? _pluginLoadContext;
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private readonly WeakReference _weakReference;
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private PluginLoadContextWrapper(PluginLoadContext pluginLoadContext, WeakReference weakReference)
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{
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_pluginLoadContext = pluginLoadContext;
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_weakReference = weakReference;
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}
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public string? AssemblyLoadedPath
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _pluginLoadContext?.AssemblyLoadedPath;
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}
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public bool IsCollectible
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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// if _pluginLoadContext is null we already started unloading, so it was collectible
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get => _pluginLoadContext?.IsCollectible ?? true;
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}
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public bool IsAlive
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _weakReference.IsAlive;
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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public static (Assembly, PluginLoadContextWrapper) CreateAndLoadFromAssemblyName(
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AssemblyName assemblyName,
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string pluginPath,
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ICollection<string> sharedAssemblies,
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AssemblyLoadContext mainLoadContext,
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bool isCollectible
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)
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{
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var context = new PluginLoadContext(pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
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var reference = new WeakReference(context, trackResurrection: true);
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var wrapper = new PluginLoadContextWrapper(context, reference);
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var assembly = context.LoadFromAssemblyName(assemblyName);
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return (assembly, wrapper);
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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internal void Unload()
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{
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_pluginLoadContext?.Unload();
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_pluginLoadContext = null;
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}
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}
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private static readonly List<AssemblyName> SharedAssemblies = new();
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private static readonly Assembly CoreApiAssembly = typeof(global::Godot.GodotObject).Assembly;
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private static Assembly? _editorApiAssembly;
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private static PluginLoadContextWrapper? _projectLoadContext;
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private static bool _editorHint = false;
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private static readonly AssemblyLoadContext MainLoadContext =
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AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
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AssemblyLoadContext.Default;
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private static DllImportResolver? _dllImportResolver;
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// Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later.
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[UnmanagedCallersOnly]
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// ReSharper disable once UnusedMember.Local
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private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint,
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PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks,
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IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
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{
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try
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{
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_editorHint = editorHint.ToBool();
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_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
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SharedAssemblies.Add(CoreApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
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AlcReloadCfg.Configure(alcReloadEnabled: _editorHint);
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NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
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if (_editorHint)
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{
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_editorApiAssembly = Assembly.Load("GodotSharpEditor");
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SharedAssemblies.Add(_editorApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver);
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}
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*pluginsCallbacks = new()
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{
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LoadProjectAssemblyCallback = &LoadProjectAssembly,
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LoadToolsAssemblyCallback = &LoadToolsAssembly,
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UnloadProjectPluginCallback = &UnloadProjectPlugin,
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};
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*managedCallbacks = ManagedCallbacks.Create();
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return godot_bool.True;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return godot_bool.False;
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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private struct PluginsCallbacks
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{
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public unsafe delegate* unmanaged<char*, godot_string*, godot_bool> LoadProjectAssemblyCallback;
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public unsafe delegate* unmanaged<char*, IntPtr, int, IntPtr> LoadToolsAssemblyCallback;
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public unsafe delegate* unmanaged<godot_bool> UnloadProjectPluginCallback;
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}
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[UnmanagedCallersOnly]
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private static unsafe godot_bool LoadProjectAssembly(char* nAssemblyPath, godot_string* outLoadedAssemblyPath)
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{
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try
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{
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if (_projectLoadContext != null)
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return godot_bool.True; // Already loaded
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string assemblyPath = new(nAssemblyPath);
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(var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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string loadedAssemblyPath = _projectLoadContext.AssemblyLoadedPath ?? assemblyPath;
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*outLoadedAssemblyPath = Marshaling.ConvertStringToNative(loadedAssemblyPath);
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ScriptManagerBridge.LookupScriptsInAssembly(projectAssembly);
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return godot_bool.True;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return godot_bool.False;
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}
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}
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[UnmanagedCallersOnly]
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private static unsafe IntPtr LoadToolsAssembly(char* nAssemblyPath,
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IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
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{
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try
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{
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string assemblyPath = new(nAssemblyPath);
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if (_editorApiAssembly == null)
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throw new InvalidOperationException("The Godot editor API assembly is not loaded.");
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var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: false);
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NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
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var method = assembly.GetType("GodotTools.GodotSharpEditor")?
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.GetMethod("InternalCreateInstance",
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BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public);
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if (method == null)
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{
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throw new MissingMethodException("GodotTools.GodotSharpEditor",
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"InternalCreateInstance");
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}
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return (IntPtr?)method
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.Invoke(null, new object[] { unmanagedCallbacks, unmanagedCallbacksSize })
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?? IntPtr.Zero;
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return IntPtr.Zero;
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}
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}
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private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath, bool isCollectible)
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{
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string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
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var sharedAssemblies = new List<string>();
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foreach (var sharedAssembly in SharedAssemblies)
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{
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string? sharedAssemblyName = sharedAssembly.Name;
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if (sharedAssemblyName != null)
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sharedAssemblies.Add(sharedAssemblyName);
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}
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return PluginLoadContextWrapper.CreateAndLoadFromAssemblyName(
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new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext, isCollectible);
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}
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[UnmanagedCallersOnly]
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private static godot_bool UnloadProjectPlugin()
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{
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try
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{
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return UnloadPlugin(ref _projectLoadContext).ToGodotBool();
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}
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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return godot_bool.False;
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}
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}
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private static bool UnloadPlugin(ref PluginLoadContextWrapper? pluginLoadContext)
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{
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try
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{
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if (pluginLoadContext == null)
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return true;
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if (!pluginLoadContext.IsCollectible)
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{
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Console.Error.WriteLine("Cannot unload a non-collectible assembly load context.");
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return false;
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}
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Console.WriteLine("Unloading assembly load context...");
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pluginLoadContext.Unload();
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int startTimeMs = Environment.TickCount;
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bool takingTooLong = false;
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while (pluginLoadContext.IsAlive)
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{
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GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
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GC.WaitForPendingFinalizers();
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if (!pluginLoadContext.IsAlive)
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break;
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int elapsedTimeMs = Environment.TickCount - startTimeMs;
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if (!takingTooLong && elapsedTimeMs >= 200)
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{
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takingTooLong = true;
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine("Assembly unloading is taking longer than expected...");
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}
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else if (elapsedTimeMs >= 1000)
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{
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine(
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"Failed to unload assemblies. Possible causes: Strong GC handles, running threads, etc.");
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return false;
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}
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}
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Console.WriteLine("Assembly load context unloaded successfully.");
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pluginLoadContext = null;
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return true;
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}
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catch (Exception e)
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{
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// TODO: How to log exceptions from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine(e);
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return false;
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}
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}
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}
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}
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